Systemandsetting freeversion

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FOREVER PEOPLE GAMES & RPG PRESENTS

Game System & Setting ~ Book 1 ~ FREE DOWNLOADABLE PDF VERSION 'WYRD LITE'

This is a sample of the full version Written and produced by David Sharrock Illustrated by David Sharrock, Atelier Sommerland, Corey Ford, Dusan Kostic, Fernando Cortes De Pablo, Jeffrey Thompson, Jesse-Lee Lang and Nej Ron

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Contents SETTING The Oaken Myths of Yarnia The Age of Dreams Of Womad & Wythia The Coming of Mot The Age of Yrmynsyl The Oak Lords The Making of the Wyrmen The Age of Seth The Fair and Foul Enslaving of the Wyr Merriday Of the Myrmen The Ruin of Halig Yseldyr Renewed The Age of Ice The Age of Thaw Map of Ereth Gazetteer Elderune Game Apparatus Campaign Setting Yarnia Ereth Lands of the Thaw Endeleas & the Inland Sea Morturth Annarr The City of Thieves The Civilizations of Annarr Merendir & Frothrein Urtol The Wyrd Dymensions The NĂźsphere The Entopic Plane The Web of Wyrd The Cosmic Cavern The Orphic Nexus The Twainverse The Cults of Ereth Allum Drogen Elgan Elvia Erth Motia Numinism Wythia Chronicles Beyond the Thaw Niflhelm and the Arkhold The City by the Sea Cormysyeth's Nation Founding of Celtrein The Return of Caynum The Living Gods of Yarnia The Eagles of Doom Urd Unleashed March of the Weavers The Wyrm of Havoc The Return of the Bitterblade The Motian Crusade The Glowing Embers of War

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Mythyar Num, Last of the Wise The Truce of Sanas Morcorm The Jaguar Jarls of Drood-Cynncarn The Whispering Malice The Decline of Cornoval Rumours of Caynum The Anglians The Roots of Elvia The Feudal Lords Monsters in the Sailing Hills The Finding of the Shrine of Vanyir The Wandering of the Weavers Return of the Wythywyr Kenwythi and the Lost Book of Mot The Rill Blade Aftermath of War The Tablemen of the Mountain Beneath the Haligvalt Fall of the Loremasters The Vale of Dread and Chaos The Albion Wall The Fynereth Canal Gungingeth, City of Thieves The Haligentsia and Forallum The Legacy of King Amon The People of Lung The Gigaerack The Fell Territories The Islands of the Inland Sea Esoterics What is Known Creation Myths The Vanyirborn & Living Gods The Cosmos From Dream to Consciousness Soul Essence The Blasphemy of Soul Stone Beliefs of the Oak Lords Councils of Twelve Kingship & the Anointing of Royalty ELDERUNE RULES Playing a Character Basics Dice Rolls Rule of Thumb Unstoppable vs Immovable Time Periods Attributes Core Bonuses Core Characteristics Choosing a Race & Creed Testing Abilities Passive Dice Checks Opposed Dice Checks Automatic Chance of Success Difficulty Dice Evident Ease Active Abilities Art & Expertise Force & Form

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37 37 37 38 38 38 38 39 39 39 39 40 40 41 42 42 43 43 43 43 44 44 44 44 45 45 46 47 47 47 48 48 48 50 51 51 51 52 52 52 54 54 54 54 54 54 55 55 55 55 55 55 55 56 56 56 56 56 58

Mind & Memory Sense & Sympathy Fate & Fortune Storm & Stamina Creed/Race Active Abilities Improving Active Abilities Supporting Stats Age Birth Date Burden Value Character Points Life-Force Magick Psychic Wounds Severe Wounds Skirmish Smarts Spirit Sword Hand Equipment Weight Measurement Equipment Details Item Slots Tolerance Losing Item Slots Item Size Wealth Sun-Food Morality & Loyalty Ethos Allegiance Cult Allegiance Guild Allegiance Institutional Allegiance Family Allegiance Morality Guide Combat Skirmish Rounds Skirmish Order Ambush Skirmishing Grappling Weapon Types Unarmed Combat Two Weapon Combat Polearms Attacks Combat Dice Checks Resolving Landed Blows Resolving Damage Reducing Damage with Armour Severe Wounds Retreating Combos Divine or Malefic Weapons Ranged Combat Ranged Dice Check Ranged Magick Archery Lob Line of Sight Bullseye Improvised Unskilled Range Skilled Range Difficulty

58 59 59 59 60 60 60 60 61 61 62 62 62 62 62 62 63 63 63 63 63 63 65 65 65 65 65 66 66 67 67 67 68 68 70 72 72 72 72 72 72 72 73 73 73 73 73 73 73 73 74 74 74 75 75 75 75 75 75 75 75 75 76 76 76


Ease Resolving Ranged Damage Reducing Ranged Damage with Armour Splash Value Mounted Combat Saddle-Mounts Chargers Warmounts Combos Character Races Background Bonus Cross-Race Options Playing Non-Standard Races Race Index Common Wyrman Elkenwyr Ethenan Morcelt Norwyr Sowyr Skytorian Wyrlung Creeds Choosing a Creed Changing a Creed Cross Creeds Creed Index Allumni Amonight Balatron Beast Master Catharxis Creant Dungeon Master Ebberman Electrasmyth Empath Exile Geomancer Grenadier Haruspex Journeyman Lenadier Loremaster Loric Mage Lumbering Jack Medicine Man Mission Morvanian Wytch Nefaromancer Patrician Premancer Raider Sectan Shamancer Slayer Soul Reaper Soulsmyth Spell Binder Steamsmyth Stellamancer Stone Master Thane Warlock & Dunwytch

76 76 76 76 76 76 77 77 78 85 85 85 85 86 86 87 88 90 91 92 93 95 96 96 97 97 98 98 101 103 104 108 110 111 113 114 116 119 120 122 123 125 126 128 129 131 133 134 136 138 140 141 143 144 145 148 148 150 151 153 155 157 158 160

Weaver Wood Sylf Wyrthy Wyte Wytch Yarnsayer Magick Rune Lore What Are Runes? Rune Stones Marks, Traces, Engravings, and Ciphers Runic Tattoos Spoken Glyphs The Megdart The Runes of Naming The Runes of Weaving The Runes of Oak The Elemental Runes The Elder Runes Casting Runespells Runes & Runestrings Orphism Rune Dice Nudging Perfect Casts The Magick of Naming Determining an Object's Rune String Matching the Runes Invoking Megdart Using Heartstones Casting Anarchaic Runes Spell Categories REFERENCE Spell Lists Spells of Naming Spells of Weaving Spells of Oak Elemental Spells Elder Runes Anarchaic Craven Guilds & Institutes Guilds Training Member Benefits Member Services Ranks Guild Index Artisan's Guild Assassin's Guild Chieftain's Lodge Circus Guild City & Merchants The Craft Crewman's Guild Delver's Guild Forester's Guild Guild of Magick Guild of Starcraft Order of Cosmic Light Salver's Guild Slayer's Guild Smyth's Guild

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161 163 167 169 170 172 172 172 172 172 172 172 172 173 173 173 173 174 174 174 175 175 175 175 175 176 176 176 178 178 178 181 181 193 208 219 230 230 233 252 252 253 253 254 255 256 256 257 259 260 261 261 262 263 264 264 265 266 267 267 268

Society of the Literatii Soul Stealer's Guild Thief's Guild Institutes Abbraxian School of Geomancy Anglian Nobility Steamsmyth's Octave Tablemen of the Mountain The Haligentsia Forum Order of Mythyar Rivage & Shore Togaedere Universities Spirits & Gods Patron Spirits The Gods Oak Lords The Elgan Employment Finding Work Earnings & Expense Jack of All Trades vs Professional Adept Tax and Fees Employment Index Medicine Man's Tinctures Salves Recovery Agents Antidotes Surgical Trap Crafting Steam Designs Mechanical Designs Artisan Designs Additional Designs The Sorcerous Stones Magick of the Crystal Creating Crystals Stone Index Alchemical Potions Premantics Potion Index Enchanted Anima Crafting Anima Anima Index Mech Tech Building Steam Mech Mech Tech Index Electratech Using Electroplasm Electratech Index Gear & Equipment Key to Definitions Allocating Slots Garments & Armour Concealed Items Spot Rules on Firearms Equipment Lists Index Character Sheets Author's Notes

269 270 272 274 274 274 276 277 277 278 279 281 281 283 283 304 304 306 312 312 312 312 312 313 324 324 325 326 327 328 328 329 330 331 332 332 332 333 336 336 336 343 343 345 348 348 349 354 354 355 358 358 359 359 359 359 360 382 396 400


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Setting

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Here are the myths of the wyrmen, children of Womad and the mothergoddess Vanyir, from the dream of the cosmos, to the rise of the Wythyreach, the Oak Lords of old and the evils of the Elgan host. Here are the many chronicled ages of Yarnia.

THE AGE OF DREAMS “First was the age when nothing was: Nor sand nor sea, nor chilling waves; Ereth was not founded, nor Cosmic Cavern, A Yawning Gap, but grass was none. And Yneur spoke, ‘the wheel is come full circle: I am here.’” Before time, there was only the Nüsphere - the whole and the all - and Gungin, the spirit of Chaos. There were no elements and life was yet unknown. In this agelessness the cosmos dreamed; a long vision becoming a nightmare weaving toward doom. The cosmos awoke to behold the face of Yneur flaring in shadow, kindling as flame.

Yneur and the Spindle of Fire Yneur, spirit of Time, had come. And in the Nüsphere he forged the burning spindle of fire, consuming all except chaos and cosmos, and spinning into the endless depths to make beyond the borders of the dream a new reality. The wheel was a spindle aflame, spinning a yarn; a story spooling from the dream to become as a tapestry upon the loom. And now there was a beginning, and roots formed in realities above and beneath the dream, and a tree rose into the dark, its branches stitching their weave as a vaulted roof and then the falling walls of a sphere with no end to meet the rising roots below.

the Weaving of the Cosmic Cavern "A towered citadel, a pendant rock, a forked mountain, or blue promontory with trees upon 't, that nod unto the world."

The Oaken Myths of Yarnia

The wheel turned and burned as smoke upon the roof of the cosmic tree boughs and ash upon the floor of the great tree roots. Gungin beheld the new order, a primordial audience alone. Sublimating into the ether of angular realities came Fyrnys, the primal fire whose flame burned upon the spindle. He ignited embers in the branches of the Cosmic Tree and they were as vessels. But Gungin Chaos blew upon them and they were whipped into maelstroms of unbridled fury and their embers were scattered into the far reaches of the black ocean called the Agg.

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So came Syldaer of soaring sky, breath of Gungin, weaving chaotic tempests into gathering clouds and bringing order to the maelstrom. But Gungin delved with his hands into the soil about the roots of the tree, that the pits of absence might inhale wind and embers into their void, and Syldaer was confounded. So came Eret of deeping earth. He took into his breast the formless mass of flame and breath as they fell into deeping gaps between the weave of root and in realms beyond he weaved the tapestry anew. But Gungin passed also into the pits Eret had made and baked the weave with raw heat and arid wind until the tapestry warped unto a sphere and the weave was brittle. Eret wept to see his work undone and his tears fell upon the loom. From Eret’s tears came Rinan of the pouring rain. She made the fabric flow upon the loom, crystal blue and shining deep and from Syldaer’s clouds she called forth an endless rain that would fill all the tapestry with depth of life and the scent of fresh beginnings. Gungin was enraged. He stirred the spirits and stitched a chaos within the story of the warp. He threw up the earth and threw down the water. He raged with storms and hurricane winds and brought the primal fire from deep within to melt and turn to molten doom all that the spirits had made. Darkness fell upon the loom and none could now see the story unfold.

the Orb of Hellior But Gungin was matched, for Fyrnys of the primal fire kindled now a new light in the darkness beneath the Cosmic Tree and the ember of the sun Hellior there was, brightening the tapestry, chasing away the Abysmal absence with the first light of dawn. And as Gungin raged against order and stirred its heart to chaos, the heat of Hellior’s rays melted his wings and he fell into the void. Gungin billowed the clouds and lightning spark as he fell, but light there was from Hellior and now Syldaer could see. She held the tempest in her hands and formed of them a funnel that picked up Gungin and carried him hence toward Eret. Eret petrified the molten rock and made it firm, cooling lands from gushing lava, snaring chaos within granite stone and hidden worlds of cave and snow-capped mountain. Gungin threw boulders in his rage but Eret opened up the stone of petrified fire and swallowed down the spirit’s brain, that only the heart of chaos should dwell still within the realm that all had made. And Rinan leveled the mounting waves, bringing new rain to Eret’s land, running streams and sparkling lakes to wash the heart away. An endless sea, and there she bound the heart within a locker buried fathoms deep, ever it should beat without rhythm in the blackest realms of ocean night.


OF WOMAD AND WYTHIA “And the mighty past they call to mind, and the ancient runes of elken lairds and eldritch lands.” Life sprang from the cooling earth: gorse and fern, berry and twig. And into the world beneath the turning sun of Hellior where once Gungin had raged came Womad, the tranquil and wandering spirit. And his name was life. He crouched beside a tendril of green and poured his power into the order of the stem. A tree grew from the bud and became a mighty oak. Acorns fell from the wind-flustered branches and where they came to rest more trees grew. Womad walked abroad within the story of the forest of the world and he named the trees Wythywyr and the woodland realm he named The Wythyreach. His crown was a ring of oaken branch and his antlers were furred with moss and leaf. Time turned, leaf and tree flourished, the lands were strong and new life arose. From the dark of the sky and the winking eyes of the stars of the Agg, the immortal beings of all that creation could achieve regarded the glowing sphere of Eret’s making and were drawn like moths to a flickering flame.

THE COMING OF MOT “More fair than the sun, a hall I see, Roofed with gold, on sailing hills it stands; In Yseldyr shall the righteous ever dwell,” A boat of gold came from the stars and landed by the shore. Its name was KarrackLorn and its admiral was Mot Elyeth, immortal prince of the royal house of the AllFather, Seth Elgan and his consort Tesheba Elyeth.

Mot rode into Eret’s realm upon the back of a giant steed, the white horse Nader Roselvia, the avatar of all godly steeds, with his ivy reins, tail of fire and breath of spitting flame. Mot landed upon the marshy shore of the forest realm and claimed the swamp as his own.

the Undiscovered Country Deep within the Wythyreach Mot raised the mansion of Yseldyr and he called upon his consort, the fair Vanyir, who arrived thereafter in her own ship of gold, the longship Oseberg. Together Mot and Vanyir tamed the wetlands and built therein a garden. The Vale was a land of flowering life where dwelled beauty untold, Vanyir not the least of them all. Mot threw down the stones of naming and learned of the Wythywyr trees, of the nature of the Wythyreach from one end of the world to the other and of the spirits who dwelled there as keepers of Gungin’s prison. And Mot saw the names of the avatars of leaf and branch, of rose and thorn, of bird and bee, and finally came to know of Womad, the wandering spirit and the core of all life.

the Naming of the World Mot named the world Yarnia - The Long Story Thus Spun - and his lands he named Ereth Domain of the Spirit of the Earth - and as the runes were cast so the rulers of the stars gazed down and Mot was proclaimed king of all that he saw and all that he had named. The wandering spirits, manifest in their domain, ventured to Yseldyr that they might see the king. At their foremost came Womad, vast as a mountain and strong as the bones of the world, striding through the trees. His antlers shed their velvet molt so that the flakes fell as apple blossom about his feet and turned the realm to a glorious white. And Mot loved Womad and fell before the oaken lord and praised him with tears and awe. For Womad was great to behold; the fairness and fey of all the cosmos made true.

THE AGE OF YRMYNSYI “An oak I know there stands and Yrmynsyl is its name. A tall tree, showered with shining loam, From there come dews that drop in valleys. It stands forever green.”

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One length of many ages passed across the changing face of Yarnia until Womad became slow in his stride and tired in his features. Womad’s last days had come. And Mot tended him and kept a vigil, watching for that dread moment when the light of life should fall from the spirit of life itself. The day came and Womad sank like a mountain sigh into the depths of the earth, a single tear falling from his eye as he crumpled. Where the tear landed it became an acorn, golden as the sun. Mot buried the acorn and a spring welled and upon its bank a fresh bud grew. And then Mot rejoiced. Even in death the soul of life could not perish, but renewed, cycling as the seed of new life and ever defying the hunger of the Spindle of Fire. And thus Mot saw that life itself was immortal and would never end. Rinan poured life into the sapling and the stem reached up to become a trunk. Fyrnys burned hot the eye of Hellior and the bark was hardened, leaves unfurled. Eret made rich the earth beneath and the roots burrowed down to the core of the world. Then Syldaer held the great boughs aloft with her sacred breath until the branches touched the dome of the sky and then beyond into the very realm of stars. Mot beheld what Womad had become and named him Yrmynsyl, the World Tree of Yarnia, image of Yggdruskyl, the fabled tree of the Cosmic Cavern whose own branches held aloft the roof of heaven and whose roots were bedded in the ashes of Sere. Mot called up into the lofted heights of the highest branches of Yrmynsyl and beckoned down his father, Seth Elgan, that Seth might see the tranquility of Yseldyr, the might of the Wythywyr and the beauty of the world of Yarnia with his own eyes. And thus Seth came.

THE OAK LORDS “Primal Fire he needs who with frozen knees has come from the cold; Food and clothes must the farer have, The Father from the sailing star.” Seth Elgan, the All-Father, came to the summit of Yrmynsyl and climbed down to the ground. And so was Yrmynsyl called Ela the Elevated and Leviaseth Seth’s Ladder in the scriptures of old, for at its uppermost was the lofted transcendence of the heavens and the Cosmic Plane, while at its roots there lay the primordial of Yarnia - the


Prime. That which is only of itself, the archetypal seed from which the cosmos expands. Within Ereth, Seth embraced his son and surveyed the world. He saw that it was the cradle of many achievements and was proud.

the Making of the Holy Hall Within the vaulted summit of Yrmynsyl, upon Karrekith, The Weighting Stone , Seth crafted a mighty tree-house which he named Haligvalt, the Holy Hall , and there he forged a city for his people, that the immortals of the Agg might dwell in sight of all that was splendid and pure beneath and above the sky. From the Haligvalt came Merriday ( the Measured and the Wise) who would become the Healer and Midwife of Yarnia. But in those days of yore was simply sister to Mot and champion of his council. Then Tesheba Elyeth, consort of Seth and mother to Mot and Merriday was abroad within the world. And with joy in her heart she shed tears to witness the beauty of her son’s realm.

the Council of Oak A family, they were, and in the Wythyreach and the Haligvalt they lived. Seth named them the Oak Lords; gods beneath the spires of the trees, and as was known in the heights of the stars, a council was formed in the land of Yarnia to watch over the world. Twelve there were within the council, to match the Twelve High Kings of the cosmos. Twelve Oak Lords to tend the trees and rule the twelve corners of Yarnia and the twelve wards of the Haligvalt. And they were Seth Elgan, Tesheba Elyeth, Mot Elyeth, Vanyir Num, Merriday Elyeth, Ninnil Elyeth, Jova Arani, Febb Elyeth, Yerah Eltari; and Annarr, Aura and Ostia Num. And Mot cast the stones of naming and made the Pantheonic Megdart, and twelve names there were to twelve runes and twelve Lords of Oak, and each was carved upon the stones of Eret to mark the face of the lands of Ereth forever more. And he took under his wing the sorceress Aura, sister of fair Vanyir, and taught to her the Runes of Naming that she in turn should teach them to others yet to come. Noble upon Roselvia Mot toured the lands and upon his head was resplendent the Crown of the Cynn. And in his hand was held the mighty Sceptre of Asnir, staff of Annarr Num. And all who saw him loved him as their king and were in awe.

THE MAKING OF WYRMEN “Gondaras is called, where the wyrman has a hall made for himself, in that land where I know lie fewest baneful runes.” The immortals came, descending Yrmynsyl from the Haligvalt to reap the fruits of the Wythyreach. They toiled under their king and took back to the dark and the stars the glory and gold of the world of The Long Story Thus Spun. The immortals harvested the mighty Wythywyr to build their homes and feed their fires. But as the forests thinned the roots of the Wythywyr grew weak and from below them Gungin clawed his way toward the air through shallow soil.

the Prophets of Elvia The Elvian spirits heard rumour of Gungin’s unrest. Eret of the Deeping Earth came to Aura Num, sister of fair Vanyir, and foretold to her the fall of Yarnia, a doom seen within the cosmic dream and unfolding now in the spinning of reality. Syldaer begged Aura to speak with Mot, as king of his people, to keep the fruits of Yarnia sacred and the spirits close to his heart. Fyrnys warned of a fell time and chaos rising and Rinan wept, for she had foreseen a broken age where the oceans were frozen and she became a white wytch of winter sorrow. Aura took this ill counsel to her king, but Mot had long been abroad upon the soil of Yarnia and Gungin had infected his heart. He was dizzy with power and foolish to the crown and dismissed the warnings of the Elvia. So he declared: the Oak Lords were greater than that upon which they walked or that within which they lived. The world was Mot’s to proclaim and he dedicated his long work to Seth. And all that Seth exported to increase the power and wealth of his House, Mot blessed by his own name.

Desecration of the Acorn The domain of the Oak Lords was spread far and wide so that the work of tending the Wythyreach was beyond the hands of the few. The All-Father’s troves had grown and Mot was imperious with the success of his father among the stars. He dug beneath Yrmynsyl, even as Aura raged

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at his work and stormed away in a fitful fury, cursing his name and seeking solace in the deepest distance of the world. Mot removed from the sacred root of the World Tree the golden acorn of Womad. This he took to his sister, Merriday and bade her raise him a child. Level and wise, Merriday was forlorn to see that Mot had done this thing. But she was ever loyal and so she took the soul of the acorn and mixed within the pip the flesh of the gods. She placed this alchemy within the belly of Vanyir, consort of Mot, at the behest of that fair wife, there the seed to ripen until birth.

the Labouring One Mot observed the coming of a child and cast the naming stones. Wyrman, was the name given; the Labouring One; man of divine flesh but with a soul of oak. The child was named Fyrst, and ever has that word meant that which comes before all others, but Fyrst was the imperfection from which Merriday should learn and he died in youth. Five more were birthed from Vanyir’s womb in the image of Fyrst and they were three females: Mythyar, Wegwyr and Cormysyeth, and then two males: Zeuselra and Cayn, so named sons and daughters of Num, the immortal Vanyirborn as they would long be known.

the Blasphemous Seed of Cayn And the Vanyirborn were immortal. But never more was Vanyir to birth such purity, for her womb was weakened by Cayn, the last of the five, and all who came thereafter were of a lesser kind and lived not for all time but died as mortals. For in Cayn lived the essence of Gungin, the spirit of chaos leached in the desecration of Yrmynsyl’s roots and buried deep within the providence of the gods. In Mot’s desecration of Womad had Gungin found purchase and lived now in the heart of that which walked and talked upon the earth.

Zeuselra, the Able To his mansion in Yseldyr Mot brought from among the Vanyirborn, the sage and the adroit, those who had risen above their toiling brethren. Among these lords of their kin was near youngest, Zeuselra Num, handsome and wise, imbued with the oaken strength of the Wythywyr and the willing pragmatism of Mot himself. Mot spoke unto Zeuselra and to his mortal brethren Zeuselra brought the words of Mot,


his teachings and his wisdom. And Mot, king of Yarnia, anointed Zeuselra king in turn of the wyrmen. To Zeuselra he gave the Sceptre of Asnir as a symbol that power was now shared. In their forest homes the wyrmen learned the skills of woodcraft and toiled in the place of Oak Lords now given leave to higher purpose. And in the land of Gondaras, in the sight of Yseldyr and the dusk fall shadow of Yrmynsyl, the wyrmen constructed a city for themselves and Carnuntun was its name, Town Beneath the Mountain. In Carnuntun the wyrmen lived to serve their gods and Zeuselra was the lord of their city.

THE AGE OF SETH “From out of stars the chariot came, Elkarrack-Khas-Ma, burning flame, the fury of ruling kings, the wrath of Seth, to sweep the rising house aside.” The rulers of the stars decreed that the house of Elgan was in descent and the house of Anari was rising in the Agg. The throne of the cosmos was in transition and even Seth’s mounting power was not enough to assuage the stars. Seth came to Mot and requested a union of the Haligvalt and Yseldyr, the houses of Elgan and Elyeth, that the two would be one and empowered as a single name in the eyes of the star lords and the families would be strengthened. The spirits came to Mot and Eret begged of him, “do not deliver the sacred lands of

Womad into the hands of your father, for this is the domain of the Wythywyr and the undying spirit and does not belong to beings from the stars. Authority was given you to rule here by Womad, and only he may bestow such honour. If we fall to the kings of the cosmos all that is good upon Yarnia will be lost and the winter of sorrow shall come.” And Mot saw by the wisdom of the spirits that his father sought not a union of peace with the house of Yseldyr, but to reap from Ereth the magickal fruits of the cradle of creation and to take them hence to ensure his power over all the houses of the cosmos and all the cities in the stars.

the Slaying of Anari So Mot refused the union and Seth was enraged, his true and terrible face revealed. To the far reaches of the Agg Seth sailed his warship, Elkarrack-Khas-Ma, and fell upon the mansion of Anari. There he slew the king of that house, Irein Anari. Then killed the cubs of Anari (among them Jovi Eltari,

the Throne of Kings and Sceptred Isles With this anointing, Yseldyr and the Haligvalt became as one, the realms merged under the banner of Elgan gods. The Crown of the Cynn was placed upon Uselyorn’s head, the sceptre of Asnir given unto his hand as in the other he held the Bitterblade that once his mother had sought to use upon his father. Mot declaimed, but was powerless. For though he was first born of Seth and Tesheba, his mother was of the house of Elyeth, and so was he lesser in the eyes of the stars. The House of Elyeth had fallen and Mot’s power had waned.

husband to Seth’s own daughter Ninnil) who defended their house with valour but ultimately with their lives. Seth stalked into the bower of Iranya Elgan, his own sister and consort of Irein. Iranya cowered with her daughter Blavat, and seemed to beg for her life, but secretly her hand was settling upon a hidden sword of great power - the legendary Bitterblade of the Stars, and with it she intended to avenge her husband. But Iranya revealed the mighty weapon too soon and Seth threw her down and was strong in his rage. He warned that he would defile and then destroy Blavat, his own niece, if Iranya did not concede to his will. Iranya agreed, the Bitterblade was cancelled and Blavat was spared.

the Elgan Heir Seth threw Iranya beneath him. He forced himself upon her and defiled her purity, flooding her with the Elgan seed. Iranya was distraught, yet she begat Seth a son. Uselyorn Elgan was born and he was of regal yet incestuous blood, the spore of the ruling house alone and Elgan in name. To him was given the Bitterblade, symbol of his father’s power, now imbued with the dark energy of murder. The stars were assuaged, that the House of Elgan had risen anew and though the union of Elyeth and Elgan was now riven for all time, the singular House of the Elgan gods was thus empowered. Uselyorn was raised in the stars as a man of great strength. He came to the Haligvalt and with Seth he descended to the world of Yarnia. Into Ereth and the Vale Seth came, pronouncing Uselyorn now to be high king of Yseldyr and commander of the Oak Lords of the Wythyreach, for he was the pure-blood Elgan heir to whom the stars had given all rule of Yarnia. And in this way did Ereth fall to Uselyorn and Mot was usurped.

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THE FAIR AND FOUL “The sluggard believes he shall live forever if the fight he faces not; But age shall not grant him the gift of peace, though spears may spare his life.” Mot despaired and was broken by his father’s betrayal. “All that I have done, all that I have striven to achieve ,” was his lament, “does it count for nothing in thine eyes? ” And his father said that it did not, for only the laws of ascension mattered and the star kings of the Agg could not be defied. Uselyorn alone would rule, as head of a new Council of Twelve, wherein Mot would be third in line to the crown, for Blavat would take next the throne and the Elgan name would thus prevail.

the Eagles of Seth At this time Uselyorn left Yseldyr to the Oak Lords and built a great fortress in the lands north of Yrmynsyl and named it Uselrein, House of Uselyorn . And many were the loyalists who flooded forth now from the stars to serve the anointed Elgan House, and they came to Yarnia pouring from the road into the roots of Yrmynsyl and seeking accommodation within mighty Uselrein. They were many, those immortals, and were a great mass to behold. They were winged and could fly between the treetops of the Wythywyr, and the Oak Lords knew them as The Engel - which meant The Eagles . They were the undying servants of the Elgan name and they were now the righteous armies of Uselyorn, the purebred king of Yarnia.


Zeuselra Usurped A city would be built for the Engel in Ereth, but Uselyorn demanded the great city be lifted into being by the wyrmen, and that they should tend as gardeners in the forest no longer at the behest of house Elyeth and the Oak Lords, but as slaves to the beck and call of Elgan need. He ruled that the hands of the wyrmen should become calloused and their backs bent as they toiled to please their new masters. For Uselyorn was the king of Yarnia and their king also, and no other and no man had power enough to decline his rule. Zeuselra, most exalted of the Vanyirborn and anointed king of the wyrmen, travelled to great Seth and fell before him. “My lord Mot Elyeth made my people” he

cried, “we are the work of his sister, the Midwife Merriday Elyeth, and we are born free men of Yarnia. We are the sons and daughters of the vitality of Vanyir; the progeny of House Elyeth and House Elyeth alone. We do not belong to the gods of the stars and are not yours, nor Uselyorn’s, to command, even if the laws of all the Agg decree that we are.” But Seth would not be moved and gave the Vanyirborn one choice. That Uselyorn be recognized as high king of the wyrmen, or that the wyrmen fall to war with the Engel. And that his people be spared the blunt fate of destruction by the gods, Zeuselra bowed to the All-Father’s will and yielded the Sceptre of Asnir and the title of king.

the Earl of Yseldyr But Zeuselra was secretly rebellious in his heart, for much seemed wrong to him. And, in time, Cayn proved himself a more worthy and loyal servant to Seth and Zeuselra was supplanted from Seth’s counsel. He was renamed Caynum by the Engel who feared the open pronunciation of his mother’s name within Elgan courts. And Caynum spoke with a tongue of silver and gold and the wyrmen listened. Zeuselra retreated into shadow and Caynum became Conteth of Yseldyr under the king. Mot despaired beyond all hope and saw that the spirits were proven right. The wyrmen had become a blasphemy. Cayn, once a child of the House of Num but now surrendered of that House and unnamed by his new masters, would have them destroy the sacred Wythyreach to fashion the City of Eagles. No longer were the wyrmen loyal to the Vanyirborn but servants to the dark lusts of the Elgan king. Defeated in his anguish and the law of cruel stars, Mot fled with fair Vanyir, riding upon Nader Roselvia’s back into the forest where the lands rose and sank like boiling waves upon a verdant sea - that which the wyrmen still call today the Sailing Hills.

And Zeuselra came with them, for Mot feared the son of Vanyir would perish at the hands of the Engel, fast becoming a brutal and indolent tribe. Those who defied Uselyorn’s rule had become as sport to the Engel and cruelties there were now in the dungeons beneath Uselrein.

the Dungeon Under Hill In the Sailing Hills, Mot found hidden ways into the deep and the dark. There he languished in his grief, hidden from the eyes of the world, his despair allayed only by the love and loyalty of fair Vanyir and lordly Zeuselra who was to him as an adopted son. Nader Roselvia, too great and wild to dwell in dark burrows, glided abroad and alone upon the hills, and was oft seen by the Oak Lords as an omen of pathos, of Mot’s passing into the Cavernlands of Gungin and of greater dooms yet to come. In the darkness of the caves, the Elvian spirits sought Mot and as rumour of sorrow and vapours of fear, they bound with him in their grief. Eret grumbled in the tunnels and shadow, Fyrnys hissed in vents as molten lava flows, Rinan boiled through subterranean streams and Syldaer howled her pain through the endless labyrinth. Together they foretold the coming of an end. The Wythywyr was in the last days of its first age upon Yarnia, the Wythyreach was burning upon the spindle of flame and Gungin was soon to rise from the dying roots of the warp to cleave the loom and befoul the tapestry of the cosmic dream. No longer could the Elvia remain upon Yarnia, and thus, as Womad before them, they would be consumed by death, but this time would not renew.

the Ailing of Vanyir Such was Vanyir’s grief to hear this news that she fell mortally ill. The Elvia and Zeuselra tended her. And even Yneur, spirit of time, came to gaze upon her and was taken by her fragile beauty. Her sister, Aura, returned from long travels and evil scenes in the world above and found ways into the underdark. She came by fate and fortune to Vanyir’s side and there she lay her head upon her sister’s breast and begged her cling to life. But Yneur spoke, saying that Vanyir would soon become as ash within the flame of his spindle, for she was imbued with the vitality of Yarnia and as Yarnia failed so Vanyir’s life would also pass into the realm of dreams only half remembered. Hallowed times long turned to dust would be her only legacy and the fables of her time in life would soon be forgotten.

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Long did Mot stray beneath the hills in search of reparation and during this time the Elvia and Aura lingered, tending Vanyir against the onset of death. And Yneur slowed the spindle of fire in its cycle and quenched the flames even as Aura quenched the sweat beading upon her sister’s brow, for he loved now the consort of Mot and would defy even his own essence to gaze upon her in the fullness of life for just a short while more. Then Mot cast the stones of naming and saw there a name that had no element within the creations of the Elvia, within the stars nor in any aspect of the world of Yarnia. For it was a fifth element, beyond those known even to the four masters of Elvian lore. It was as a name of all things combined, as of the Nüsphere itself, yet it was not the Nüsphere but something beyond and about, before and after. It was that which the marks of the runes themselves describe when all runes are combined. The weave holding together the great and wide tapestry of the yarn, the loom upon which the tapestry was woven and all the silk that now was spun in burning flame. It was the story complete. A mesh encompassing all that was good and a glimmer of hope in the dark deep pits of Yarnia’s ending days.

the Worlds of the Web of Wyrd “It is a gift from that which made all things,” Yneur declared when Mot brought word of this wondrous new realm, the fifth Elvian; the Web of Wyrd.

“It is a gift from that which made the Elvia! It is the work of the Story Teller, the Supremacy Beyond Reckoning!” And only Mot could bring this gift into being by uttering its name. So the name of Wyrd was spoken and became real beneath the runes, a web spanning all space and time, strands resonant with the vibration of light, the gaps between the strands devoid of substance and empty with the absence of all things. And into this web passed the Elvia and their passing was as a vibration along the taut threads of a harp, and as their spirits played upon the strands, a sublime music was heard throughout the fullness of the cosmos, replacing the fragility and void of the cosmic dream with a song of substance. And into the Web passed Yneur, never more to walk as corporeal upon the fabric of life but ever to be part of it. And fair Vanyir passed also, her beauty becoming to a likeness of stone, her soul following the spirits into the Web where she would be once more fey and bright and vital beyond the grey prism of the world. Her sister Aura sobbed upon the raiment of her form


and where her tears fell so the runes of sorrow were burned into petrified stone and would ever more remain.

the Revival of Mot Mot remained, with Zeuselra and Aura at his side. And in their ears was the music of the cosmic harp and the song of the strands. Mot was emptied of all hope, bereft without his Vanyir and seemed beyond consolation. But Zeuselra took his lord’s arm and spoke, saying “all the world is a stage, and we men

and women merely players. One man in his time plays many parts and then is done. As the harp plays on, we three alone shall sing and when we are done the harp still shall play but we will join Vanyir for the final act. But we should not join her in sorrow. Leave sorrow to the runes that now mark her grave. When next we meet this wife, this mother, this sister of gods, our pride shall shine that we played our part; that we were righteous, not forlorn. This should be our legacy to the yarn. A happy - for our part - and not a bitter end.”

And Mot was roused by this wisdom. And then, into the depths beyond the runes, he saw the features of Womad and was awed, for there Womad was alive within the heart of the tapestry. And Womad had taken Vanyir into his care so that Mot knew she was safe now for all eternity. The Elvia were beyond Mot now, but they had spoken their doom and Mot knew the task was as great as the music was sweet. And then Aura told him of all that she had seen in the long centuries of his exile and all that the children of Vanyir were suffering at the hands of Uselyorn. Mot gathered up all of himself that lived still and ventured once more onto the stage. And Zeuselra his son, most able of the children of the gods, went by his side and Aura with her staff of golden runic power strode beside them both.

ENSLAVING OF THE WYR “Within the torture pits of Canker, wyrmen screamed and women wailed, courage, faith and resolve failed, as Elgan whips and brand and flail and sharpened fangs assailed.” It was as and before all that has been told was coming to pass that in Uselrein the wyrmen were toiling as slaves. Of the Oak Lords only the sorceress Aura Num, returned from her long wandering in the forests beyond the horizon but not yet delivered to her sister’s deathbed, beheld their suffering. She alone watched their pain, but was powerless to save them and knew not where her king and his

council had gone. The wyrmen were chained and bound and whipped by the Engel and over them stood their new master, Caynum, now a being of chaos and cruelty. The city of Halig and Ramat were risen from the fallen wood of the Wythyreach, built by wyrman slaves and mortared in clay mixed with their blood. And in the foundations of the cities, the unearthed stones of the land beneath oaken roots squirmed with rumour of Gungin Chaos. Uselyorn lusted after gold, so the wyrmen were driven by Caynum deep into Eret’s bones, delving far into the darkness to mine the ore. The gold was used to plate the mansion cities and much was taken into the stars that they would glimmer ever more. But all who delved touched deep the heart of Gungin and with them he returned to the air and was an obscenity upon all that once was ordered and fair.

Land of the Walking Shadows

unchain the Vanyirborn. Mythyar, Wegwyr, and Cormysyeth fled the fortress of Uselyorn and arrived in Yseldyr to the south where only Ostia Num and Merriday Elyeth still remained, lonely guardians of the splendour that once was. At the side of the immortals came Zeuselra, riding with Mot upon the saddle of Nader Roselvia once more and Aura Num, gliding upon the magickal shaft of her golden staff. The Vanyirborn told of the subjugation of the wyrmen and Aura confirmed their tales. The Oak Lords were horrified to learn of the evils perpetrated against their kin. And then Mot sang of Vanyir’s passing and all were torn by grief to hear his lament. The Oak Lords rose up in Yseldyr to denounce the deeds of the Elgan House. Mot declared the murder of Anari to be a sickness, an evil lust whose spirit was now kindled and lived within the souls of all the Elgan, corrupting them and turning their deeds to darkness so that all became as a plaything to the unhallowed folly of Gungin Chaos.

Uselyorn took as his consort his own sister, Blavat Elgan, that their progeny would remain pure with the blood of Seth. And their children were Crewel, Mardock, Myrcwynn, Neomatt and Manye. These were the dark and pure blood sons and daughters of the high king and queen of Ereth, and they were called the Ganyorn by the Engel - Those Born Unto the Throne. But the Oak Lords who still dwelled in Yseldyr and the wyrmen who lived under the thrashing whip, called them the Dunmerr The Dark Powers. Mardock took as his consort Myrcwynn but his seed was bereft and no further progeny did they birth. Into Mardock’s care instead went Caynum in whose dark ways Mardock found a kindred spirit and an adopted son. Neomatt took Manye as his wife and together they birthed many offspring, but Crewel, who was sprained and bleak with thoughts beyond mere ambition took no spouse. All were vicious beyond even the example of their king and so long as they walked abroad so their darkness grew longer still as of shadows in a lowering sun. And among many of the evils of this time Aura Num remained unseen, a watching presence but impotent against the vast powers now mustering in the pit.

It came to pass in this age of reunion that Merriday gave to Zeuselra the gift of the seed, that he alone of all his people could sire a son or daughter of his own should he choose to take from the wyr-women a consort whom he desired and loved. But Zeuselra declared that he desired only Merriday and so married her, and their son was born to the immortal lord of the wyrmen and the immortal goddess. And he arrived to a fanfare of joy. His name was Amon Elyeth and he was as a demi-god upon Yarnia. For though he was not immortal the long years of his life are legendary as many tales of mortal men and his wisdom is oft quoted even in modern scripture. Uselyorn saw this birth and named the child of Zeuselra 'Balmot' - the Malignancy of Mot, and denounced his coming as an act of treason; a blasphemy against the pure blood of the immortal star folk.

Rescue of the Immortals

Lords of the Burnished Throne

It was after this bleak age, when Aura had fled the cities of Halig and Ramat and found her dying sister in the depths of the Cavernlands, that Mot returned, stealing into Uselrein to

Seth recognized not the name of Amon, but only Balmot and labelled Mot a traitor and defiler of star-born gods. He banished all the Oak Lords from the surface of Yarnia,

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MERRIDAY “Thence come the maidens mighty in wisdom, down 'neath the tree; Vanyir is one named, Merriday the next, on the wood they scored and Laws they made there, and life allotted to the sons of the wyr, and set their fates.”


invoking the laws of the stars. But the Oak Lords would not leave, defying even the will of the rulers of the stars to dwell ever more in the gardens of Yseldyr and repudiating the rule of the tainted throne as a blasphemy to the sanctity of the Elvian spirits, the cradle of Yarnia and the memory of Womad. Uselyorn denounced Womad and mocked Elvian law. He called for war and Mot feared for the safety of the wyrmen. He bade the Oak Lords secure the walls of Yseldyr and hide themselves. He would set forth for Uselrein alone, to call down upon Uselyorn a wrath as before unseen and deliver the wyrmen from his brother’s grasp. The three matriarchs, Mythyar, Wegwyr, Cormysyeth and the protected son Amon, would be borne west upon the back of Nader Roselvia, to hide in the hollows beneath the Sailing Hills until Mot’s return. Zeuselra remained to rule and refused to hide. And so the Oak Lords stood their ground by his side, readying themselves for war. But Uselyorn’s spies were waiting, for with Mot abroad Yseldyr was weakened. Thus, before Mot could even pass the roots of Yrmynsyl, the Engel fell as a sky-born fleet upon his mansion and assailed its walls with all the weaponry of the stars. As this came to pass so Uselyorn, fearing Mot's approach, used the first of the weapons gifted him by Seth and trapped his brother in the Rooting Road. Beneath many thousand fallen stones Mot was ensnared, and though he lived and his heart beat strong with the blood of the immortals, he could not break free. Ostia and Aura knew not of Mot's predicament, nor could they have aided him, for Yseldyr came now under Engel fire. They battled courageously but were soon overwhelmed, the entrance chambers of Yseldyr were breached. They perished on the blades of Engel demons and were thus defiled in the sacred dust of Yseldyr’s floor.

the Passing of King Zeuselra Zeuselra was placed upon an altar by the Elgan goddess Babilu and his head severed by one stroke of the black blade Grislic, then shattered to dust that he should live no more. And all others but Merriday were slain. Merriday was shackled and taken to Uselrein, arriving long before Mot who walked still under the fleet of the winged Engel but was not seen by them. Merriday was brought before Uselyorn by rough hands. But he did not speak, for he was aloft and above such menial tasks. Instead Mardock, his son, spoke in his stead. The pains of the wyrmen had diminished their numbers and they were failing, so the son of Uselyorn explained. From many thousands they had dwindled to but one hundred strong and were weak as reeds and soon to die. He demanded Merriday forge the race anew and if she refused, her beloved Mot would be slain before even he could pass the gates of the city. So mighty Uselyorn had decreed.

But Merriday was courageous and refused. She was dragged by Mardock and the Engel captain and grandson of Uselyorn, Lord Azirpan, to the pits of the mansion of Crewel wherein she was tortured until broken. And when she could bleed and scream no more, Merriday yielded to Mardock’s demands and agreed to remake the wyrmen anew. Such were the pains of Merriday at this time. And such was the fate of all who were good in the days of the Dunmerr.

OF THE MYRMEN “Eastward dwells the Old One in Ramat And there gives birth to Mardock's brood; there shall spring a poisoned thing. A bitter breed of trolls.” The womb of Myrcwynn was now filled with the spore not of acorn and goddess but of the wyrman alone. Mardock had embraced Caynum as a son and now gave to him his own consort Myrcwynn, to create with her a new race of slaves. Merriday took the chaotic germ of Caynum and implanted it in the belly of Myrcwynn where Mardock’s barren seed could make no child. But there was mischief in the merging of the blood of a Vanyirborn and an Elgan goddess and that which was born was an abomination. It was not wyrman but something else; something wicked and ugly with the taint of the Elgan curse.

In latter days the myrmen would live still, like rats surviving a plague that has claimed all other life. And in Ereth they would be called Dunmen (Dark Men). And yet they would call themselves still the Mummer Men or myrmen and bitter would they be of their long suffering, servants of an evil legacy. For they might have been proprietors of a world but for the mischief of the Elgan host and the righteous crusading of the wyr.

THE RUIN OF HALIG “Now Mot howls loud before Halig and Ramat, the fetters will burst and the eagles flee. Much do I know, and more can see of the fate of the gods, the mighty in fight.” Finally, Mot broke free of his stone prison and marched through the great avenues of Halig and Ramat, past the torture pits of Crewel and entered the throne room of Uselrein wherein his brother sat upon his chair of gilded stone. Merriday fell to her knees and told of all she had seen and all that had come to pass before her eyes. She was risen by Mot’s gentle hand and assured by the strength in his eyes and the power coursing now through his veins. “Amon lives,” she told her brother. “Mythyar, Wegwyr and Cormysyeth yet live with him, safe within the Sailing Hills.” And the news heartened Mot.

the Mummer-Men of Mardock

But then Merriday’s news was grave. The Oak Lords were dead. Zeuselra was beheaded by Babilu. All who once had dwelled at Yseldyr were slain.

Merriday named the child Myrcwinyn The Myrman, The Monstrous Man of Myrcwynn, and even Myrcwynn herself, from whose womb the abomination had burst, screamed to behold the child. Myrcwinyn was stolen away by Mardock to a dark hold beneath Ramat, and there the creature grew and in time spawned offspring from his own fetid flesh. And soon the cellars beneath Ramat were busy with the ruin of Myrcwynn’s offspring. When next Mardock emerged from the underdark he had at his side an army of the twisted creatures, their captain Myrcwinyn foremost in their ranks. The Mummer Men of Mardock were they named, and they stormed forth beneath an Elgan standard, eager to spill the blood of their master’s enemies. And the Engel named them simply myrmen and trusted or liked them not, for though they were fetid and feral as wolves, there was about them something of the wyrman that could not be denied. And so they were deemed to be a lesser race.

Mot took her fair face within his palms and said “they are not gone, their song is merely done,

15

for now they dwell safe within the firmament of the Web of Wyrd where the strands are at their strongest. For all who are and have been belong within the story that is woven and the Wyrd is the spinning of that yarn when the spinning is complete, thus there shall we find them, awaiting us in the final act. Think on revenge, but do not weep, good sister, for soon you and I shall stand beside our friends again and this time death shall not separate us by despair.”

Mot now turned to Uselyorn upon whose face there lived ever a wry smile. For Uselyorn thought his brother intended a martyr’s death and so he allowed this folly between brother and sister, their last words and play an entertainment for all who stood there in the court of the king. Least of the watchers was Caynum. And as Mot’s gaze fell upon him, he lowered his face, for even within the deep abyss of his chaotic depravity there dwelled the spirit of Womad


16


and the spirit was overcome with shame. “Your brother is dead,” said Mot aloud and Caynum was suddenly softened by grief. Mot rose to his fullest and condemned the deeds of the Elgan. And though the Eagles of Uselyorn were set upon him then as dogs unleashed, and though they tried to burn and break him, he was swathed as in an armour of power and none could harm him. And suddenly Uselyorn was afraid and trembled in Mot’s shadow. The immortal Vanyirborn, Caynum, fell at Mot’s feet and came to him as a child to a father, begging forgiveness and filled with sorrow. Mot lifted Caynum and passed by him where he stood, for his ire was as a raging fire within his heart, but not for Caynum was the flame intended. Merely did he say instead, “remember well your true name, Cayn of the

House of Num, for your mother was my wife and dear to her were you, though you have betrayed us all. For her I forgive you and for her shall I spare your life. But ever should you respect the power of names, for they separate the man from the beast.”

who have so tarnished the orb of Eret and in so doing, robbed me of the light that was fair Vanyir. You shall be as a king over this world no more. For I diminish you by the power of the Wyrd and rename you the Black Lornad, He Who Lords Over Flies. You are my brother no more and the wyrmen no longer shall you torment.” Mot lifted his rune stave and declared, “I am the Watcher in the Web of Wyrd. At its

centre shall I dwell now and forever. That which pervades is no longer of the gods, but of the spinning yarn and life alone shall decide the story - no more will we enforce a future upon the cradle of creation, for we are but an audience. Life is the writer of this play and our act therein is done.” And to prove his power Mot smote the fortress of Uselrein and brought down the crooked spires of Halig, killing many of the Engel who roared above its burning battlements.

bleak. Clouds of industry lay a plague upon the branches of Yrmynsyl. They have chased Syldaer from the sky. “The earth is empty and sore with mines delved too deep so that Gungin Chaos walks free.” “The primal fire of Fyrnys, he who breathes flame into Hellior and nourishes the Wythyreach, is used now to burn men and women for the delight of Elgan perversion. “And Rinan despairs, for her waters run grey and are foul with Engel waste. Upon her floats the ruin of those you have slain.” “And behold,” Mot turned to face the massed Engel lords of Seth, “the once proud Eagles no longer resemble proud raptors to my eyes. They are dressed in reaver-black and sickly are their feathers. From their chariots come acid flames that sully the sky and their sneer is bitter.” “I name them eagles no more, but flies, for they are a pestilence upon the flesh of Yarnia.” “And my fallen brother, Uselyorn Elgan. You

the Chalice To the wyrmen who prevailed after the horrors of Uselrein, Merriday gave the seed that which was ever more called the Chalice of Life. This she placed within the loins of the men of the wyr that they should pour their seed into the wombs of their womenfolk, and so would the race of the wyrmen be ever replenished by nature instead of alchemy. The mansion of Yseldyr became a fastness in the earth, behind which the wyrmen remained safe and all was tranquil in the chambers of Mot Elyeth.

the Lord of the Flies

Rage of the Oaken God Mot gave a great heft to his fist and struck Uselyorn so that the earth shook. Then he took the Sceptre of Asnir and struck aside the Bitterblade that clattered from Uselyorn’s hand. He took from upon his brother’s head the Crown of the Cynn and held this aloft as an artifact of proof. “Behold, my brother” Mot boomed as the sky blackened, “the towers of your realm are

Leir, and Morcelt. For many duodecades this Council ruled, and the sons and daughters of the immortal and of the mortal spawn were many. Cayn was forgiven and now seemed just in his thoughts and his deeds, so that many were bold to venture that he had become a greater entity for all his transgressions.

Mot took the crown and walked among the stricken immortals of Uselyorn and took the wyrmen from out of the mansions of Crewel, leading them safely into the south. And none tried now to stop him.

YSELDYR RENEWED “In wondrous beauty once again shall the golden tables of Gondaras stand mid the grass which the gods had owned in the days of old.” Amon Elyeth was returned to his people in Yseldyr and declared king, and upon his head Mot placed the Crown of the Cynn and named him highest of a new council of twelve. Amon there was upon the throne of the council, with Mythyar, Wegwyr, Cormysyeth and Cayn below, then the sons and daughters of the Vanyirborn; Nimrosel, Merrin, Setesh,

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But the world was without a future and in the north Uselyorn the Lornad brooded, no longer a king and humiliated in his defeat, he lusted after revenge. For more was yet to come, as Mot knew. The story of the dream long told had not yet fully come to pass. Pains greater than any yet endured loomed over the thriving tribes of the wyrmen like a mustering storm, and Mot’s heart was troubled to know of their coming. Uselyorn feared Mot’s power more with every day that passed and awaited his coming with lingering terror. This fear drove Uselyorn to seek counsel with the All-Father within the Haligvalt high upon the canopy of Yrmynsyl. Seth, awed by the power of his first-born son was stricken with fear for what might become of his halls and his House amid the stars. He feared the Web of Wyrd that it might usurp even his place as an All-Father, that it might even usurp the eternal rule of the stars themselves. Thus did Seth become ruthless in his terror and all the depths of familial loyalty were as nothing to his grip upon the destiny of Yarnia.

the Desperation of Seth Elgan Uselyorn found Seth within his throne room and there Seth growled like some ancient wolf cornered, his eldritch features worn and etched deep with fear.


“By the authority given me by the lords of the

Agg, I grant you, my loyal son, leave to wield the Hammer of Merrlith, that the creature now dwelling in the south, once my son but son no more, should perish and with him every mischief of his deeds and those foul spirits he serves.” And in this final command was the fate of the world finally sealed. And though his heart was soil and blackened by evils most foul, Uselyorn fell to his knees. He declared, “that it should come to this!” For even Uselyorn knew his lord’s command condemned the cradle of Yarnia to a doom beyond all others. So Seth decreed: “those who live as unlawful

supplanters of cosmic decree upon the face of the world of Yarnia shall perish in the fires of her slow demise.” “The Dunmerr and the Engel of House Elgan shall survive, climbing the road to Yrmynsyl before the end to await the passing of the great destruction within the sanctuary of my hallowed halls.” “You, my pure-blood son, shall prevail and when the fires are burned to their final ember and the charcoal world is finally renewed, you will claim kingship once more, and House Elgan shall be replenished in power.”

the Turning of Mardock By such time the myrmen had emerged from Mardock’s lairs and were now abroad - a mighty force which Mardock desired to unleash upon Mot. But Seth decreed the myrmen were of the mischief of Merriday, for all their loathsome mantle, and should perish as a part of the world from which they were spawned.

“Only pure gods of the stars shall survive and emerge from the ashes of destruction as the glory of the Spindle of Fire risen again. No more shall the dabbling experiments of Elyeth blacken the lands of Elgan rule.” But Mardock was incensed and denounced the rule of Seth, for the ugly myrmen were as his children and dear to his heart. He stole them away into the crevices of the Cavernlands and was known no more until days long thereafter.

the Coming of Wlqter’s Wlqd Mot sensed such evil times had come when news arrived of the ragged myrmen on their last march deep into the Sailing Hills. He held counsel with his allies in Yseldyr, with the matriarchs of the Vanyirborn and with Merriday the Wise. He told them finally of the warning of the

Elvia; the coming end - of Merrlith the Hammer, and of the difficult task now before them all. The matriarchs would lead their people into the grey land of northern Morturth, that mountainous continent of western Ereth where few gods strayed. A long exodus out of the south would take them into the mountain lands of Niflhelm, where a fortress would be built upon a high summit. In this stronghold the wyrmen might survive the aftermath of Merrlith’s detonation, but there they would be trapped for nine thousand years while the world suffered beneath an age of ice and snow. For Rinan would become the Winter Queen of Sorrow, just as she had foreseen, and all of Yarnia would she drape in a deathly veil of ice.

the Last Wisdom of Merriday Mot declared that he would go to Uselrein and destroy what remained of the Elgan horde, though he could not battle Merrlith, even with all the magick of the Web of Wyrd. Such was the power of that burning stone from the Agg. But Merriday cast her rule one last time. She defied Mot that he should not undertake the task chosen as his own. Instead she, Merriday Elyeth, would venture into Uselyorn’s domain, there to break the rooting road to Yrmynsyl and close the path from Yarnia. Without the road the Elgan would not reach the Haligvalt and would not survive to claim the world thereafter. Further did Merriday ordain that Mot’s place was with his people - the wyrmen of Yseldyr. Without him their destruction was guaranteed, and then none would survive the fall of Merrlith. Mot was beset with confusion, for the Elvia had told him not of Merriday’s commands, nor of his place in her plan. But he was humbled and saw sense in his sister’s wisdom and mysteries too in the weaving of things that were not yet seen even by the spirits of elemental lore. For the end was near, but not yet complete and ever it seemed the story could be changed. And so he submitted to these, the last wisdoms of the goddess Merriday. He would take the exodus of the wyr into the cold north and Merriday would take war to Yrmynsyl, there to shatter the road to the All-Father and separate the Haligvalt from Ereth.

the Valour of Amon But at the last, Mot was faced with a bitter sorrow. Not all the men and women of Yseldyr could travel. Many were aged, or infirm, or sick, and would not survive the journey. It was then - courageous and mighty among his people - Amon Elyeth, son of Merriday,

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announced that he alone would remain to protect the fragile few. Not alone, Cayn Num, son of Vanyir, told him. For Cayn would stand beside his nephew and join him in the final days where Zeuselra could not.

“I am Cayn, the Betrayer. I would that my own death be a final settling of debts owed to the people I have so sorely failed.” Amon lifted the Crown of the Cynn from upon his own head and placed it upon the head of Mythyar Num, naming her queen of the surviving race. To Cayn he pledged eternal loyalty, that they should pass from the world together and forever be remembered as brethren, and Cayn never more be known as betrayer, but as the valiant brother of a murdered king.

THE AGE OF ICE “The sun turns black, earth sinks in the sea, the hot star down from heaven is whirled; Fierce grows the steam and the primal fire, until flame leaps high and even Heaven is cloven.” Merriday stole away upon Nader Roselvia with broken heart from Yseldyr and her son, for she knew now that she rode to her doom and would never see her brethren again. The lord of horses took her with all swiftness toward the ruins of Ramat where she set Roselvia’s mighty hooves to task and broke the road into Yrmynsyl, even as Uselyorn called down the Hammer of Merrlith. When the Dunmerr discovered the broken ruin of the road it was too late. Even the fiery wings of the Engel could not carry them hence. And as they flew upon high, orbiting the trunk of great Yrmynsyl, they found no escape. And as they delved deep, seeking sanctuary they found only Mardock who would yield no passage into the underdark. For in those days all the Elgan were an enemy to Mardock and his Mummer Men and he loved them not.

the Fall of Merrlith Mot had long arrived in the north with those who survived the exodus and their queen Mythyar Num. There he used the power of the Web of Wyrd and the oaken hands of young wyrmen to erect a great fortress of indomitable stone; the Arkhold it was known, behind whose mighty walls and gates the people would be safe. Leaving the wyr within the fortress under the protection of the Council of Twelve, Mot then tasked forth into the east, seeking to save


Merriday and bring her back from the brink of doom. But Mot was too late. The Hammer of Merrlith had fallen from the stars and bloomed as a havoc, cracking the crust of Yarnia so that the earth shook and all things burned. Mot was abroad upon the plains and Merriday returning upon Nader Roselvia toward the south, hastening to her son though she knew her efforts would prove fruitless. Across the horizon came the fires of the Hammer-fall and Mot spurred Roselvia toward the coming doom, uttering his last words into the screaming winds and the ending world that once he ruled. “Never shall I pause again, never stand still,

even when death hath closed these eyes of mine, I shall find no rest until fortune hath given me measure of revenge.”

Thus did Mot Elyeth, founder of Ereth, and Merriday, midwife of the nation of wyrmen, pass from life in the maelstrom and were no more as gods upon the soil of the world.

the Unmasked Sin and Fall of Virtue In the remains of Ramat, Halig and Uselrein the flies and their lands perished and the crumble of Uselyorn’s cities were smashed to dust. Uselyorn himself was burned until only his bones stood where once he screamed and then they too were but a mist on the wind. In the south lay a final betrayal. As the petals of the venomous detonation unfurled on far horizons and the report of coming storms grumbled in the distance, Cayn removed a mask long worn and declared himself loyal still to his adopted father, Mardock. He took vengeance upon the son of Merriday and Zeuselra, Removing Amon Elyeth’s head with the Bitterblade of Seth, burning it to the skull before the eyes of his people. And the skull became as green emerald glass and glowed with the light of divinity so that Cayn’s hand was withered and burned to a ragged claw to its touch. With much anguish, Cayn named himself Caynum once more and hexed the wyrmen who should ever more know his wrath. He fled into the Sailing Hills, seeking the pits and caves of Mardock, for ever had he plotted to one day rejoin the son of Uselyorn and the Mummer Men who now ruled in the dark.

the Battle Lost and Won At the last, Yseldyr burned and Amon Elyeth’s remains were scattered as ash along with the grace of his people by the maelstrom of Merrlith. The battle for Yarnia was lost. But Amon passed into the Wyrd and there found all the souls of the wyrmen awaiting

him, a nation out of space and time and beyond the reach of all harm, for their story too was now told and their time in sorrow was at an end with the final act awaiting. And there Amon found his father, and his mother and all who had perished in life but who now prevailed into eternity. There they smiled in that which rises even above death’s shroud to shed fear like a snake sheds skin. In the centre of the Web Mot took his rightful place; and beside him fair Vanyir, more beautiful in spirit even than in life took by his side her own place in the infinite. And there were the flies and their lord Uselyorn, trapped now in the Abysmal Dunlight - that which is not just darkness but the absence of all things - imprisoned within the void between the strands, struggling to escape but unable. For Uselyorn’s was an empty soul, a mind and nothing more, corrupt with hatred and selfish spite. On the strands of the web only the substance of light and fullness of heart could pluck and sound the song of the web. All else must languish in the silence of the void between. And so there the Elgan would ever remain.

the Crack of Doom The world left behind did not fare the Hammerfall of Merrlith, and as the fires and winds raged so great chunks of the earth were risen into the sky and the sun was but a leaden disc behind endless clouds of grey. Hot dust fell as fire and the Wythyreach burned into the ground then filled the air as fogs of ash that mingled with searing heat. The great trunk of Yrmynsyl withered until but a sliver remained, its shivering branches still clinging to the stone of Karrekith and the deeping core of a sundered earth like the shivering strand of a bloodied sinew to the tooth dangling from its socket. The world then roared and burst apart. Beneath the roots of Yrmynsyl a mouth peeled back with grinning teeth of stone and Gungin Chaos was finally free. Bedlam wrought the soils bare and everything was consumed. All life and warmth failed and the waters of the seas became as ice. In the end all the world was enveloped by chaos and all of Yarnia became as a winter of discontent, veiled in snow and nothing lived thereon. From the white eternity only Mount Scarta was lifted, an island of grey, and upon it the Arkhold stood, the wyrmen trembling within to behold the calamity of their age. But the end of this world was not to be their nation’s end and though their people were riven and they were cleaved from the times that they had known, Mot and Merriday were in their hearts and Vanyir and Womad in their souls. Stitched through the very fabric of the forms of the wyr was the wisdom of the Elvia and thus would their race prevail in the reign of the Winter Queen.

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THE AGE OF THAW “Thought changed the infinite to a devouring flame, and the wyrmen fled from its face and hid in mountainous night; then all the eternal forests were divided into worlds rolling in circles of space, that like an ocean rushed, and overwhelmed all.” Nine thousand years passed and the world was white with ice about the Arkhold and its people. All else had died and was long dead. From the Wyrd Rinan had come, a vision spirit dressed in robes of white, her face ghostly pale and eyes filled with frozen tears. And she had stalked the long years of the world and was seen abroad upon the lands even from the windows of the Arkhold. Her vanishing from the winter heralded the coming of an end and with her return to the Web the snows began to retreat. Mythyar was no longer ruling queen of the wyrmen but had passed on the Crown of the Cynn to a long lineage ending in the name of King List Elyeth. Mythyar had abandoned power and was now the matriarchal head of the Motian faith and the Literatii of the Arkhold; wyrman scribes, scholars and clerics all who kept sacred the laws and word of Mot. Wegwyr had, for an age indeterminate, been loyal to her queen. But incarceration within the Arkhold for so many long years of the world had sprained her mind and about her she had gathered generations of a following tribe whose interpretations of the Literatii’s teachings had taken strange turns. Wegwyr fell from Mythyar’s counsel and in marriage to the mortal priest Morcelt Num (himself the son of Cormysyeth) had she borne an immortal son, Nar Pan Num. And he, not she, now ruled the eerie tribes. Wegwyr herself had long fallen into dream states and was no longer lucid to the realities of the world. Cormysyeth too had fallen from counsel with her sisters, but remained firm in her mind. In the early years of the Arkhold had she taken a husband, Wythydruth, who in turn had been a wise master of the runes. About Wythydruth had grown the oaken faith of Wythia and dedication to the study of runic lore. Through Wythydruth the rune fashioning of Mot had returned. The Wythian cult expanded under the kings of Cormysyeth heritage and found much grounding as the generations passed. Such was the race of the wyr when finally the 9000 years was passed and the glacier ice began to thaw.


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Wyrd is a fantasy RPG setting and game system (Elderune) with a strong theological theme designed to encourage and inspire role-play. The tone of the game and setting is mature, often explicit. Reflecting this, the author suggests a guideline age for players as being 15 or older, though this is by no means a formal certification. Personal discretion should be applied. Wyrd is the culmination of a three year gaming project presenting an immersive realm steeped in the familiar tropes of sword and sorcery while simultaneously unique in its approach to gaming and the details of the game realm. The campaign world of Yarnia is designed to provide far more than mere ambience or colour beyond a battle map. In conjunction with the Elderune RPG system, Wyrd weaves together game mechanics with fantasy, sorcery, science fiction, horror and steampunk to produce a believable and engaging role-play experience within a world as immersive as it is detailed. This book, the first in the Wyrd series, is intended for player and gamesmaster reference; an introduction to the setting and the basics of Elderune, providing concise instruction and information in a single handy volume.

The Chronicles of Yarnia - Ereth 1, The Age of Thaw. There you can also find other Wyrd titles and the rest of the Forever People catalogue, including the Overmaster’s Companion, the GM specific version of this volume and The Wyrd Pandemonium, the Yarnian bestiary which the gamesmaster will need in order to populate his game with creatures, enemies, NPCs, spirits and gods.

Links and product lists for other titles, accessories and supporting items in the Wyrd collection can be found at the end of this book and for more Wyrd titles, products from Forever People, exclusive offers and news on upcoming releases, please visit either the Forever People website at

GAME APPARATUS

or the Forever People product page at

Gazetteer

Wyrd is a combination of the role-playing system Elderune and the campaign setting of Ereth, which itself is based in the fantasy world of Yarnia. Elderune is designed to be a satisfyingly complex and engaging system using a pointsbased mechanic for character creation, satisfyingly full handfuls of dice for event resolution and for combat. More than anything, Elderune is designed to dove-tail with the Ereth setting and is specific to the Wyrd campaign world. Character races and types (Creeds), equipment, ‘magick’ and the bestiary are all very uniquely related to Wyrd and carefully balanced to keep game mechanics both elaborate enough to be believable and simple enough that playing is an enjoyable rather than cumbersome experience. A much more detailed gazetteer of the Yarnia setting and, specifically, the realm of Ereth (for the use of the gamesmaster primarily, but also as a reference for players who want to enhance their character backgrounds) is available on the Forever People website, or from the Forever People product page on www.drivethrurpg.com under the title

Elderune assumes some experience with dice based role-play and is intended as a next-level experience for the gamer ready to step out of his comfort zone, while simultaneously retaining those elements of gaming that make fantasy tabletop role-play so enjoyable and immersive.

www.foreverpeople.co.uk

“To see what few have seen, you must go where few have gone.”

Elderune

www.drivethrurpg.com The PDF version of this player-guide will always remain free to download from the Forever People website.

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Players will need their own polygon dice (d4, d6, d8, d10, d12 and d20), the more dice in the dice bag the better, though those most used will be d6. The GM will need his own dice and should also provide plenty of pencils, paper and erasers. Players will also need paper (hex or grid paper is useful for drawing maps, but plain or lined will do just as well), pencils and erasers.


Miniatures are optional, but may enhance game play during combat. The GM will need to either print or photocopy the character sheets at the back of this book and hand one to each player for purposes of recording stats and information. Sheets should be stapled together to make a character booklet for each player. Character sheets can also be downloaded free from the Forever People website.

Dice Bags Elderune uses all the polygon dice, with d6 used more than others, but all dice types called for at various points in the game rules. The use of large quantities of dice, rolled together in satisfying handfuls, along with the core mechanics used for resolving dice-based events, is intended to evoke the feeling of throwing rune-stones. The six sided die (d6) is the principal die used, but four (d4), eight (d8), ten (d10), twelve (d12) and twenty (d20) sided polygon dice are also used and will be required in each player’s dice bag. Where the system calls for d100 rolls, 2d10 should be rolled with one die representing units and one representing tens.

Campaign Setting The setting is described in this volume only in limited detail. GM and players will find enough necessary mythology, background, and equipment lists to embark on a basic game, but in order to play Wyrd to its fullest the game group will require the full trilogy of core books, including this rule guide and the volumes entitled Chronicles of Yarnia Ereth Volume One, The Age of Thaw and the Wyrd Pandemonium (Bestiary). Both books include extremely detailed descriptions and maps of the various realms of Ereth and include essential information about its people, cultures, cities, towns and villages, its calendar, traditions, histories and perils along with stats for all monsters, spirits, animals and even gods. The full trilogy also includes highly detailed maps of the realm and maps of the major metropolitan regions, dungeons and wilderness. All core rulebooks and references can be found as downloadable PDFs on the Forever

People sales page of www.drivethrurpg.com or as published reference books on the Forever People website. The GM may also wish to source the Overmaster's Companion which includes a guide for helping new players create their character, an adventure scenario (the Unsung Weave) intended to introduce the players to the setting and many useful items omitted from this general reference and other core rulebooks, most of which are better suited for the GM's eyes only.

YARNIA Wyrd is set in the aftermath of a nuclear winter on a world whose indigenous nonhuman people -the wyrmen - are recovering within the landscape of a post-apocalyptic wilderness, trapped between receding glaciers and encircled by a global sea. Understanding the motivations of the wyrmen - the principle character race in Elderune - requires rudimentary knowledge of their racial history. Players may wish to read The Oaken Myths of Yarnia before attempting to create a character. The GM will need to fully familiarize herself with both the myths and this section on the histories and cultures of Ereth before attempting to run a campaign. The modern cultures and creeds of the wyrmen are built on a rich and exotic mythology, a history of survival against the odds and a complex pantheon of god-like beings, spirits perhaps, or highly advanced physical entities and elemental archetypes, all of which form an intrinsic aspect of the game. The version of Yarnia detailed in these rules is that which emerges some centuries after the end of the global ice-age and takes place in a central spit of land between the receding glaciers of northern and southern Yarnia. A land known as Ereth. Subsequent settings within the same world are planned (and may be available at the time of reading this) in which centuries have passed, the ice has receded further still, the nations as portrayed in the first series of core references have migrated and evolved and a greater proportion of Yarnia is available to explore. As a rule of thumb, newcomers to the game should start with Ereth in its first age and advance to future settings when they have fully exhausted the one most referenced in this volume.

Ereth Ereth, the known world of this volume, is a small central isthmus between two vast polar continents of frozen ice in the heart of an enormous global sea.

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Here, as the ice recedes and the surviving races spread gradually across the revealed lands, are the mythical kingdoms of the Oak Lords where once the brother-gods Mot and Uselyorn battled for supremacy over their right to rule the world. Here too stands Yrmynsyl, a colossal pillar of unknown material rising from the bottomless pit of the Gungin Gap, a fathomless rift wherein the roots of the shattered world tree still supposedly cling to the core of the planet. The Fell breeds, monsters born from the stuff of chaos, claw forth from Gungin, tainting the sacred land of the known world and threatening the civilizations of the wyrmen. Where the strangely geometric branches of Yrmynsyl reach into the stratosphere they hold aloft the physical bulk of Karrekith, a sky-born mountain surrounded by the shards of the Rooting Road (the Bracelt of Loof) whereon the patriarchal god Seth Elgan still resides alone in the Citadel of the Haligvalt, seated upon his heavenly throne, watching the unfolding story of the world far below. Within this perilous and unstable world the player characters will make a life for themselves, finding their way in lands once stalked by Womad, spirit of life, and the divine forebears of the Wythyreach as they strive to avoid the dark sport of Elgan gods, a manifest evil trapped in, yet always seeking escape from, the Web of Wyrd.

Lands of the Thaw The known realm of Ereth is relatively small compared with the enormity of the world of Yarnia and covers an area of just 750,000 acres of land (around 1,500 square miles). Much of Ereth is uninhabited or uninhabitable, but all can be explored in full and is charted in extensive detail in

Chronicles of Yarnia - Ereth Volume One, The Age of Thaw . This small hub of Ereth’s landmass lies at the heart of a water world with an overall surface area of approximately six hundred million square miles. Much of this is frozen ice which may, or may not rest atop continental plates which could one day emerge as land when the ice melts. If there is land beneath the ice it is buried so far down that, during the age specified in this volume, its presence is of no current significance. The wyrmen are essentially islanders adrift in the middle of an immense sea of water, snow and ice upon one of the only available spits of land to have thawed since the end of the global ice-age. Despite their precarious position, the wyrmen lack an objective understanding of reality beyond their own borders and thus their culture is not dominated by the vastness of the sea nor the presence of the ice, or the fact that they are entirely surrounded by both. Instead they possess a psychological blank spot which extends up to but no further than the edge of the Inland Seas, a boundary on the


fringe of the various small and sub-tropical bodies of water surrounding the two Erethian sub-continents of Morturth and Annarr. Similarly, wyrman civilization deliberately avoids the snowlines of Frothrein and Merendir, colossal glaciers to the south and impassable snow-capped mountains to the north. Beyond both lie endless continental swathes of untouched and (presumably) uninhabited glacial ice which makes up the vast majority of Yarnia’s surface. There is nothing here except death and frozen desolation, thus both regions are ignored.

Endeleas and the Inland Seas Within the mindset of the wyrmen, everything within the area surrounded by the imagined border of the Endeleas Ocean is Ereth. Everything beyond is part of the Endeleas (the Endless Sea) and therefore of little to no consequence. The seas in between and marking the furthest safe extent to which shipping may voyage without encountering the horrific denizens and perilous weather of the Endeleas are known simply as The Inland Seas. Only a handful of nautical explorers have ever dared voyage beyond the boundaries of these seas and into the vast iceberg littered wastes of the

globe-spanning ocean. Only one has ever returned - the Argos of Drood-Cynncarn - a ship whose colossal wreckage remains visible at low tide on the northeastern coast of Listholm; a prevailing and visual testament to that singular expedition and the perils of the sea. It seems likely that the Argos survived a voyage covering the entire circumference of Yarnia, only to run aground on rocks as it limped within sight of home. Many of its sailors were rescued before the ship sank, and much of what the wyrmen now know of the Endeleas comes from the feverish accounts of those few stricken survivors and the cartographic charts created by their captain, Strongburg Dracks. It seems that the waters beyond the Inland Seas are perilous beyond compare. The deeps are inhabited by monstrous leviathan and eldritch horrors beyond anything the mind alone could conjure; gargantuan sharks, jellyfish the size of islands and squid with tentacles capable of crushing a galleon to tinder-wood. Some stories, particularly those associated with the Argos, describe worse things even than these more wellknown terrors, but such creatures belong firmly to the realm of rumour and speculation and if they do indeed lurk in the depths of the Endeleas they remain unknown to living memory. There is land beyond the known world, but the

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few unfrozen islands and archipelago visited by Dracks and his crew were so small, so few and so far between that their presence proved almost negligible - at least compared with the vastness of the ocean - their intermittent appearance serving only to provide the sailors with fresh food and other rudimentary supplies while their indigenous perils proved too dangerous for any prolonged landing. In addition, the climate beyond the Inland Seas quickly becomes perilously wild, with hurricanes, whirlpools and raging storms more prevalent than calmer weather. Together these dangers combine to terrify the mariners of Ereth into plying only those bodies of water that lie well within reach of known land and safe haven.

Morturth The western continent of Ereth, Morturth (The Immortal West) is composed of the northern nations of Niflhelm (Uppermost Bosom of the Land), Listholm (Kingdom of List) and Sanas Morcorm (The Newly Associated States of Morcelt and Cormysyeth) which itself is divided into the broken states of Celtrein (Home of the Morcelt), Dunmonia (Place of the Dark Men) and Cornoval (the Source of the River Nova). Beyond the narrow bridge of land whereon the mystical WĂľdoak Wood (Oaken


Woodland of Womad) stands can be found the southern kingdom of The Angle wherein

exists one of the most well established civilizations of the wyrmen and the cult centre of Wythian religion. A harsh and waterlogged sub-continent in the north and marshland to the south during the early epochs, the Oak-Lords of old largely ignored Morturth, focusing instead on the (then) arable lands of Annarr (The Noble East), of which the Angle was then deemed to be a part. It was for this reason, perhaps, that the exodus of the wyrmen was able to march into the north and establish the Arkhold without encountering resistance from the Elgan gods (see the Oaken Myths of Yarnia ). The original seat of the wyrman civilization is believed to be the southernmost spur of the Angle, a largely barren region surrounded by high cliffs on the headland of Gondaras (Doorway into the Primal Land ). In ancient times the wyrman population here would have been tiny in comparison with modern civilization and the entire enclave of Carnuntun was probably no larger than it is today. Evidence of this early wyr society can be found today upon the heath of Naderos in the form of megaliths and carvings and in Carnuntun itself whose name is mentioned in the myths of Yarnia as the paragon city of the wyrmen. Carnuntun is one of the most modern finds to emerge from the receding glaciers of Merendir and has, in recent centuries, been lovingly re-occupied and restored by the southern elkenwyr and sowyr sub-races.

Annarr Land of the Gods, Annarr (The Noble East) the eastern and smaller sub-continent of Ereth, stretches from the Skytorian city of Stratum to the southern ice lands of Mortun Pandi and the glaciers of Merendir. In between lie the desolate lands of Iyfel and Niñel wherein once stood the main body of the great fortress Uselrein and the cities of Halig and Ramat, a dire place now marked only by the presence of monolithic ruins and the Hammer Dwale mountains, twin peaks of jagged stone thrown up by the exploding Hammer of Merrlith in whose heart can be found the chambers of old Ramat. From the middle of this sub-continent rises Yrmynsyl, the once formidable World Tree, now but a sliver compared to its former vastness and still visible upon the horizon in all parts of Ereth as a vertical band dividing the sky. Its apex spreads into a crown of geometric ‘branches’ like the spokes of a wheel and atop these is supported a great sky borne mountain of stone named Karrekith. Here is the Haligvalt (the Holy Hall) domain of Seth Elgan whereon the gods once dwelled and wherein the AllFather is still purported to live.

the City of Thieves

Urtol

At the base of Yrmynsyl lies the Gungin Gap, a bottomless chasm delved not just into the earth but into the fabric of reality.

On the remote side of the West Endeleas lies the unknown land of Urtol, a similar isthmus to Ereth but believed to be largely frozen still beneath its own glaciers.

The deeps of Gungin are a form of spawning ground, filled with the Abysmal Dunlight of the gaps between the Web of Wyrd, and from this fathomless pitch crawl every manner of abomination known to the wyrmen. These are the Fell Breeds and where they have emerged from the chasm on its southern bank they have settled a foul and terrifying city named Gungingeth, a tumbledown chaos of hovels, alien architecture and filth mired alleyways. So vile is this place that it is known to the wyrmen most commonly as The City of Thieves.

the Civilizations of Annarr To the south of the Gungin Gap is the land of Mortun Pandi, domain of the wytch queens of the line of Morvagh. Here, sheltered a crescent shaped range of mountains, is the sprawling city port of Santun Morvagh, while further south can be found the realms of Lorel where now the towns and villages stand empty, overrun by Fell and the watchful Loremasters who once called this land their home. To the north of Iyfel and Niñel is the great civilization of Skytor and the advanced wyrman sub-races. Here stands the handsome city of Skyssa and the towering shambolic of Stratum, home to the steamsmyths and their fabulous creations.

Merendir & Frothrein The ice lands of the far north and extreme south stretch seemingly into a white oblivion. Featureless and apparently infinite these are the remnant glaciers of the Winter of Discontent, receding still but at so gradual a pace that many generations of wyrmen will pass before even the north of Morturth and south of Annarr are free from the murderous clutches of snow and cold. The ice lands jut inward from the poles and deep into the Endeleas defining the boundaries of two vast oceans - the East Endeleas and the West Endeleas. These two enormous seas meet on one side of the world where the sub-continents of Ereth and the energies of all the world of Yarnia converge to create the strange pinch of land known as Wõdoak .

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Urtol is named and spoken of only in the logs of Captain Dracks of the Argos - that ancient voyage and the only known expedition into the Endeleas ever to come back with crewmen alive and sane enough to recount their experiences - as a canal flanked on either side by eldritch statues, colossal and alien to behold. Of the origins or history of Urtol itself nothing is known, nor perhaps shall ever be known for none have ever followed the path of the Argos and returned. Under those glaciers yet to recede may lie as yet undiscovered lands and continents to match the vastness of the Endeleas itself and in epochs yet untold, beyond the days of the modern realm, children of wyrmen will likely migrate into these lands as they are revealed, expanding from the sacred continents of the known world or forced to abandon them to the rising waters. For as the floating ice shelves melt back from the helm and tail of the planet, so those mighty glaciers resting atop unseen lands beneath slip steadily into the Endeleas. There they turn to melt-water and the sea level rises ominously along the coasts of Morturth and Annarr, as it surely does about the toes of the spurs of Urtol. It is said that even within a thousand years the inland seas may close upon Wõdoak and pour into the Cursus Chasm between Niflhelm and Listholm to separate the subcontinents into three or four different lands. And it is further said that one day, when finally the ice is gone (if ever it is), only Mount Scarta, whereon the Arkhold of old stands, will rise above the waters, an island alone within a drowned world.

THE WYRD DYMENSIONS Ereth, the thawed lands of the wyrmen, lies within the pincers of Yarnia’s frozen claws. Yarnia herself is a sphere whose curve may be traversed without end, for any who begin a journey in one direction will eventually come full circle to repeat the journey anew. And yet there is another dymension, The Cosmic Warp; that which coastal wyrmen call the Oily Sea and which is named in the Oaken Myths as The Agg (Sparkling Quartz). Above the world it hangs, a vast domed roof of fathomless black whose true face is revealed only when the sun of Hellior has set and all


the sky sparkles with the distant lanterns of sailing sky-ships. So immense is the Oily Sea that the boats plying her waves seem not to move at all, and yet move they do for each night they shift a little more, wending their gradual way to destinations unknown and unseen, always plying the endless black in the same formations, armadas known to the wyrmen as the Asterismos; fleets so set in their ways that they are oft used by stellamancers and sailors to navigate the sea and harness stellar magick. The cosmos is a sphere encircled by the Oily Sea, just as Yarnia is encircled by the Endeleas, for though the ships wheel in their course and maintain their armadas, ever do they return to their starting position, from there to begin the same journey anew. As those who dwell on Yarnia might rise to leave the world and join the galleons of the Agg, so those who sail the Oily Sea can rise to leave The Cosmic Warp and emerge into that which the Elvian spirits called the Cosmic Cavern. Here again is a spherical realm, the concavity of the floor formed of roots and the hemisphere of the roof formed of branch and twig wherein the trunk of the Cosmic Tree, Yggdruskyl, the mighty father of Yrmynsyl, rises as a cosmic pillar at the heart of all the universe. Where the roots and branches of Yggdruskyl meet they intertwine so that the threshold between branch and root becomes uncertain and only the wholeness of the sphere can be discerned. Beyond the walls of the Cosmic Cavern lie other caverns and other universes whose names are unknown and whose forms are eldritch beyond the comprehension of that which lives and breathes and thinks in any known realm or dymension. All is contained, as if in a vessel of boundless eternities stretched out within a greater eternity known simply as the Nüsphere. Only this final, never ending sphere, the greatest of them all and the first of them all, existed before all else was known. It is the newest; the Nüsphere, born of a dream before chaos stalked the wide abyss of timeless night and even the Elvia were yet to be.

the Nüsphere All that is, that was and that shall one day be; all that can be and which might be; all that exists within itself or within the greater whole, that is outside and yet within, inside and yet without; that is the Nüsphere - the Futh, as it is sometimes known by those who cast the Runes of Naming. The Nüsphere is the metacosmic arena wherein all the different planes of existence, different universes and different gods dwell. Within the Nüsphere everything that could possibly be contained is contained and anything that seems impossible is simply

The Trinity of the Agg, showing the twelve ruling houses of the stars, their position within the Cosmic Warp and the central axis of Yrmynsyl. At the heart of the Agg can be seen the six petal leaf of the oak and both above and below this, the Chalice of Life, given to the wyrmen by Merriday Elyeth that they might populate the world of Yarnia and claim their place in the cradle of creation. probable to either a greater or a lesser degree, there being a universe somewhere and at some time to accommodate every eventuality the eternal can fathom. Before time and the order of the elements of the Cosmic Warp, there was only Gungin, spirit of chaos, and the Nüsphere wherein he lived as the substance of strange and esoteric dreams.

the Entopic Plane The material universe, encompassing Yarnia, the Plane of the Gods and The Cosmic Warp. The Entopic is the realm of flesh, blood, matter and elements, where logic applies and night follows day. THE PLANE OF YARNIA The world, in which the wyrmen live is just a small corner called Ereth. The Plane of Yarnia, also called the Mundane Plane, is a part of the Entopic Plane, being physical rather than spiritual. THE PLANE OF THE GODS The plane wherein the Haligvalt, the sun of Hellior and the moon of Oberor exist. The Plane of the Gods lies at the uppermost branches of Yrmynsyl whose mass is like a connecting umbilical between the mundane

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and the heavenly, a region only slightly beyond the range of clouds. The Plane of the Gods is within the Entopic Plane and therefore a physical realm wherein physical laws apply. THE COSMIC WARP / THE AGG The tantalizing dymension that hangs far above the head of anyone who gazes skyward and turns their eye beyond the Haligvalt, the sun and the moon to the space that lies between, that which scholars call the Agg - the cosmic warp upon the loom of creation and which the coastal wyr know more commonly as the Oily Sea. By day the sky is blue and filled with cloud. Sometimes the moon of Oberor is visible, but this is believed to be a part of the Plane of the Gods and so only naturally apparent. At this time, The Cosmic Warp of the Agg is hidden by the light of the sun and the swirl of the clouds and only becomes visible when night falls. The wyrmen believe the stars are the lights of distant ships and the constellations armadas travelling the warp, an essence they believe to be a vast spherical ocean whose strange dymension encircles the cosmos in the same way that the Endeleas encircles Yarnia and the moon and sun encircle the world. Like the Plane of Yarnia and the Plane of the


THE NETHER DYMENSION That name given to the Abysmal Dunlight between the powerful strands of the Web of Wyrd. The nether dymension is a place of absence, but therein may be ensnared mind where mind has been leached of soul and drifts only as metaphysical thought. Dunlight is not darkness but the absence of light, the utter void of nothing; a place of hollow ghosts, shallow thought and endless night.

the Cosmic Cavern

Gods, The Cosmic Warp is a part of the physical realm and therefore a part of that which is called ‘the fundament’ or Entopic.

the Web of Wyrd A universe of resonating strands filled with the infinite, positive energy of the Wyrd between which lurk negative gaps of pure absence filled with Abysmal Dunlight. The Web is a bounded eternity within the boundless infinity of the Nüsphere and where the strands of the Web cross, so they meet the integral realities of the Entopic Plane. The Oak Lords and Elvian spirits, who once were manifest within the physical realm, now dwell upon the resonating strands of the Web and are entopic no more. The strands are filled with vitality, energy and positive universal power and as the high gods walk the strands, they resonate with the sublime music of universal creation. The Elgan gods languish in the empty silence

and impoverished Dunlight between the strands, powerless in vacuity and unable to influence any other plane unless invited from their prison by the will and interest of living minds. THE SUBLIMATING PLANE Where the resonating strands of the Web of Wyrd and the absence in the gaps between the strands meet lies the threshold of sublimation - and its name is chaos. Gungin, spirit of chaos, binds always the light and the dark into one web and provides the wicked and the good alike with a bridge into other worlds and a bridge from one state to the other. In both the physical and the spiritual realms Gungin now plants his feet, spanning the two as lord of no domain but himself. He is the presence of vitality and potential, but also the absence of order and reason - a neutrality between all states but also the disorder that exists when both states break down.

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There are many universes and many realities, and all are bounded eternities within the ultimate infinity of the Nüsphere. The Cosmic Cavern is the encompassing boundary of just one such universe, containing the world of Yarnia and of the stars that fill the skies above and of all the spiritual planes that exist beyond the physical realm but within the binding roots and branches of Yggdruskyl. The cavern is an infinite tree, the roots and branches of which curve upward and downward respectively to weave and tangle endlessly together into a single mesh of curving walls so that where root starts and branch ends cannot be known and will not be known, for both are one and the same; always growing into one another, the tangled weave of worming cosmos flowing ceaselessly into the extremities of mighty trunk and trickling down to tapering streams that inform the edges of the universe. At the heart of this hollow sphere, rising from the centre of the floor of roots to the splayed roof of branches is the gargantuan pillar of Yggdruskyl’s trunk. And the whole is named the Cosmic Tree, upon whose likeness Yrmynsyl of Yarnia is said to be fashioned. The Entopic Plane exists within the bark, hollows, branches, roots and substance of the Cosmic Tree and all that is of the universe but not of the physical exists otherwise within the hollow of the Cosmic Cavern. PLANE OF THE OUTER THRESHOLD Where the roots and branch of Yggdruskyl splice together to form the eternal walls of the universe lies the Plane of the Outer Threshold. Here is the boundary of one universe sublimating into all those that exist in the incongruous beyond, and here dwell the fungal gods in their cyclopean worlds and realms of creeping mold, growing in the cracks between the root and branch of Yggdruskyl in a seeping ooze of multiverse ectoplasm. In this, the mire and leak of other realities, the strange fungi grow, mushroom deities and life as old as time whose minds bore witness to the fashioning of the very universe. The Fungi are the manifestation of the strange and of all that is beyond under-


standing and in this they are the children of Gungin Chaos, for as Gungin forms the merge between light and dark, good and evil, so the fungi form the algae smear between this universe and the obscene and unknowable blasphemies that lurk beyond. PLANE OF IMAGINED DISTRACTIONS Where good and evil, light and dark, chaos and the sublimation between reality and unreality form the orderly dichotomy of the Cosmic Cavern, so the Plane of Imagined Distractions forms the potential. Here at the core is the birthing place of Yneur, spirit of time, and here is the potential of future and the potential of altered past. A great spindle wheel, it turns upon a single nub of bark jutting from the dead centre of Yggdruskyl’s trunk. The spindle burns ever with the primal fire of consummation, eating time and potential as it turns. And as it turns, so does it spin the fabric of the very tree from which it depends. In the Plane of Imagined Distractions is consciousness cradled by invention, dreams, phantasy, the fanciful and the ludicrous. What seeps from the diffuse fire rises as an ether mist to the vaulted branches of Yggdruskyl and falls as ash and brimstone to the roots of the tree. There it is decided how root will split and branch will grow, where shoots will craft a new forking of the eternal and where twigs will bud fresh tangles of reality. Within the Plane of Imagined Distractions the yarn is told, the tale set forth and the direction decided. THE PLANE OF SERE Where Yggdruskyl’s roots diverge and splay to form the hemispherical concavity of the Underworld, the fiery embers, ash and murk of the Burning Spindle fall as a poisoned, acid miasma. The Plane of Sere is an aspect of the Outer Threshold, for here dwell daemonic fungal gods, feeding on the rising seepage from lower universes unseen and beyond imagination beneath the curving floor of the Cosmic Cavern. They are terrible to behold, the lords of Sere, wallowing in abominable pools of fetid damp and lurking in lightning washed dungeons between the roots and the ash, hiding in the compressed time and smouldering shadow of the falling ash from Yneur’s Spindle. Their thoughts and eldritch forms infect the roots and carry their wickedness hence to the walls of the cavern on the very fabric of squirming roots. And where root meets branch this essence informs what the Elvia call the Form of Evil. In the physical plane these forms manifest as the hateful, destructive and dire deeds of the bad, the feared and the hateful.

THE PLANE OF FAWYNWEND Where the branches of Yggdruskyl splay to create the majestic roof of the Cosmic Cavern there hangs the beautiful hanging gardens of the Plane of Fawynwend. Here the mythic smokes of the steadily turning Spindle of Yneur rise to form mystical mist-shrouded lands of ethereal wonder, overseen by high fungal gods of profound divinity and scintillating beauty. The Plane of Fawynwend is both the roof of the Cosmic Cavern and an aspect of the Outer Threshold. The beings who inhabit its arcane estates feed upon the divine seepage flowing down through the domed ceiling of the Cosmic Cavern from higher universes. They exist in states of profound ecstasy and their characteristics are pure with spectral enlightenment. They are stunning to behold, the lords of Fawynwend, gliding and dancing amid rolling hills of crystal, silver, gold and glass, the mists curling about their spindle forms. Their thoughts and eldritch forms grace the branch and twig of Yggdruskyl and carry their goodness hence to the walls of the cavern on the very fabric of growing limbs. And where branch meets root this essence informs what the Elvia call the Form of Righteousness. In the physical plane these forms manifest as deeds of beauty, love, empathy and compassion.

the Orphic Nexus As the meeting point of all planes is a threshold, the Orphic Nexus lies between the logical entopic reality of the physical universe, the a-logical mysticism and spiritual planes of the Cosmic Cavern and the diametric threshold separating the two halves of the Twainverse. The merging point is neither entirely mystical nor entirely logical but an interlacing of the two. And its name is Magick. Magick can be harnessed from both sides of the Orphic Nexus using energies drawn from the Nexus itself, but where those energies create mystical effects within reality, within the planes of the Cosmic Cavern they create reality effects within the mystical. At the same time, Magick can be used to define the threshold between planes, allowing a mind from the entopic to move into the spiritual and vice versa.

the Twainverse Like the Cosmic Cavern with its mirrored hemispheres of root and branch, the entire Entopic Plane is divided into two diametric parts, each part identical in every respect to the other part, but mirrored so that each is its counterpart’s exact opposite. And as with all dichotomies, the Twainverse has a hidden third aspect - that of reflection, whereon each facet is able to observe

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its counterpart. The realm of reality is called the Exisverse and is where the wyrmen believe they live. The Metaverse is the realm visible in reflective surfaces (mirrors, the surface of pools, the polished steel of a sword) and is believed to be a mystical and non-physical version of reality, identical in every way to reality, but reversed. Thus is the world of Yarnia named Nornia within the Metaverse, and the wyrmen are known as the merwyn. Within the Metaverse, identical mirror image versions of the wyrmen believe they live within the Exisverse while the back-tofront reality they see in mirrors they call the Metaverse. In reality, both universes are one and the same, but are nevertheless mind-twistingly separate and, using magick designed to manipulate the Orphic Nexus, it is possible for someone from one half of the Twainverse to pass into the other half and experience everything as a reversed reality with only dimensional aspects reversed. Deeds, personality, language and names (including those attributed to the opposite side of the mirror) will be precisely as they are in the character’s home verse.

THE CULTS OF ERETH There are six major cults within Ereth, though there are also many minor cults, some of which are sects of main religions, others of which are obscure temples dedicated to equally obscure concepts, gods, spirits and ideas. The term cult informs the word cult- ure (literally effect of cult ) thus the cults are underpinning aspects of all wyrman civilizations, forming the backbone of tradition, belief, identity and sometimes even physical evolution. Where the term cult centre is used, it refers to the geographic focus of the cult, where the cult is most likely to form the principle set of beliefs for local populations and other cults are either suppressed or actively outlawed. Some cults, such as Wythia and Elvia, are combined in places as one faith, though in reality their adherents have different principles and priorities. Atheism and agnosticism are rare concepts within Ereth because the existence of the spiritual world is manifestly and empirically proven. Nevertheless, these philosophies do exist and have their fair share of advocates.


Allum Allumnists are cultists of the Temple of Forallum in Skytor who worship under the tenets of a non-secular government called the Haligentsia (House of the Illuminated) or the Forum of Skyssa. Allumnists believe, beyond all other religious considerations, in the authority of the Supremacy Beyond Reckoning as invoked in the creation myths by the Elvian spirits and by Mot Elyeth himself. Nothing is known of the Supremacy (named Allum by the cult, meaning The All, or The Everything) though Allumnists believe fervently that it is the entity responsible for the creation of the Trinity: Nüsphere (the cosmos), Gungin (chaos) and Yneur (time, or order). This is at odds with established Elvian lore which claims the Supremacy Beyond Reckoning is merely another way to describe the Nüsphere (a point of view Allumnists reject) and that the trinity refers to the triumvirate of universal truth and the equilibrium of the cosmic yarn: the beginning, middle and end; the good, the neutral and wicked; the branch, the trunk and root; the man, the woman and child. Allumnists refute all this and believe that all other spiritual aspects - the Elvia, the immortal gods, Womad, the world of Yarnia, the Web of Wyrd and the wyrmen themselves - were created from the founding trinity and all other trinities are merely coincidental or repeated designs based on the original. Allum is therefore a form of monotheism founded in a holy trinity (an often confusing concept). Its cultists do not venerate anything made by the Supremacy, only the Supremacy itself. All things, in the eyes of Allumnists are spawned from Allum and are therefore equal as children under Him. As the single most powerful and potent force in the cosmos they believe they are acknowledging the utmost aspect of all spirituality and recognizing that which created all that is, all that was and all that one day will be. The Allumnist does not practice rune lore, nor is he a magick user. His faith is entirely spiritual with no magickal or mystical aspects. Indeed rune magick is outlawed within the city of Skyssa where the Haligentsia rule, denounced as medievalist and encouraging to the dark ways and ancient evils of Erethian feudal history. Nevertheless, many Skytorians secretly learn conjuration and there are even rumours of an illegal Spell-Binder society (see Creeds) operating covertly within Skyssan society, formed to bring together the rune-users of Skytor and those who blaspheme against the tenets of Allum. Allumnists can be found in small numbers in many different parts of Ereth, though they only live freely and without prejudice in the land of Skytor. Most other cults consider Allumnists to be overly pious, self-possessed

and disrespectful to the memory of the Oak Lords of old. In the words of the Elvia themselves, the Supremacy is beyond reckoning, those cults quite reasonably point out. Such a thing is therefore beyond the comprehension of mortal wyrmen. To focus upon such an elevated spirit seems to define the very height of arrogance. Allumnists reject this argument and assert that a thing beyond reckoning is not necessarily a thing beyond recognition, nor veneration. There are no racial restrictions for Allumnist adherents and the cult welcomes anyone who displays appropriate allegiance to the Forallum, to the laws of the Haligentsia and to the moral teachings of the faith. In most civilized areas of Ereth, Allumnist sympathizers can be found, though they are rarely given free reign to practice the ceremonial aspects of their faith in full view. In some cases they may be encouraged to keep their beliefs to themselves, in others they may be openly persecuted. The vast majority of believers inhabit the land of Skytor and more specifically the city of Skyssa where Allumnic pomp and ceremony form the greater part of city culture. Fascinates are also legion elsewhere in Ereth, drawn to the reductionist nature of the cult and its apparent over-lord of a god. Minor and typically austere sects often spring from dilettantes who misinterpret and corrupt the idea of Allum as a form of dominant power, an impressive patriarch whose laws are ripe for authoritarian interpretation. These dour-faced, grey-robed adherents are invariably keen to inflict punishment on the weaker members of their sub-cult, preaching fear and hatred and encouraging ideas that both venerate their own ideologies and upset the status quo. There is usually a wealth-based motive behind such sects and their advocates are invariably more interested in enforcing control and extracting donations than spreading the word of Allumnic lore. It has oft been said that the Haligentsia itself began this way, and tends still toward such harsh modes of thought more than it should, particularly in matters of censorship. As the principle power structure within Skyssa, the Haligentsia is comfortable enough in its position to be able to ignore all criticism, even when such criticism comes from within the Forum itself.

Drogen Originating from the strange and twisted beliefs of the immortal Vanyirborn Wegwyr and her husband Morcelt Num (her nephew, born of her sister Cormysyeth), Drogen is a religion whose terrifying cult centre can be found deep in the realm of Morcelt in the north of Sanas Morcorm. In Wegwyr’s version of the creation myth, Drogen is a spider god who sits at the heart of

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the Weird Web of the World (or 'the Worldwide Web') surrounded by the spirits of good and evil. A huge, corpulent and brutal deity, Drogen is almost certainly a corruption of Mot Elyeth’s role as the Lord of the Web of Wyrd and Uselyorn Elgan as Lord of the Flies, a giant fly called Lornad in the Drogen myths. The Morcelt are a violent, deranged and feral race who live isolated lives within the jungles of northern Sanas Morcorm. They revere spiders and have drawn into their domain a variety of spider species, some of which have themselves been deified. Adherents to the cult are abominable occultists, led by the ever unhinged Narpanum, immortal son of Wegwyr and Morcelt, a wyrman so utterly lost to the fancies of his own power lust and insanities that he no longer recognizes right from wrong or friend from foe.

Elgan Originally established by the fallen Vanyirborn Caynum in the land of Dunmonia, the Elgan cult - known more commonly throughout Ereth as the Cult of Flies - was greatly diminished in size, scope and power during the war of Sanas Morcorm. In recent decades the cult has returned, founded anew within its original cult centre in the city of Old Urd by Caynum himself and repopulated by the worst of the Fell breeds. Here too, descendants of those myrmen who followed Caynum out of the Cavernlands at the end of the Winter of Discontent have risen once more to lift the Elgan banners of old. The cult honours the immortals of the Elgan house, Uselyorn being the primary god of the recognized pantheon. Curiously, the All-Father, Seth Elgan, is barely a part of the cult’s belief system, being a more remote aspect of the Elgan collective than the prominent immortals of the creation myth. He is usually depicted as an over-arching daemonic figure looming in frescoes and sculptures, but features only briefly in the principle tenets of the cult. There are a variety of sects across Ereth whose members focus their attention on one or another member of the Elgan family more than any other. The Church of Uselrein, whose cruel acolytes lurk in many parts of the world unknown and unseen, recognize no authority beyond Uselyorn himself, while the myrman cultists of the Hammer Dwale, who march still beneath the banner of the Mummer Men, revere only Mardock. The Cleave Priests are a sadistic sect of the Cult of Flies who worship Crewel, son of Uselyorn, and replicate many of the unspeakable tortures that wicked god once inflicted upon his enemies in the rites they perform on their own victims. While the Temple of the Black Dyad worship the incestuous Neomatt and Manye, son and daughter of Uselyorn, and claim among their


upper echelons wyrmen whose blood supposedly can be traced back to these two diabolical gods. Elgans practice the Anarchaic and the Craven runes, also known as the Elder Runes. This school of runic magick is rooted in the hollow socket of the gaps between the strands of the Web of Wyrd where the Elgan spirits languish. The Elder is the mystic and ancient language of the stars and these runes are believed to predate even Mot Elyeth's Runes of Naming. Within the voids of the Nether Dymension the mind essence of the Elgan lords are ensnared; Uselyorn, his wife, his sons and daughters and the Engel (Eagle) daemons. All runes that invoke these substance-less cells risk awakening the sleeping potential of those subversive minds imprisoned within. Thus the Elgan cults are often founded and influenced by wyrmen or women who used the Anarchaic without caution and became corrupted by the horrors they summoned. Almost all wyrman allegiance to the Cult of Flies begins with the acquisition of small powers leading to a desire for more and ever greater power, then a desire to hold onto power and, eventually, delusions of grandeur. Often the delusional power-monger will lie to himself, exonerating his own soul of wrong doing with complex and convoluted reasoning. Such rationalization for evil may be upheld by cronies who follow the same ideologies and encouraged by the subtle influence of dark spirits. Power lust and desire for endless wealth is a sickness that weakens the soul, creating hairline fractures in the plasm that separates the Cosmic Warp from the substance-less recesses of the Nether Dymension. It is believed to be one of the principle imports of the Plane of Sere, along with fear, the very word fear being an etymological convolution of the name Sere. There are those scholars of dymentheology and daemontheology who theorize that fear may actually be the only import of Sere and that the lust for power or wealth is merely a symptom of fear. However, such ideas are often used by the demented and cruel to excuse their own crimes and entertain sympathy when standing before the noose of justice, thus the idea that fear is the only import of evil is discouraged in official and theological circles. Uselyorn and his cohorts worry at the cracks that are formed by the lustful, weakening the spirit further in order to render it more susceptible to wicked deeds until finally the subject is so bereft of reason and so consumed by his desire for power that he will do anything to fulfill his ambitions. He will murder, rape, slay and desecrate without a care for the consequences. At the same time he will justify his actions as either necessary or acceptable, the end justifying all and any means. His deeds and his dishonesty

An abomination of the Gungin Gap, born of Gungin Chaos and the wicked energies of Elgan gods

will finally tear apart the fabric of space/time and open a portal through which the Elgan may pass. Like the power hungry, the schismatic are often at the core of Elgan cultism. These characters are bereft and weakened by their dissociation from the collective society to which they should belong and the energy of the strands of the Web. They may blame society as a whole for transgressions visited upon them by an individual or a group within that society. Rarely is there logic or reason behind the schism. To the Elgan spirits all that matters is the individual’s isolation from peers of a more healthy psychological disposition and the steady drip-feeding of his ego and desires. Both the possessed, power lustful and schismatic mass together in their hatred and their desire to watch the culture they despise and resent burn, forming small cults and secret enclaves then delighting in the thrills they experience in their flirtation with the dark aspects of the Web. They fantasize and imagine themselves summoning Elgan spirits who then visit terrible dooms upon those who have wronged this, their most loyal supporter. This may be the ultimate delusion of

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grandeur, for rarely, if ever, will the deluded glimpse the true vision; themselves burning as part of the culture they despise, as the true enemy smites both friend and foe in one all consuming and orgiastic evisceration of order and life. Fascinates of the Cult of Flies are legion, but secretive and hold their ideologies close to their chests, in many cases unaware that they are flirting with evil forces until it is too late to turn back. They can be found in those who exercise cruel and brutal authority over others; tyrannical kings, princes, lords and dukes, politicians and counts or members of city chancelleries for whom power and wealth has become a drug; a firm desire ever tugging at their ambitions and emotions with the temptation to indulge. The Fell breeds that are born of Elgan essence (as opposed to chaos alone) follow, as a matter of course, the Elgan cult. They fall into none of the above categories but are constructs of both chaos and evil and act as the fingers and thumbs of the Elgan gods upon the Entopic Plane, upending civilization, order and unity and manipulating the weak into joining the order of the Cult of Flies. Those lords of power and solitary, hapless


souls seeking revenge against their wrongdoers will find no physical harm comes to them when Elgan Fell cross their path. For the Fell are tools and these fascinates of the wyrman breed are conduits to be tinkered with and steered in the right direction until that ultimate evil is perpetrated. And when enough wyrman minds are subverted and the cracks between reality and the nether dymension grow wide enough then the Elgan will return once more to reclaim their rule over the world of Yarnia.

supremacy, it is simultaneously an encompassing ‘everything’ and merely another way to describe the Elvian pantheon of elemental spirits combined together within eternity to form its fabric.

Elvia

Modern or Nü-Erthers tend to be miners, Geomancers, Loric Mages and Dungeon Masters with adherents found throughout Ereth. Their beliefs tend to be disparate and often contradictory, but at their heart inspired by the same enduring myths.

Elvians recognise only the undying elements of the woven silk, archetypes and living avatars of the Cosmic Warp, as being worthy of worship. They acknowledge the importance of the Oak Lords and the metaphysical concepts of good and evil, but do not expend spiritual effort in venerating either. They exonerate, above all, the magicks associated with Yarnia and the Cosmic Cavern (the Elemental Runes) over those elder magicks of the stars (the Elder Runes) the runic forms of Mot Elyeth (the Runes of Naming) and the forms of Wythia and Oak. Paramount among the recognized elements are Yneur, spirit of time and the Elvia themselves: Eret, spirit of earth; Syldaer, spirit of the air; Fyrnys, spirit of fire and Rinan, spirit of water. Despite his negative associations, Gungin Chaos is also recognized as an important primary element. Besides these paragon spirits, Elvians who use the Elemental Runes also have access to the powers of lesser spirits, those of the animalian races, the fae and the sub-category elements of mineral, gas and liquid, all of which can be used alchemically to manipulate and change reality. Fyrnys and Yneur are the principle elements of Elvian lore, being the first to emerge from the chaos of Gungin and the Nüsphere and the founding elements of the Spindle of Fire from which the yarn of the universe and the Cosmic Tree Yggdruskyl is spun. Elvians do not worship the immortals of Motian lore and, indeed, many of their ideas surrounding the pantheon of the Oak Lords, the heroism of Mot, the evils of the Elgan house and other prominent aspects of Motian faith are considered blasphemous by Motians and Wythians alike. The Oak Lords are considered to be a form of immortal being, rather than gods, and are assumed to have come to Yarnia from some distant realm in the Oily Sea rather than the fabric of the Warp itself. Elvians also refuse to recognize the monotheistic claims of Allumnists; that there is a supreme deity from which all other ‘false’ idols spring. To the Elvians the Supremacy Beyond Reckoning, mentioned at points in the creation mythologies, is simply the Nüsphere; the cosmic whole or the Futh, as it is variously known. Though the Nüsphere represents this

Erth A popular offshoot of the Elvian and Wythian faiths which combines both the importance of Womad and the Elvian elements into one doctrine.

At the core of the original Erther faith is the belief that only Womad and the wyrman mind, as a part of Womad, are capable of creating reality upon the loom of the Entopic plane and that reality, as a potential drawn either from the Plane of Sere or the Plane of Fawynwend, is loomed upon the Spindle of Fire as a story wherein the wyrmen are players and the gods are the audience. Thus, the wyrman mind decides what should be done with the secretions of the two diametric planes of good and evil and what mind decides determines how the roots and branches of Yggdruskyl grow. This tale was supposedly told to Mot during his exile in the dungeons beneath the Sailing Hills by Eret, spirit of the deeping earth, and so the cult takes its name from that Elvian spirit. However, the initial cult was not a veneration of Eret himself and, indeed, seems to recognize no importance in any element other than the spirit of Womad. These original and somewhat complicated tenets have been corrupted by the Nü-Erther mining cultures who have adopted Eret as their patron saint and Erth as their religion, missing entirely the intended theologies of good vs evil and replacing it with something more akin to good luck vs bad luck mixed with a convoluted form of divination. Seams of precious metal, the Nü-Erther proclaims, are not divined or found but established by the determined efforts of combined minds. Is the gold seam beneath the left hill or the right hill? The answer is that the gold seam is beneath both hills and it is up to the Nü-Erther to decide which it is to be. Whichever he chooses, will automatically become the correct hill. Unfortunately the sowyrmen - principle wyrman sub-race responsible for the translation - have developed a natural pessimism and grumpiness that makes positive divining of precious metals a hit and miss affair. Their negativity invariably leads them to choose the hill beneath which the gold seam does not lie rather than that which it does. Indeed, in most cases the desired mineral seam turns out to lie beneath

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neither hill. Nevertheless, sowyrmen have a handle on their problem and though the ongoing effort to remain positive and ‘establish’ the seam rather than the barren stone is a vast effort for them, they are extremely adept when it comes to unearthing precious metals using more prosaic means, smelting them down and exporting them across Ereth. Many sowyrmen spend at least some part of their day worshipping at an Erthen shrine and honouring the name of Eret in the hope that he will help them overcome their inherent negativity. This practice originates from the ritual meditation (yarning) of old Erther cultists who would spend several hours a day in deep trances, attempting to divine the substance of the yarn in order to catch sudden surges of dark potential from the Plane of Sere. It was their hope that a connection with and understanding of the yarn’s directions as it poured into reality from Sere and Fawynwend would allow them to make predictions about the future and take on the status of Prophet or doomsayer. Thus is the modern sowyrman diviner known as the Yarnsayer (he who dreams the story in sleep and tells all that he has seen). Shrines are usually made of stone and adorned with clay symbols, pots, urns, precious metals and gold. Each sowyrman family possess a large ornamented stone handed down from father to son and this will usually take pride of place in the shrine. Such a stone, called an Oracle, will originate from an old-Erther ancestor whose devotion to the original version of the cult has trickled down through the family generations. Ecclesiasts of the original cult are those who follow the scripture of the Book of Erth, a huge (and increasingly rare) tome which describes the unique lore of Eret and whose original copy was supposedly carved by Eret himself upon a series of stone tablets. Though these tablets are thought to have originally been scribed by Mot in the Sailing Hills, they were taken north in the exodus of the wyrmen and then uncovered in the mountains of Niflhelm long after the founding of Listholm.

Tributaries of the Cosmic Tree, the Book of Erth explains that the bones of the world are rigid as stone, but the stories that unfold thereon are as a thread ready to be woven into pattern. All who walk upon the sacred soil of Yarnia (Yarnia meaning Of the Story) walk upon the tapestry of creation, for the wyrman is unique in his intelligent ability to see and to change the cosmic tale, a gift inherited from that part of him which is Womadic in origin. The wyrman, the book explains, is the conduit through which potential flows and through which the story unfolds. Without Womadic thought or ‘consciousness’ the universe is merely a dream and becomes irrelevant even unto itself. The immortal lords of the stars, the houses of power, the Oak Lords of Mot and the Engel of Uselyorn, the Book of Erth declares, are the


warp of the fabric, the stitch and the weave. They are aspects of the tapestry that cannot be changed, for they are the fabric upon which the design is laid and the thread with which it is patterned. Only the design can be altered, and only by the weaver - the wyrman. It is this ability to write reality and determine the pattern of the weave, that Uselyorn and the rest of the Elgan host so greatly covet, the book explains. Now that they have passed from the warp and hang above the tapestry where they can see all that there is to see, they know that this desire can never be fulfilled and thus they wish only to destroy the tapestry and bring the weaver to ruin. The final section of the book, a revelatory chapter concerning the future as divined by the Doomsayers of Erth, states that only the Elvian have seen the tapestry in its final form, and only they can see all ends, for they dwell on the strands of the Web of Wyrd which is the final chapter in the epic yarn. That the tapestry will be finished is guaranteed, they claim, but how it will appear and the aesthete of its final design, whether beautiful to behold or ugly as the visions of daemonic forces would desire, depends entirely upon the story the wyrmen choose to collectively tell.

Council, of which Mot is deemed to be paramount, shunning the rune of Seth Elgan in recognition of the All-Father’s diabolical betrayal not just of his own son but of all life on Yarnia. This despite Seth's recurring presence in iconography, carvings and pictures where Mot and Uselyorn are depicted as warring brothers. Motians also apotheosize the Plane of Fawynwend as the epitome of all that is good and condemn the Plane of Sere as the roots of all that is bad. Mot, righteousness and the name of Elyeth are all synonymous with Fawynwend while Uselyorn, evil and Elgan are associated with Sere.

Today Mythyar is a figurehead of the Motian faith, revered by her followers and symbolized in art and bard song as a beautiful woman with serpents forming figures of eight in her hair. She is rarely seen in person, however, and never emerges from her deep chambers beneath the Arkhold. She seems indifferent to the affairs of the race of wyr and those who have worked closely within her presence claim she wishes now only to die, so that she can join those she has loved and lost across the millennia to the Web of Wyrd. The majority of adherents to Motia generally herald from the cult centre of Listholm where no other religion is practiced. Ecclesiasts and high ranking professionals within the church must be of norwyr stock and utterly devoted to the cult and its centre in Listholm. The Church accepts no racial diversity within the higher echelons and, indeed, is prejudiced even against common wyrmen.

Motia Motians are those cultists who hold the name of Mot Elyeth in the highest regard and consider him the one true god of Ereth. The Motian order has cult centres in Niflhelm and Listholm primarily but also some adherents in the north of Sanas Morcorm. The founding church of Mot is known as the Church of Eternal Fire, referencing the infinite flame of Yneur’s Wheel of Fire (Motians refuse to adopt the esoteric terminology of the spindle, yarn and weave which are all considered aspects of the Wythian and Erther cults) and Mot’s invulnerability to the consuming flame of time. The serpent rendered in a figure of 8 (sometimes as a two headed creature with the features of a serpent, representing Mot, and a wolf, representing Uselyorn, entwined about the face of Mythyar Num) is a recurring symbol, representing rebirth, the shedding of old skins and the nature of infinity. Motian clerics practice the complex magick of the Runes of Naming. Most Motian culture revolves around the honouring of the powerful names of Mot, Vanyir, Num and Elyeth, recognition of piety within the holy pantheon and enmity against the evils of the Elgan gods. They also venerate eleven of the twelve Megdart runes of the original Oak Lord

Mythyar herself is as ancient as any being upon Ereth and a figure of great pathos, as beautiful as she ever was in her youth but reclusive now and withdrawn from life. It is said that so much experience lies in her eyes that to look upon them is to look into the well of the world and to see all that a man should not see before he dies. Rumours abound that Mythyar can turn a wyrman to stone with her gaze, or turn those pilgrims who have sought her out for her wisdom insane simply by telling them profound truths.

The use of wheels, rising curls of smoke, serpents, woven ropes and webs (but rarely spiders) as symbols in art, architecture and decoration commonly represent faith in Mot while the evils of the Elgan spirits are represented by images of flies, pestilence, famine and death, all against morbid and fiery backdrops designed to represent the Plane of Sere or the fall of the Hammer of Merrlith. The original Church of Eternal Fire stands within the Arkhold in Niflhelm where its matriarch, Mythyar Num, one of the original five Vanyirborn immortals, presides over an order of sacred librarians, scribes and clerics called The Literatii. Within their church they keep many of the documents, histories and lore of the period from before the Winter of Discontent, as it was brought out of Yseldyr by Mot and the surviving Vanyirborn.

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The elken race of Gondaras are known to sometimes migrate to Listholm in order to become part of the Motian faith, but they are considered aberrations and are never fully accepted into the fold. Most are employed as soldiers, or labourers and placed on front line duties in far flung forts on the southern border. Here their interest in Motia is generally eroded by the realities of Listholm’s exclusive culture. Dilettantes of both the Church of Eternal Fire and the Temple of the Serpent exist all over Ereth and in all shapes and sizes, though few who claim to be Motian are actually following the correct ideologies of the Listian ideal but merely romanticizing the myths surrounding Mot or the figurehead of Mythyar. Others have taken the name of the sect of the Serpent and misinterpreted Motian ideology as some kind of snake cult, with Mythyar depicted as a naked goddess with serpents in her hair and the ability to turn her enemies to stone with a single glance. Such cults, founded in misinformation and superstition tend to be dark at their root and thus are swiftly corrupted by Elgan influence.


Numinism

Wythia

Numinists (named after the patron founder of the cult, Dysraeli Numinar), prefer to call themselves Refutionists and are invariably misunderstood by the poly- and mono-theists of Ereth as blasphemers, anti-theists or secret Elgan sympathizers. Numinism, actually a movement-based cult rather than a religion, is widely believed to refute the existence of a spiritual realm, despite the overwhelming evidence for its existence. Numinists are, it is often claimed by other cults, materialists and atheists at heart, believing not in the existence of the Elvia, of the undying spirits, of the consciousness of Womad or of the accepted concepts of good and evil and the planes of Sere and Fawynwend but in a deeper mystical philosophy that explains little while saying much. Numinists do not fear Uselyorn or the Elgan daemons because they simply do not believe such things exist. For this reason alone Numinists are deemed to be dangerously open to the influence of evil and the dark potential of Sere. In short, Refutionism is interpreted as ignorance, a blind faith in the mundane that opens the Numinists to the influences of evil. “Numinists may not believe in Uselyorn,” so the popular saying goes, “nevertheless, he believes in them.” Very little of this actually represents true Refutionist ideologies which are concerned more with philosophy and the future development of wyrman civilizations than with esoteric or mystical beliefs. Numinist beliefs tend to be disparate and often unrelated from one ‘sect’ to another with varying degrees of atheism, agnosticism and skepticism bubbling along within the same ambiguous pot of deep thought. Often there will be no one concerted agreement on what Numinism really is and extended arguments between prominent members of the cult are commonplace as a result. Most Numinists claim Numinar saw merit only in the physical and not the spiritual, a materialist who saw nothing beneficial in the worship of long dead entities or dabbling with cosmic planes, even if such things exist and seem profound to the collective wyrman mind. Others, like the Nefaromancers (a creed founded by Numinar) believe this is a mistranslation and that their patron’s principle teaching was that spirituality is an inner-battle and that even the spiritual aspects of the Erethian cults have a place within that internal setting of the mind. This philosophy claims that the Web of Wyrd is merely the matrix of wyrman thought wherein prevail the teachings of Mot as the potential of good and the dark influence of Uselyorn as the mental influence of potential evil. In short, spirituality and the roots of mythology are all in the mind, but this renders neither any less powerful than if they were manifestly real.

The cult centre of Wythia is the Angle, but the cult was founded long before the wyrmen emerged from the Arkhold at the end of the Winter of Discontent by Wythydruth Pennmorch. Wythydruth, a figure still exalted today, was the mortal husband of the Vanyirborn Cormysyeth Num and was the original architect of the Runes of Weaving. Wythians worship Womad above all other spirits, recognizing the sacred nature of Womad within themselves. To most Wythians, the remains of Yrmynsyl are sacred, as are the remains of the Wythyreach (Dwarro Wood) in the south of the Angle. It is the ambition of the cult to embrace the region wherein Yrmynsyl stands as part of their domain, but this ambition is restricted by the hostility and evils of Gungingeth, the wild-lands of Mortun Pandi and the territorial claims of the Elvian cult in Santun Morvagh. Wythian magick users are either adept in the Runes of Weaving or the Runes of Oak, the latter being runes associated with the Web of Wyrd and its connection with Womad. The Web of Wyrd is of paramount importance to Wythian druids for through it they gain access to the spirits of the Oak Lords of old and the spirit of Womad himself. The ruined city of Drood-Cynncarn in Cornoval (southern Sanas Morcorm) is a significant location for the sect known as the Tablemen of the Mountain, whose high priests, the Weavers, hold dominion in the Anglian region. The Weavers are based at Ylyntor Hill which, many believe, is the original house of Yseldyr, Mot’s first mansion on Ereth. Weavers (see Creeds) are mystical rune carvers who dress in robes of rainbow colours and spend much of their time promoting the main philosophies of their faith to the peasantry while performing community services in the form of magick and ceremony. They adhere to a fairly strict command structure starting with the capstone of the Head Weaver; then a circle of Warp-Masters (sometimes referred to as the Elders - ten of the oldest members of the order, all aged 100 or more); Acolytes of Weft (numbering anything between five and six hundred individuals) who perform the practical, administrative and chancellery duties including organisation of the principle ceremonies and in particular organisation of the yearly meet at DroodCynncarn; Cambrican Priests, who make up the vast majority of Weavers and are active in Wythian communities serving their parishioners; and finally Apprentices of the Braid who are those newly initiated to the role of the adherent and usually below the age of seventeen. There are thousands of Wythian dilettantes all over Ereth, but most adherents to the faith are focused within the cult centre of Angle where they live under the benign gaze of the Weavers and under rulers sympathetic to the Wythian way of life.

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Dysraeli Numinar Numinists hold great stock in a book of poetic spiritualist alternatives and aesthetes written by Dysraeli Stormwyrm Numinar. The Refutionist Enchiridion is a small and slim volume which most Numinists carry about their person and which is printed and reprinted at an almost obsessive rate in the many independent presses of Skytor’s second largest city, Stratum. Within the pages of this book are such quasi-Erthian musings as:

“Does it really exist, this weaver time? Or are our recollections merely wishes coming from the future, a kind of communal dream where the dream is its own interpretation.” And…

“Why cannot this world be a fiction? If we are to say, as the Allumnists of Skyssa claim, that if all the world is a fiction conjured from the mind of a supreme being, then there surely belongs an author, why can we not say that perhaps the being belongs unto his own fiction?” And…

“Do not sacrifice the goat or lamb as the Wythian does, for it is the self within ourselves that we have to sacrifice. It is our own heart that must be torn out of the false and offered to the true, even at the expense of pride.” And…

“All that crawls in Gungingeth and all that responds to the scrawl of rune is not the manifestation of spirit but of flaw, the error within stubborn skulls that refuse to embrace the material of cog, wheel and steam.” Representatives of Numinar tend to be those most vociferous and active in the promotion of the movement but who hold no official position, precisely because Numinar is a movement and not an organized religion with hierarchical order. Such individuals spend their time and resources publishing fresh copies of the Refutionist Enchiridion, philosophizing where they feel they are safe to do so (prejudices against Numinists can often turn very nasty very quickly) and attempting to ‘save’ the overtly religious from themselves and the world, as they see it, from the overtly religious.


Niflhelm and the Arkhold

Chronicles There are various major sub-races of wyrman and four clearly defined civilizations on Ereth, though there also exist several small barbarian nations and emerging civilizations. The main sub-races include the norwyr of Listholm (Listians), the common wyrman of the Angle (Anglians), the elkenwyr and sowyr of the southern Angle (South Anglians), the common wyrman of Mortun Pandi (Morvanians) and the people of Skytor (Skytorians). This latter is divided into the wealthy inhabitants of Skyssa (Skyssans) who themselves are closely related to the norwyr, and the largely impoverished and overworked wyrlung of Stratum (Stratumians or

Stratians as they are various known and known to call themselves). Lesser nations include the Morcelt of northern Sanas Morcorm (a savage breed of common wyrman) and a few small settlements without sovereignty within the west and south of Sanas Morcorm. The city of Old Urd is home to an emergent nation of Fell breeds and wyrman loyalists to the Cult of Flies. In the past they were known as the Dunmerr and the rumours carry this name also. Old Urd and the Hammer Dwale in Iyfel are also both home to nations of myrmen, the wyrman’s closest racial relative.

BEYOND THE THAW Here are the gathered stories of the histories of the wyrmen after the thawing of the Winter of Discontent, as recorded by the scholars of the Literatii of Arkhold and passed down to Anglian seats of learning and the historians of Santun Morvagh. It may be worth noting that certain of these chronicles are disputed by the people of north Annarr (the folk of Skytor) who claim a different origin for not only their own lineage but an origin of lesser importance for the lineage of the people of Morturth and southern Annarr. The Skytorians refute the claim that Amon Elyeth perished in Yseldyr and that he survived much of the Winter of Discontent as the champion of those wyrmen ensconced by Mot into the Cavernlands beneath Mount Ascona; the ancestral home of all Skyssan and Stratian people.

Niflhelm is the northern-most territory of the known and habitable world before the continent of Morturth flares into the vast and uninhabitable glaciers of Frothrein. Here stands the Arkhold Keep, wherein the Vanyirborn matriarchs and their people took refuge during the Winter of Discontent (see The Oaken Myths of Yarnia). Today the Hold is kept by the sacred Motian Order of the Literatii and of the original Vanyirborn immortals only Mythyar, their founder, remains in residence. Niflhelm itself is a cold, mountainous and windswept country, almost entirely uncivilized and entirely uninhabited by the wyrmen. Wild animals are found in the southern regions, while the north is buried still beyond the glaciers of the receding iceage, with great sky reaching mountains jutting from the gradual thaw. As the northern glaciers of the Winter of Discontent continue to retreat so Niflhelm will likely become a place of migration for future generations. For now it remains a place of primordial mysticism and dangerous terrain, ripe for exploration and adventure but perilous and ultimately inaccessible to all but the most determined traveler.

the City by the Sea It came to pass, as the snows fell away and new lands were unveiled in the sight of the Arkhold Keep, that the heirs of the Vanyirborn legacy emerged from the great fortress and made their way toward new frontiers. With them went a great host of wyrmen. Laird of this age, List Num (more commonly known as Listnum Hammerclaw), heir of the Mythyar line descending at its root from the coupling of the Vanyirborn and her wyrman husband Nimrosel, was the first to emerge from the Arkhold. This most kingly of men settled the town of Tunturthis (Town by the Lake) next to what was then considered to be a wide lake

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but whose snowy banks eventually thawed to become a finger of the Inland Seas. Today Tunturthis is a thriving cityport. The city and the lands thereabouts are ruled by the 681st generation of the line of Mythyar, Laird Mul-Gerenum Evergreen, whose people are known as the norwyr (Northern Wyrmen). Mul-Gerenum wears the star forged Crown of the Cynn (Crown of Kings), as first worn by the olden and divine kings of the wyrmen and as brought into the world of Yarnia by Seth Elgan himself. Listholm is a nation of Motians devoted to the name of Mot, to the pantheon of the Oak Lords and to the rune magick practiced by Mot; that of the Runes of Naming. They are a tall, strong and goodly people, though they are ruthlessly territorial when defending the small land they control and can be notoriously prejudiced toward the wyrmen of the south. Culturally, Listians are noble and stalwart, fiercely proud of their heritage and their sovereignty. The norwyr differ from those wyrmen of other lands in the great wiry beards of pine fir and cone that grow upon their jaws. The beard is the mark of a Motian, and few indigneous Motian or Listian males would be seen clean-shaven. Listholm is a rain-lashed country of rugged landscape, deep ravines and wetlands. The clay-rich soil, bedded on a continental shelf of granite, has never fully drained from the thawing of the ice and persistent rains coming off the Endeleas to north, east and west ensure the marshes and swamps remain saturated. Like the land beneath their feet, the norwyr are a seemingly adaptable sub-race but have a core of stone. They are well used to harsh conditions, capable of surviving against all odds and prevailing with the small amount of resources at their disposal.

Cormysyeth's Nation United no more, the realms of Sanas Morcorm, south of Listholm and making up the larger portion of the continent of Morturth, was once a land divided into three separate nations. When King Listnum Hammerclaw took the Crown of the Cynn into Listholm in the first year of the thawing, the matriarchs of the


Arkhold were divided. Cormysyeth, finding herself the head of a household of Weavers and Wythian cultists at the end of the Winter of Discontent, led her people deeper south than Listnum, travelling along the meandering length of the River Nova, aiming for the sliver of Yrmynsyl and the ghostly floating mountain of Karrekith the former a tantalizing spear rising from the horizon and dividing the sky, the latter an ethereal spear tip at the sliver’s highest point. She carried at her side the sacred Talisman of Womad, Prong-wand of the Sacred Antler, a rune-stave given to her by Mot Elyeth before the fall of Merrlith as a sign of his trust in her. The natural lie of the snowline and the murderous conditions of the eastern glaciers at that time forced the Vanyirborn instead toward the southwest, away from Yrmynsyl and deeper into the newly emerging forest lands of Fawen. There in the east, Cormysyeth established settlements along the western coast of the Inland Sea and founded the town of Drüth (now named Zenor). With the rune lores of Weaving she established the beautiful and tranquil Lawesmor Lagoon and filled it with life that her people might fish and eat. Thereafter, though much later, Cormysyeth’s people expanded south and established within the proliferate forests of Fawen the majestic city of Drood-Cynncarn. Therein Cormysyeth became high priestess of the Wythian faith and the first to sit at the great table of Woodhenge. And it was here that she first called to council the Twelve Weavers of Ereth and there still the stone likeness of Cormysyeth in statuesque pose and tableau adorns the vastness of the walls of the Woodhenge Hall. And so the nation of Cornoval (the Source of the River Nova) was established; the largest growing power in the newly revealed land of Ereth.

the Founding of Celtrein Nar Pan Num, or Narpanum Orbweaver as he prefers to be known, is the immortal son of the Vanyirborn Wegwyr and her nephew Morcelt Num, founder of the Drogen cult. Narpanum had long dwelled in the shadow of the Losian Plateau with his deranged mother and her cultists. So strange and violently destructive had his parents’ behaviour become in the time of the Arkhold that the Vanyirborn Mythyar had exiled them into Niflhelm, sending them high into peaks rising from northern melt-waters to settle their own culture as they saw fit and raise their own people according to their own exotic beliefs. Seeing the snowline fall back, Narpanum abandoned his parents and the infirm ancients of Losia and came south in search of

The malformed Mummer Men of Mardock new hunting grounds, bringing with him a youthful warrior band of loyalist Drogen cultists and warriors. Within the jungles of Monigarn he and his people found a ready made collection of ancient megaliths dating from the time of the gods and, using these as a foundation, constructed the ziggurat city of Tarantel. Narpanum’s people nurtured in the lands hereabouts various species of exotic spider. Some they used as mounts, others to guard their expanding borders and others still were consecrated as divine and treated as sacred entities. The land of the spiders became better known as Celtrein (Home of the Morcelt) and would soon become greatly feared by the emerging nations to north and west.

the Return of Caynum But greater terrors were to rise in time than the simple minded and lunatic Morcelt. In the south of Monigarn, where the march of the jungle ceased and the land became treacherous with swamp and quagmire, Cayn Num, known once again as Caynum Bitterblade, traitor of the Vanyirborn and loyal servant of Mardock, emerged from the dungeons of the Cavernlands wherein he had dwelled for nine millennia. He laid claim to the remains of an ancient western spur of the Uselrein fortress, naming it Old Urd (Ancient City of the West), and established upon its mighty but ruined foundation slab a great temple dedicated to the Elgan gods. The Arkhein, this temple was named, Fortress

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of the Throne. And Caynum populated his new nation with a loyalist breed of myrmen, twisted and sprained by their long interment underground.

The Living Gods of Yarnia During the Winter of Discontent, Mardock, son of Uselyorn and survivor of the Elgan pantheon of old, had lived also, dwelling with Caynum for many thousands of years alongside both his consort Myrcwynn and the myrmen of the underdark. Long had Mardock lurked in the blackened pits of Ereth’s dungeon realms, hidden from memory and from sight by a thousand feet of snow and ice with only the ailing mind of his wife and the brutal culture of the Mummer Men for company. Many hundreds of years before the end of the Winter of Discontent, however, Mardock grew weary of the myrmen and of his consort and, taking a small and loyal company of original Mummer Men (among them Mercwinnyn, the first of their vicious ilk to be forged by the goddess Merriday), he occupied distant caves far from his wife, Caynum and the majority horde of the myrmen. When the snow thawed, Mardock clambered into the light, but so long had he languished in the dark that his eyes and withered flesh could no longer tolerate the fierce blaze of the sun. So, leading the Mummer Men through eastern branches of the great subterranean realms which they now knew so well, he broke into and repopulated the catacombs of Halig and Ramat.


Above ground, the pride of Elgan architecture had been flattened and turned to dust by the hammerfall of Merrlith, but under the foundations of the ancient cities there stood still and untouched the cavernous catacombs of old. And where the grounds had been heaved upward by the force of mighty Merrlith there now stood two mountains, which Mardock named the Hammer Dwale. And within the bodies of these twisted spires of stone had the upper catacombs and throne room of Uselyorn been lifted. They now lay high above the wastes of Iyfel as strangely twisted chambers and meandering passageways like serpents under the ground. Fissures and ledges formed in the raising of the mountain were as doors and arrow loops and thus was the Hammer Dwale deemed to be a fortress gifted to Mardock by the spirit of fate, and thus did he lay claim to the land thereabouts whose very name now means Evil.

the Eagles of Doom Here in this place made bitter and unholy in the memory of the devastating hammerfall, Mardock broke open chambers untouched in long centuries to reveal strange wells and broken shafts leading into the belly of the world. And from within came the manifest ghosts of beings long banished from the world of the living. Seven such entities did Mardock unearth, servants of the stars, once mighty and resplendent, but now malformed and hideous as though revealed in true form from behind false masks long worn. And in them he recognized the sprained minds of Elgan gods, for here were seven chieftains of the Elgan pantheon, ranked one through seven in the Engel structure of command, sons and daughters all of that Uselyorn's progeny. They were reborn from the lightless depths to which the chimneys and shafts were connected. A great chasm beneath the snow and far to the south. And they called it the Grislic Khasma (the Abominable Gap), a gateway into dymensions unknown, as yet hidden to the wyrmen and to the merciful light of day. Therein squirmed Gungin, for the spirit of chaos had been unleashed by Merrlith and had festered during the Winter of Discontent in frozen pits beneath the charred roots of Yrmynsyl. Now finally the land was breaking as the air warmed and into the cracks Gungin was disgorged, manifest and physical as things that should never walk upon the sacred Warp walked and snarled and slashed the air. Mardock brought the seven Engel lords into the Hammer Dwale and there gave them lodgings in the spires of the mountain fortress. He named them the Froncüdha (Those That Languish, Long Restrained) and awarded to each the title of Captain of the Armies of Iyfel. To Caynum in the west he

bade them show loyalty, for now was the last chance they would have to slay the wyrmen and reclaim the lost lands as their own.

Urd Unleashed Thus with chaos to the northeast, civilization to north and west and evil mustering in the east, did war come inevitably to Ereth. Caynum came to the Hammer Dwale with his armies of myrmen, intending a conflict, and met before the great door of the twin spires the ancient god Mardock. But when he looked into the lined and wearied face of his adopted father a sentiment born of his Womadic core awoke and he fell to his knees, proclaiming his allegiance and his love for Mardock, regretting all that he had intended to do. And Mardock placed a hand on the son of Vanyir and blessed their reunification, for though he could not reciprocate Caynum’s love, he understood the value of alliance. And so, under instruction and encouragement from Mardock in Iyfel, and with the seven deadly Froncüdha at the head of his myrman armies, Caynum launched an offensive into both the central lands of Cornoval and Celtrein. In the north the myrmen were repelled, the Morcelt a formidable enemy and at home in the trees from whose branches they fought. The battles were hard won, but the Morcelt were supported by their many arachnid allies and somehow they turned the tide, routing Urdian forces south and back into the swamps below Monigarn. But in the west the Cornovish were illprepared for the abomination of the Froncüdha and the town of Drüth was swift to fall. Its rising towers and newly built homes, constructed for comfort but not for defence, were pillaged and burned, its people slaughtered, man woman and child alike. Such atrocities as had not been known since before the fall of Merrlith revisited the wyrmen of Ereth, and thus did the Listians answer the call for help from Drüth, rallying their ranks against a vile enemy long thought destroyed. From the north came the Kengard, marching beneath the banner of Hammerclaw and eager now to clash with these rumoured Elgan ghouls returned from the dead. The ragged ranks of the myrmen heard of the coming threat and met the Listians in Frona Pass. But from there they were pushed back, unprepared and surprised by the strength of the noble Kengard companies. Simultaneously a force of myrmen marched on the Twain Gate of Listholm, only to perish in the quicksands of Druncnen and fall beneath the feathered arrows of Dingerein archers. Two of the mighty Froncüdha were slain, their corpses bubbling like fetid jelly into the dust, their Dread Soul Stones emerging to the light of day and to the

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astonished gaze of Listian defenders. From this defeated army also was recovered a treasure thought long lost to aeons before the Winter of Discontent. The Golden Sphere of Gonloric which the archers of Dingerein quickly conveyed to the Laird of the time, Mulnum Hammerclaw, along with the Dread stones of the fallen monsters.

March of the Weavers Word of war reached the southern lands and from Drood-Cynncarn a force of Weavers, led by the Vanyirborn queen, Cormysyeth Num, fell upon myrman units resting in the grasslands of central Cornoval. But as the Cornovish pressed their advantage, forcing the gruesome armies of Caynum back toward Old Urd, the gates of that city opened and a new enemy emerged. Creants, they were, and are still called twisted wyrmen from origins unknown, embittered and broken in mind and body, and led by the mightiest of the Elgan captains, the Wrath of Azirpan. Here were elite priests of the Cult of Flies, donned all in black, their bodies flayed and mutilated by the rites of their order, baying for blood in the shadow of their great daemonic champion. At their side came also an army of Blodmonites - blood elementals formed within the unhallowed temple of Arkhein using the magick of Craven runes and the sacrificed prisoners of Drüth. This legion of chaos streamed forth from Old Urd to meet the Weavers. Terrible runes were employed by both sides and much blood was spilled before the end. The trees of Fawen burned and sorrow filled the sky with blackening smoke and searing embers. The wyrmen of Cornoval were enraged to see their brethren so deformed by the dark influence of Urd and their outrage gave them renewed strength. The myrmen fled, their numbers ruined, and the Creants were almost entirely destroyed. Emboldened by this victory, the Weavers surged forth into Swelgan, the swamps about the feet of Urd’s curtain wall and, though their own ranks were sorely depleted and those who lived still were exhausted and bleeding and though their beloved Fawen was a raging furnace threatening to engulf the rearmost of their ranks, they intended now to march on Urd itself and nothing would stand in their way. Cormysyeth was at the fore of the Weaver ranks and they would follow her unto death itself, for she was unharmed and resplendent upon her piebald horse, clad in Wythian armour, red flowers blooming in her hair like flecks of fire. Her eyes blazed and she rallied her people for a final assault on the enemy, rune stave held high.


Caynum Bitterblade

the Wyrm of Havoc As the events of Swelgan unfolded, another arm of the Elgan assault was meeting a firm resistance of Kengard soldiers in another advance on the Frona Pass. The myrmen were many this time, and the Listians few, yet the pass was narrow and the Elgan legions could not push through. Then the base of Mount Menydhra erupted and from within came a squirming horror born of the Gap of Gungin. The Urwhorl, it was called, a monstrosity from untold dymensions, a blasphemous incarnation of chaos and evil. Drawn into the war by the Creants of Urd and sent forth beneath the ground to burrow to the aid of the ailing myrmen. The hideous thing crushed the Listian resistance and the myrmen streamed onward into Listholm.

the Return of the Bitterblade In Swelgan, the Weavers and their queen halted before the mighty door of Urd, the Dread stone of Azirpan held aloft. From within came the lament of a horn and the gates rumbled open. Caynum stepped forth, daunting in rune-scribed bone armour and plates of iron made mighty with Craven magick. He advanced on Cormysyeth and the Vanyirborn fought; brother and sister set one against the other. Wielding the Talisman of Womad, Cormysyeth carved her brother’s face and set within his flesh a terrible fire. But then Caynum revealed a great blade of rancorous iron, the Bitterblade of Seth Elgan, slayer of Irein Anari, plucked from the hands of Iranya Elgan herself even as Seth planted within her the seed that would become Uselyorn.

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Hefting the blade with his non withered hand, Caynum pierced Cormysyeth through the heart. Her horse reared and she fell to the ground where her brother then swung the weapon once more, bringing it down upon his sister’s neck. Caynum, ever more to be known as Caynum Bitterblade, held the still living queen’s head aloft, cursing the wyrmen of Cornoval even as he scribed in the air the Craven runes of cremation. Cormysyeth’s skull crumbled to ash and was gone as a smear of grey upon the wind. Her body burned and her essence wrenched violently from the sacred vessel of her living form. The daughter of Vanyir passed into the Web of Wyrd and was no more upon Ereth. The Cornovish retreated in despair and Caynum Bitterblade returned to the shadows of his city to plot anew.


the Motian Crusade But all was not yet lost. For as the myrmen, confident after their victory at Frona, marched deep into the north, they came under the shadow of the great Ward Wall of Listholm and, upon its cliff top perch, the mighty fortress of Dunmuthyl. From the passing point, narrow as Frona and a steep slope into the Listian highlands, came a massed army of Kengard elite led by the Laird himself. With them were the Motian Thane of Tunturthis and the Niflhelm warriors of the Literatii, potent with the Runes of Naming and armed with rune staves. The myrmen were crushed by the staves and claymores of united Motian forces and Listian loyalists. Urwhorl was vanquished at last back into his hole beneath the mountain, there to be bound to his black lair. Onward the Listians marched, intent on ridding the world of the Elgan curse. They met then the retreating armies of Cornoval and joined them as allies. Together they returned to the scene of Cormysyeth’s demise and broke open the doors of Old Urd, razed the city to the ground and sent Caynum Bitterblade fleeing across the Damnum Channel into the ice and snow beyond. The bridge across the Damnum was cast down into the raging waters and anything living within Urd was slain. The war was at an end, or so it seemed, and nothing remained, but to return to home and relish the victory in peace.

The Glowing Embers of War The Weavers and warlords of Cornoval returned to Drood-Cynncarn and regrouped. Counsel was held in the Woodhenge and a High Weaver appointed to lead in Cormysyeth’s stead. Chaos still lurked in the jungles of the northeast. The Morcelt nation had not been toppled. But they might be broken, the Weavers speculated, with a concerted effort and then all of the lands south of Listholm would be free. Peace would be assured and the land might recover. So did war return to the nations beneath the Ward Wall as the Morcelt and the Cornovish Weavers clashed in the jungles and ruined wastes of the north. And though the Weavers were fierce and driven, the Morcelt were wily, comfortable warriors within their own domain and impossible to oust, so that the war and the misery of conflict prevailed for many long years thereafter.

Mythyar Num, Last of the Wise

the Truce of Sanas Morcorm

The Lairds of Listholm watched the unfolding war with trepidation. If the Cornovish successfully conquered Celtrein, they would possess all of the lands south of the Ward Wall and would represent a powerful threat to Listholm’s southern borders. It seemed unlikely the Morcelt, with their lesser power and lesser territory, would be victorious, but such an outcome, unlikely as it appeared, would be an even greater threat to the north. So the Listians called for a truce between the warring forces, requesting a gathering of diplomats from Cornoval and Celtrein within the neutrality of Listholm. But neither side would lay down their weapons, one for fear of losing land already won, the other for fear of the other taking them while disarmed. It came then to the brink of full war, for the Lairds could not allow the conflict to continue and before long should be forced to take on the armies of Cornoval in order to maintain the integrity of its own borders. A Listian envoy was sent to Niflhelm and the Arkhold, requesting audience with Mythyar, last of the righteous Vanyirborn, seeking her counsel. At first Mythyar dismissed the envoy, uninterested in what she denounced as the petty squabbles of wyrmen, but when she learned that her sister Cormysyeth was dead, slain by her own brother, she was moved to emerge from shadow and give counsel. A mansion should be built, she advised, to house a meeting of rulers, its walls tattooed with the Runes of Naming that those who stayed beneath its roof would be enlightened for a time, disposed to peace and a sense of reason. Cornoval would be threatened with the flooding of its main watercourse, the River Nova, by way of damming at its mouth in Druncnen. Cornoval would drown and its remaining lands would become as a great inland lake if their head Weaver refused the meeting. And if the Morcelt refused, then the Listians would join forces with the Cornovish and wipe them from the face of Ereth. So did the meeting come to pass within the mansion of Meresken on the north coast of Listholm. There met the head Weaver, Helstone Shrinnill, the immortal Narpanum Orbweaver and the then Laird of Listholm, Aurulent the Just. The Laird presented, as a gesture of good will, the golden Sphere of Gonloric and upon this he suggested the rulers of the great nations of the wyr should rest their hands, in remembrance of Mot, and declare peace and strength in unity. And even Narpanum, calmed by the runic tattoos and given uncharacteristic reason through fear of the forces of Mythyar, was finally in agreement.

A truce was drawn and enmity buried. Maps were drawn and borders carved. Old Urd and the lands around were now ruined with black magick and ever more would be known as Dunmonia (the Place of the Dark Men), the property of neither southern nor northern nations. The truce makers hoped the Elvian and Animalian spirits of nature would eventually regain control of that dark place and Old Urd would crumble to ruin, ever to be forgotten for all its evil. Narpanum would be given the jungles of Monigarn and the Wyrren forest down to the land of Dunmonia, there to dwell without persecution in whatever manner of society the Morcelt chose to create, just as once Narpanum’s parents had been given freedom to live as they chose by the wise Mythyar. The Cornovish would claim the western coast and all the lands up to the edge of the Fawen Forest, such as remained of that war ravaged woodland. The no-man’s land of Dunmonia would serve to separate both nations and into it neither Morcelt nor Cornovish would stray. As one, the reformed lands would be newly named the Land of Sanas Morcorm (The

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Newly Associated States of Morcelt and Cormysyeth). The treaty was honoured and the Weavers returned to the south, Narpanum returned to his jungle idolatry and his barbarian cult. Listholm continued as before, no longer threatened by the warring powers and peace appeared to prevail.

the Jaguar Jarls of Drood-Cynncarn Sanas Morcorm was a land of cratered battlefields ravaged by the devastating aftermath of rune-war. The spirits of nature did not recover the land of Dunmonia which became haunted and waterlogged, uninhabitable and bitter by the evils perpetrated upon its soil. A darkness seemed to linger too in the realm of Celtrein and Narpanum Orbweaver became ever more paranoid and psychotic, convinced he had been tricked into the Sanas Morcorm treaty by runic sorcery employed by nefarious Listian magicians. The Morcelt became twisted in their cultic isolation and as generations passed all remnants of that which defined the goodness of the wyrman fell away, leaving them a savage and insular race. Cornoval seemed, for a time, to be rebuilding its shattered structure. But then bitter factions emerged from the political debris of Cormysyeth’s passing. There were those who supported and those who opposed the Truce of Sanas Morcorm.


As prosperity faltered under the Weavers the people became restless and a new government formed to challenge the throne of Woodhenge; men seeking power and empire known as the Kenjarl, whose organisation was called the Jaguars of Drood. Listholm, the Kenjarl claimed, had employed runic magick to bewitch the Weavers and the savage Narpanum, all the while intending to claim imperial rule over the southern lands when the time was right. Moreover, the Lairds of Listholm were hoarding the Sphere of Gonloric, a symbol of Mot’s power and, by rights, the property of the wyrmen of the south, an artefact imbued with powers unknown. And so convincing were these arguments that the people were quick to rally behind the Jaguars. In the name of magnanimity and in the hope of avoiding civil war, the Weavers retreated from political posturing in Drood-Cynncarn. The Kenjarl seized rule in their stead and the hearts, minds and hopes of the people in turn. They feared the Weavers and could not hope to match them in war, thus Woodhenge was given religious autonomy over all the wards of the city, but all power to write and keep law was removed. Jarl Megalamon Panthera, founder of the Jaguars, now took the throne of Cornoval. His council of twelve were given the name of Imperial Senate and before long were busy making preparations to war within Woodhenge itself. The battle-weary armies of Cornoval mustered once more before the walls of the city. The horns of war sounded and the standards were hoisted before the ranks. Celtrein and Listholm would concede or fall. Grim was the scene and the Weavers were filled with sorrow to see the truce broken and their sacred hall and throne usurped by warmongers. Fearing the utter ruin of all three nations, Wythian envoys were sent on swift steeds to Listholm, there to find the Lairds embroiled in bitter rivalries and the looming shadow of their own civil war. Something was amiss and the Weavers were quick to notice, for a black energy seemed hard at work in all of Morturth and even the heart of the righteous Motian Thane seemed twisted now with some inner turmoil.

The Whispering Malice The Sphere of Gonloric was brought forth and runes cast about its mass, unveiling within the object the hideous face of the Froncüdha once named Medyn Elgan but now called Meduselah, the undying daemon known as the Shivering Greed. For this object the nobility of Listholm waged war one against the other, their minds turned to hatred and murder by the will of the Elgan goddess locked inside the sphere's golden form. The Weavers warned of the fall of Listholm and the rise in its place of a dark land,

commanded by the manifestation of Meduselah. Their warning was confirmed in rare counsel with Mythyar, but the Listians would not concede the Sphere, even at the recommendation of their beloved Vanyirborn. The Weavers were expelled from Listholm and the armies of the norwyr mustered at the foot of the Ward Wall. The Weavers trekked to the battlefields of Tansys and there awaited the meeting of the two mighty armies. The Jaguar Jarl of DroodCynncarn with the Prong-wand of the Sacred Antler in his hands and the Laird of Listholm with the Sphere of Gonloric, their many rank and file massed at their backs, facing one another across a wasteland of dust and death. But then the Weavers rode into their midst and called for peace among the wyr. They recalled the histories of oaken myths and invoked those stories associated both with the Sphere of Gonloric and the sacred Talisman of Womad. They spoke also of Meduselah and her whispering malice in the minds and hearts of those who crave power and warned that a final proof would be revealed if the two lands continued their rivalry. The Weavers were ignored, and mocked, and so the runes were cast and the Sphere of Gonloric opened like a flower to reveal the hideous daemon wytch squatting in its heart. All the might of the armies of north and south were brought to bear on this common enemy and, though many were the victims of terrible Meduselah, eventually the daemon wytch was subdued then returned to her prison within the Sphere.

Rumours of Caynum

The Decline of Cornoval

In despair, the Weavers migrated south with the retreating ice to escape the doom of Megalamon and establish other lands and other stories, their mighty seat of power in Sanas Morcorm lost to the creeping powers of the abyss. And now the bridge across the Damnum Channel was rebuilt by hands unknown and the fires and smoke of life could be seen once more in the city of Old Urd. The Creants have since returned, and in modern days their Blodmonites are oft seen in Dunmonia, as are the black fleshed myrmen and worse things besides. Rumour is abroad that the Cult of Flies is establishing itself once more within the Arkhein and that Caynum Bitterblade has returned from the lands of Iyfel, the features of his face pinched by the fires of Cormysyeth's magick and his flesh pinned where her blade smote his skull. He has become a Creant and delights now, or so the hushed whisperers in dark shadows tell, in the agonies of flesh. Into his skull are driven nails whose points puncture the mush of his immortal brain, while his back is so abominably flayed that all is a scar or open bleeding wound. Today Cormysyeth's pride, the mighty city of Drood-Cynncarn, has long since crumbled, its former majesty muted and the bustle and life that once filled its street replaced only by the howling of ghosts. And though the architecture stands still as a memory of the power that once was, the city is now little more than a mausoleum to a lost people, a reminder that even that which seems deathless eventually fades; the glory of Cormysyeth Num and all that she had built, reduced to dust.

The war was forgotten and all bitterness, lust for power and ambitions of empire evaporated with the humiliation of the Elgan goddess. The armies of Drood-Cynncarn and the forces of Listholm limped home and were, forever after known only to one another as distant kin. The Sphere of Gonloric and the Talisman of Womad were granted to the Weavers who then returned with it to Drood-Cynncarn. There the Sphere would be placed deep in dungeon vaults beneath the mountain and guarded by ward magicks to keep its occupant restrained while the Talisman would be lodged in a secret place within Woodhenge that it might never again be used to wage war. But the Froncüdha was not so easily subdued and in Jarl Megalamon and the Kenjarl she found easy prey, for already they were corrupt in their hearts and secretly bitter. The Jarl became a tyrant and his people became as his slaves. The city was debauched and violent, until greed and perversion overwhelmed all civility and the divide between rich and poor became as great as the difference between man and animal.

As Cornoval collapsed under the weight of its own corruptions, the Weavers sought arable lands under the diminishing snow. And they found, beyond the narrow isthmus of Wõdoak, everything which they had secretly hoped one day to find. Here was revealed The Angle, meaning the corner of the world, a land of rich soil, lush grasslands and places long lost but known well from the stories of oaken myth. A nation swiftly grew around newly established farms which were named Elowen, Granger and Bargenham after those wealthy farming families who first migrated from the tyrannies of the north and found peace among the Weavers. Villages and then towns soon arose in the wake of the receding snow and thrived about the farmlands. And the Jarls of DroodCynncarn were powerless to stop them, for the forest of Wõdoak was strange with the mysticisms of Wythia and no Cornovish army that ever marched into her trees was ever seen again.

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The Anglians


the Roots of Elvia The Angle was a land without a ruler, for the Weavers now lacked proper leadership and were wary of the corrupting forces of power. In Elowen an imposing figure by the name of Morvagh, daughter of Loretongue and Orare Elowen, was quickly gaining support from locals with her interpretation of the oaken myths. She employed a strange variant of runic lore which had supposedly been given to her by fae folk within the trees of Wõdoak; a lore she called elementalism and which used hitherto unknown runes utilizing the power of the spirits of Elvia. Her brother, Loren, inheritor of the Elowen estate and all the farmlands therein, was smitten by the teachings of his sister. With his wealth and his influence over the lands of his father he formed a minor cult wherein all the people of Elowen became followers of Morvagh and devotees of the Wõdoak teachings, such as they were known. Morvagh called herself a wytch (She Who Casts Runes) and used her magical skills to ensure good harvests and favourable conditions for the farmers in the region. Those with ailments or troubled lives sought Morvagh’s magick and wisdom and, in time, her power within the Angle became great. Loren named himself Loremaster (He Who Rules The Lawful Runes) and about him grew a secondary church of male elementalists whose interests seemed primarily vested in the procuring of talismanic rune-tools. Most notably Loren seemed enamoured with tales of the Prong-wand of the Sacred Antler, which he desired most above all other talismans. He longed to liberate the talisman from its secret location in the hall of Woodhenge and for many years this quest consumed his life and the lives of many of his acolytes. Among those who ventured to DroodCynncarn in search of the fabled item, never to return, was his own father, Loretongue Elowen, founder of the Elowen farmsteads and ever known to be his son’s greatest supporter.

the Feudal Lords Meanwhile, in other parts of The Angle, men of power and wealth from the decadent state of Cornoval began trickling across the channel, buying up land and building strongholds from which to oversee their estates. Now beyond the reach of the goddess Meduselah’s wicked influence they could see clearly the horrors of the city left behind and were swift to distance themselves from the rule of the Jarl and his Jaguar warlords. On the north coast, the Gwelenbryal family,

under their patriarch, the good Conteth Kenwythi, established themselves as landlords of the Granger Fields. They became guardians of the Damnum Channel and built a mighty castle upon the foundation stones of a long ruined ziggurat beside an ancient lake, there to guard against any incursion by Megalamon’s forces. Within caves beneath the lake Kenwythi discovered a hidden lair filled with ancient artefacts from the time of the Oak Lords, and among these was a magnificent sword whose metal was as untarnished as the day the blade was forged and whose hilt displayed the runes of Amon Elyeth. Kenwythi named this the Rill Blade of Amon, an object which would one day come to be a most profound symbol within the lands of the Wythian faith. Upon the summit of the Garwan Hills the Chersya family, related closely to the Gwelenbryal, landed ships and built a stone fort from which to control their interests on the west coast. And in Bargenham a palisade arose around the farmstead of the Morlu family. At the head of this rising power was Libra Bargen, daughter of a union between the widowed Orare Elowen and Lord Bargen. Libra’s husband was Prince Morlu, exiled son of Jarl Megalamon himself. Their estate now included most of the territory up to the borders of Gwelenbryal’s land and where the territories met great unrest and distrust simmered. The Gwelenbryals refused to believe Morlu was no longer under the influence of his wicked father. They claimed, unjustly, that he was planted in the Angle to coordinate some kind of attack from the north. Moreover, the rising power of the elementalists in Elowen was causing great consternation to the Weavers, long allies of the Gwelenbryals. Thus did they fear a union between Morlu and Elowen, reminiscent of the ancient Jarldom of Drood-Cynncarn as a rising threat to the Wythian cult. And thus was a perfect storm of paranoia fostered. In the south two families, the Gostyth of Pelgallo and the Ollgallosek of Carnuntun, sailed the difficult waters into the southern ice-floes and both now laid claim to mining interests in that region. Moreover, the Ollgallosek family were convinced that the southern coastland of Morturth was the original location for Mot’s first mansion upon Ereth, and promptly named the region Gondaras (Doorway Into the Original Land ) and swiftly set about the reconstruction of Carnuntun, first city of the wyr. The feudal lords were established and lived now within one territory as uncomfortable bedfellows. And if not for the emergence of mutual enemies at a provident time, their feudality of words and undertow of resentments might have spilled over immediately into the scourge of another war.

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Monsters in the Sailing Hills As the snows receded into the newly settled land of the Ollgalloseks many ancient landmarks arose from the draining marshes and thawing melt-water. In the heart of the Angle the mythical Sailing Hills rose as hump-backed islands amid glittering crystal lakes. The waters soon evaporated or sank into the soil and in their stead were revealed the many mouths of the caves of Mot wherein that ancient god had languished and despaired during the subjugation of the wyr. Exploration into the dungeons revealed nests of myrmen and as these creatures of the abyss emerged to lay waste to the new settlements of the Angle, so the noble families were forced to unite, combining their armies to drive the myrmen back underground, into deep and distant caves, there to be buried alive or cut off from their favoured tunnels. Only the Morlu family refused to lend aid, safe behind their palisade and wary of the other feudal lords. Swiftly did it become apparent to the nobles of the Angle that the Morlu desired to make of Bargenham an independent state and a country with its own sovereignty, but borders in those days were capricious things and oft were defined not by men but by forces of fate and unseen destinies.

the Finding of the Shrine of Vanyir During their campaigns against the myrmen the dungeon masters of the Angle uncovered a great vaulted sepulchre at the heart of the Sailing Hills. Herein stood a mighty slab of stone and upon this the beautiful likeness of a goddess, as long as five wyrmen laid head to toe and reclining as though abed, her divinity rendered as a statue of polished marble. Upon the flanks of the great sarcophagus were carved ancient runes, etched into the stone as though by fire. They were the runes of sorrow, made by the tears of Aura Num, daughter of ancient times who had wept by her sister’s death bed as she passed into the Web of Wyrd. Here, the Anglians now knew, was a moment out of myth made real and the dungeon masters and all those who came after them to that sacrosanct crypt, fell to their knees. For here was the goddess Vanyir Num, mother of all the wyrmen, consort of Mot and the embodied beauty of all the world of Yarnia, fossilized in death upon the slab of her final resting place for the wonderment of all to see.


The Wandering of the Weavers To the east the spire of Yrmynsyl was closer than ever and the Weavers, long expatriated in the Angle and without a hall or a home, became greatly encouraged by the discovery of the shrine of Vanyir. Toward Yrmynsyl they now ventured, hoping to re-establish their order at the roots of the World Tree’s remains. But after a long struggle across deep drifts of snow they found Yrmynsyl did not stand upon visible roots but was embedded within the gaping mouth of a bottomless chasm. From within this hideous crevasse of lightless black came the fell children of chaos, crawling forth into north and south, infesting the lands and even raising a ragged town of clay and mud about the cliff tops of their pit. Gungingeth, did the Weavers name this town; the Dereliction of Gungin. And the chasm they called Gungin's Gap, whose existence had long been rumoured by the foul tongues of the Dunmerr. And they called it the Womb of the Fell, for within was the Abysmal Dunlight of all that is chaotic and absent and all that sullies, destroys and disorders the world of wyrmen. The Weavers retreated, returning to the Anglian lands to wander without home or base. They named the place around Yrmynsyl and the Gungin Gap, Mortun Pandi (Land of Immortal Divinity), for despite the presence of the Fell, all of the lands east of The Angle lay beneath the great stone underbelly of Karrekith at Yrmynsyl’s uppermost height. In the Angle the elementalists of Elowen were gaining a greater foothold and the Elvian cult, such as it was named, now competed with the Wythian doctrines for dominance of the Anglian state, while a new faith called the Cult of Erth was fast establishing itself within southern districts. Disenfranchised, dispossessed and undermined on all sides, the Weavers returned to Drood-Cynncarn, but Cornoval had by now descended into unutterable chaos and here was no longer a location for the settling of a peaceful life. The Listian treaty forbade the Weavers from venturing beyond the edge of Dunmonia, so they returned to the Angle, avoiding Elowen and its Elvian culture and arriving instead at the Granger Fields where they were welcomed by the Wythian society of old. Here the Weavers first discovered the strangeness of Ylyntor and excavated the summit of the hill to discover a way inside. And beneath the hill they found the remains of a vast pyramid whose buried halls, corridors and rooms predated the Winter of Discontent. And deep within the lowest vaults of the pyramid they found many small bell-shaped

chambers with earthen floors, and upon the floor of 0ne stood a plinth and upon the plinth a golden acorn. And within the coffers of another was found a book which was called The Tome of Kings. Here was the mansion of Yseldyr, original house of Mot and seat of the race of the wyr, even now preserved as always it had been in ancient times by depths of earth fallen after the hammer of Merrlith. And here was the acorn whose pip had been merged with the blood of Vanyir to create the wyrman race. And here was the book of Mot, penned by Mot’s own quill in times before even the evils of Uselyorn were known to Yarnia, a log of the primordial days of Ereth before even Vanyir came to live by Mot's side and he alone walked the world in the company of Womad.

Return of the Wythywyr Into the barren plains and marshes at the southernmost edge of the Sailing Hills the Weavers took the acorn and amid much ceremony and ritual they sowed the seed within the soil. And in time a shoot emerged, and then a stem with leaf. The Weavers stepped back, ever scribing in the air and on the earth those

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runes of the Web of Wyrd that invoke Womad. And into their midst came the Elvian wytch Morvagh and her brother Loren Loremaster, together with their great following. And Morvagh invoked the elemental spirits even as Loren held aloft the talismans of lore. And the shoot grew violently, a soaring trunk, boughs unfurling, branches snapping and popping in the heights of the sky. Acorns fell like hail onto the roots of the tree and were conveyed as the roots grew, snaking away across the earth, between the feet of the watching wyr. And into the earth they were deposited in their thousands, to grow themselves into budding life and a woodland of dizzying height. Nine days passed, the Weavers and the Elvians tending the tree until finally, upon the ninth minute of the ninth hour, the ninth acorn fell and did not itself beget a new sapling, for it was formed of solid gold. The acorn was plucked from the soil by the head Weaver and returned to Ylyntor where it was placed on the summit of the hill within a hall of worship that all Wythians, Elvians and Erthers might come to see the last seed of the Wythywyr and the tear of Womad as was shed in his final passing. The sacred wood, the Wythyreach, had returned and stands still, unchanged and


unsullied though it is now named Dwarro, the Sanctified Place of Great Importance. It is a sacred arboretum, ever guarded by the Weavers, the Elvians, the Erthers and the noble lords of The Angle as one of the holiest places upon Ereth. And had evils long dormant in the roots of the Anglian land not then risen to spread their mischief, the cults might, at that time of peace, have merged into one to become a unified force and a potent archetype for good in the world. But such utopias were not to be, for the Elgan menace refused to die, and its influence was undiminished in the hearts and minds of certain men.

Kenwythi and the Lost Book of Mot Of the initial fate of the Tome of Kings little is known. It disappeared from its chamber and was believed to be stolen. But later it was announced, much to the ire of the Weavers and Elvians, that the Gwelenbryal family held the book within their keeping. It was, they announced, kept under lock and key in deep cellars under the lake beside Castle Levena. Whatever the contents of the book, it was believed to be of too great a value to entrust to the Weavers or those who were already uncomfortable neighbours in Elowen and Bargenham. Thus did relations between the Gwelenbryals and the cults of the Angle become strained and threaten to destabilize the land. Conteth Kenwythi Gwelenbryal of Castle Levena had become a bucolic character, goodly no more but a self-appointed guardian of the tome and an ambitious man growing in both stature and power. His city of Verdandi upon the northern coast, where Damnum meets the elbow of Wõdoak, was outgrowing all other powers in The Angle and the Rill Blade of Amon he had renamed the Rill Blade of Gwelen which many took to be a blasphemy against the Oak Lords. Some ascribed the growth of Kenwythi’s estate to magicks imbued within the Tome of Kings or his mystical sword, but in reality Verdandi’s rapid expansion was as a result of secret trade treaties with the Listians and the Motian cult of the far north. Dignitaries from Listholm seeking to establish a continental railway into the Angle had successfully persuaded Kenwythi to invest and had thus gained a foothold in the rising southern power. The result was a sudden influx and outflow of wealth from Verdandi in the form of duty taxation travelling along the Hyns-Horn railway. At the same time the lumber camp of Tresten on the southern coast of Sanas Morcorm was expanding along with the associated stone quarry. The Gwelenbryals were trading routinely across the bay and were in the process of commissioning a castle in the woods overlooking the camp, hoping to

expand into what remained of Cornoval in order to steal back the fabulous wealth and territories of Jarl Megalamon. The Gwelenbryals harboured ancient enmity with the Jaguars of Drood-Cynncarn, but were thwarted in their efforts to unseat them at every turn. Kenwythi suspected the presence of spies in Verdandi and was swift to point the finger at Bargenham and Morlu, son of Megalamon. The Bargenham family denied these accusations and accused the Gwelenbryals in turn of forming secret pacts with the Motian cult in efforts to undermine both the Elvians and the Wythian Weavers. Envoys were sent to the other feudal lords, warning them that the norwyr and Gwelenbryal were planning a great war in which all Morturth would be claimed by Motian cultists. Morlu himself demanded Kenwythi hand over the Tome of Kings and share its power with the lords of the Angle. But Kenwythi, a statesman of great prowess and intellect compared with the non ambitious Morlu, had already been long engaged in an underhand campaign of diplomacy and sharing of wealth to gain the trust and allegiance of neighbouring landlords. Morlu’s envoys were turned away, their warnings interpreted as the increasingly deranged ranting of Megalamon’s son. Morlu’s increasing enmity toward the Gwelenbryals was further assumed to be proof that Morlu was indeed in league with both Megalamon and the Elvians and plotting the downfall of Kenwythi and the cult of Wythia together. For long had Kenwythi now been planting seeds of paranoia in the minds of the Weavers. He lied to them, claiming word had reached him from spies in Elowen that the wytches of Morvagh and Loren’s clan were plotting a war against the Wythian faith, hoping at last to overwhelm Wythia and bring the doctrine of Elvia into the southern land. In the aftermath of this war, with the Weavers thus destroyed, Morvagh and her brother (claimed now by Kenwythi to be engaged in incestuous relations), would supplant all Wythian purity and outlaw both the runes of Wythia and of Oak. There were sorceries within the Elvian runes as yet unknown to the Weavers, Kenwythi warned - why else was Loren forever questing to recover the Talisman of Womad? - And there were secrets scribed within the Tome of Kings that spoke of these magicks; vicious wizardries capable of destroying the Wythian faith and a prophecy foretelling the doom of the Weavers delivered by the strange and alien spirits of Wõdoak. Why, Kenwythi asked of the Weavers, did they think he had opened his arms to the Motians of the north? When the time came for war, he needed alliance with holy rune-casters and he feared the Weavers would not stand by him in his hour of need, for he felt they and he had been uncomfortable neighbours since the uncovering of Ylyntor.

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Kenwythi’s campaign had the desired effect and before long the landlords of The Angle, the Weavers and even the Erthers of the south were rallying beneath the Gwelenbryal banner, marching armies into the estates of Bargen, Grange and Elowen. The resulting war was brief and brutal, resulting in many dead and wounded. Morvagh, her brother Loren and their clan of Elvians were wise to the coming threat. Fearing war, they fled by ship into the Damnum, the simple farmers and peasants of Elowen surrendering without bloodshed in their absence. Morlu behind his palisade wall was not so easy to defeat, though against the combined might of Gwelenbryal, Chersya, Gostyth and Ollgallosek, and with the magick of the Weavers brought to bear, Bargen’s resistance did not last long. Morlu, son of Megalamon was killed and all the Bargen family slain, trapped inside their wooden mansion as it burned. Orare, mother of Morvagh and Loren, was crucified upon a tree within the grounds of the house and Libra, wife of Morlu and daughter of the Elowens - pregnant with Morlu’s first son was torn from the house and defiled in the mud. Even as the screams of the dying rose into the air, Kenwythi slew Libra, using the Rill Blade itself to carve open her belly. Holding aloft the aborted infant heir of Bargenham Kenwythi declared the Morlu estate no more and all the lands south of Verdandi up to and including Dwarro to now be within the domain of Gwelenbryal rule. Upon seeing their matriarch so befouled and the heir of Breetun assassinated even before he could emerge from the womb, the farmers of Bargenham rose up and many of Gwelenbryal’s allies, including no few Weavers and almost all Erthers, rebelled against the alliance, and turned the fight against Kenwythi’s forces. But this mutiny was swiftly crushed and those deemed to be disloyal to Kenwythi were exiled into the east, to return only if they desired death. Most of the simple farmers and serfs of the region were content to simply switch their fealty from one landlord to another. Secret relations of the Bargens, Granges and Elowens and families of those exiled into the east remained for a time, but soon disappeared, seeking other surviving brethren and sympathizers in Mortun Pandi. But something terrible now grew in the shadows and muster of Morlu’s grave. Even as his corpse mouldered, Morlu rose from his shallow, unmarked grave to the light of day. And then did his flesh transform, a dire shape and a dire destiny emerging. The vile Froncüdha Barrowomb - once the Elgan god Pazuzu - slaughtered in the Sanas Morcorm war on the battlefields of Dunmonia, had prevailed as the vengeful spirit of the southeast wind and fallen upon the Tome of Kings. His black soul now possessed the ancient book, knowing such an artifact would inevitably fall into the hands of


Weavers came and were able to finish what Kenwythi had begun. Barrowomb fell, but many were dead and a deep scar of regret and sorrow now sullied the spirit of all who lived to see the next day dawn. Where the servant of evil had fallen the grass was blackened and ever more has the area been barren and dead and no grass or crops will grow there and no cattle ever graze within sight of the place.

the Rill Blade Kenwythi’s remains were buried within the grounds of Ylyntor and the Rill Blade of Amon, renamed in honour of its former owner, was buried to its hilt within the tomb stone atop the dead Conteth’s barrow. Ever has it remained there, for it is said that the sword now holds firm Kenwythi’s soul as Eret's spirit within the stone holds firm the sword, keeping both sword and king from the clutches of the abysmal gods until such time as a true lord of the Angle can draw the blade and use its power for good. Since the sword was driven into the stone many have tried their hand to claim kingship, but none have succeeded and thus the sword remains firm, a symbol of all that evil takes when it claims the sanity of good men but also of hope that one day the Angle will live under the rule of a just and righteous king.

Aftermath of War A treaty was drawn among the remaining landlords. In Verdandi, the Gwelenbryals would become a monarchy, Kenwythi’s son Canin was crowned as the first of his line and hoped to be named King of The Angle and Anointed Keeper of the Realm. But though he tried to draw the Rill Blade from its stone, he could not succeed and was thus crowned as steward only, the title of Grand Duke of Verdandi given to his name and to his deeds.

future nations of the wyrmen and become an object of political desire. Through the book, Barrowomb had infested the halls of power in the Angle and nurtured Gwelenbryal pride, filling minds and hearts with enmity toward former allies and great ambitions of power at all cost. The brutality of murder had finalized the dark sorcery of the Froncüdha and through the bones of Morlu, slain by those so deep under the influence of the god that all reason had left their souls, Barrowomb was at last able to return to the material plane. Within the rolling hills of Bargenham the people beheld the return of a terror out of legend and called forth the Weavers. But it was Kenwythi who answered first, riding forth with the strongest of his men to meet the monster. Barrowomb took great delight now in revealing his subterfuge. Kenwythi had

fallen for the toxic whisper of Elgan lies and promises he had been so eager to hear. Kenwythi, Barrowomb rasped, was a weakened fool and a perpetrator of wicked atrocities; his soul now belonged to the Elgan host and would never know the company of the Oak Lords. Enraged and disgusted by the words of the daemon and by the savagery he had perpetrated against innocent men and women, Kenwythi threw himself upon the monster and scored a blow. But Barrowomb was a foe beyond any single wyrman and in turn slew the lord of Gwelenbryal, tearing him asunder and asunder again until all that remained was no longer recognizable as a man. And then the monster turned his ire to the ranks of soldiers who now stood leaderless and bereft. A great battle unfolded and at the last the

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The Tome of Kings was identified as the Froncüdha object and given to the Weavers. But they feared now that Barrowomb’s spirit had returned to the book and took it north to Niflhelm where Mythyar the immortal gazed into its heart and saw there the defeated Pazuzu lingering still. The Literatii of the Arkhold took possession of the object and of its fate nothing more has ever been heard. Canin was an even tempered and righteous Duke, less vitriolic and nothing of the tyrant that his father had been. He was eager to right the wrongs already inflicted but upon his shoulders was born the weight of his father’s sins. And though he often tried to draw free the Rill Blade he never succeeded and indeed, in the long years of his later life, he was found dead one day upon the mound of his father’s barrow, his hands still clutching the hilt of Amon’s sword. The other lords of the Angle gained nobility and their families a considerable portion of the wealth now pouring into Verdandi. Their lands would also be secured in their names,


all local taxes privy to a centralized tax, but all local policy and law left to the discretion of individual lords. And so The Angle has remained ever since, with the descendants of Canin ruling as penitent stewards of Kenwythi’s legacy but none deemed worthy to draw the sword from its mystical stone.

the Tablemen of the Mountain Much angst and regret threatened to diminish the Weavers at this time, for many mistakes had they made in their alliance with Kenwythi and they now saw that his words were oft riddled with lies and half-truths and that they had abandoned their own principles for the sake of a political alliance and a permanent base. They fled the Angle, seat of bitter memories, and sought unification within Wõdoak but found there only strange dreams and nightmare waking visions. So they drifted north into the old lands of Cornoval and then once more into Drood-Cynncarn, city of Cormysyeth and the evil Jarls. Drood-Cynncarn, city in the shadow of mighty Mount Ascona; city where the wyrmen dwelled no more. For some unknown catastrophe had ravaged the once mighty nation of Cornoval and its people had withered to dust and memory. Jarl Megalamon was dead, his headless corpse tethered by the ankles to a gibbet above the gates of the city, the creaking of the hangman’s rope and the cawing of carrion birds the only sound in all the empty hollow of that place. What terrible final doom had befallen that isolated city on the edge of the desert nobody knew, and none were alive there to recount the tale. There were no signs of war, nor of destruction. The city remained, covered in a film of desert sand, but of the many people there was no sign. The sultan’s corpse was alone. The lingering malice of Meduselah remained potent, a sinister whispering upon the wind. And so the Weavers sought the Sphere of Gonloric and, placing it upon a boat, sent it drifting out to sea. Empaths among them, keeping strange company for so turbulent a time, invoked the name of Rinan, spirit of flowing rain, that she would claim the artefact and drag it into the depths and keep it safe beneath the waves. Thus did the Sphere leave Ereth, and thus has the memory of that strange object dwindled with the passing of the centuries, lost now into the bosom of Yarnia's oceans and an unknown fate. The Weavers moved into the Vault of Lynyeth beneath the mountain where they broke into Woodhenge Hall and removed from the sacred chamber the debris of neglect and the dust of long years. And there they laid the

body of Megalamon and burned him on a pyre that his soul might depart those sins that would otherwise bind him to his flesh and threaten to haunt forever the ancient city in the shadow of the mountain. Orster Beomeer, Head Weaver of that age, was seated upon the Druwer’s Chair, a throne formed from the natural arcs and loops of the roots of the Woodhenge tree trunk, a mighty but lonely oak growing from the floor of the cavern and rising to the vaulted roof above. And about the throne, the table of the Weavers whose vastness lay upon legs formed from the same roots of the same tree, the wyrmen gathered. Orster named them the Tablemen of the Mountain and thus did that most hallowed order meet for the first time. The Weavers are now firmly established within Mount Ascona, and have long since returned to the Angle to ensure the doctrine of Wythia remains uncorrupted. Their influence is felt from Damnum to Gondaras and, for the most part, remains true to the spirit of Cormysyeth’s original ethos. The Wythian faith is practiced in most areas of the Angle and southern Sanas Morcorm, with the exception of Elowen, almost a region apart from the rest of the country. Here the memory of Morvagh and Loren Loremaster lives on, and pockets of Elvian belief still hold sway, a faith still close to that of Wythia, tolerated now by a monarchy humbled by the memory of Kenwythi’s shame and the baleful transgressions of their ancestry.

Beneath the Haligvalt Many are the strong sailors of The Angle, but the folk of Elowen were never counted among them. Thus it was that when the Elvian wytch Morvagh, her brother Loren and their entourage fled the Angle, they did not stray long upon the Damnum channel but put to port instead upon the shore northeast of Mortun Pandi. From there they moved inland toward the beacon of Yrmynsyl. The Fell now numbered many in this part of the world and Morvagh and Loren’s journey toward the Gungin Gap was perilous. Along the way they lost many of their followers, until finally they came upon an ancient ruin on the eastern coast, dark under the midday shadow of Yrmynsyl, Karrekith and the bracelet of Loof, wherein they could shelter and make fortification against the chasing hordes. Many moons later into this part of the world came the loyalists of Morlu and rebellious turncoats of the Gwelenbryal alliance, drawn by that which Wythians have ever named the Call of Yrmynsyl. And as they ran, with the Fell upon their heels, they came to a walled place marked with elemental runes. Therein they found shelter with Morvagh and her ragged band and in the wilderness beyond they found walled towns founded by her brother Loren wherein the Loremasters of Elvian magick held the Fell hordes at bay.

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A home was settled then and the people named the land Mortun Pandi and the city became Santun Morvagh (New Town of Morvagh) From Breetun and Bargenham the kith and kin of the exiled came, despite great danger along the way. And even when the Grand old Duke Canin, son of Kenwythi, later arrived in person, withered by the sins of his father, and sinking to his knees before Morvagh to beg her forgiveness, and even as he gave her free leave to return to the Angle as a lady of whatever estate she desired, the people did not stir and Morvagh did not accept. For Mortun Pandi was now their home and they would never again stray from its borders.

the Fall of the Loremasters Great evils befell the towns and villages rising within the lands beyond the Grail Mountains surrounding Santun Morvagh. For Loren, brother of Morvagh and Libra and son of Orare, had sought to tame the wild lands and make beyond the border of his sister’s city a new district of Elowen which he named Lorel. But there he faced an endless war against a ceaseless horror of Fell enemies, a bitter foe whose slaughtered ranks were ever replenished. For fresh denizens from the deeps of the Gungin Gap were always ready to take the place of the fallen and their numbers never diminished. The Loremasters, original casters of the Elvian runes, stayed by their master’s side and refused with stubborn indignation to yield their homes to the vermin of Gungingeth. They refused to run to the shelter of Morvagh’s walled city where they might prevail and instead chose to fight and defend Lorel to the bitter end. And so most of their number perish alongside their founder. Legend tells that Loren died a noble death by their side, and in the shadow of his demise did the creed of the Loremasters of Elowen become lost and forlorn and the towns of Mortun Pandi become bereft of all life.

the Vale of Dread and Chaos Long after the fall of Lorel came boats of crude wood flowing down from the north carrying small bands of fishermen and strange swimming folk who called themselves wyrlung. These were wyrmen from the north of Annarr, their origins unknown. They came, they said, from a great city far along the coast whose existence had long been known to the Listians of Morturth. They knew nothing of the lands of The Angle, but were keen to establish trade with Santun Morvagh and impressed by anyone who could tame so wild a land as that which they called The Draegin


Vale (Vale of Dread and Chaos). These were the people of Skytor whose civilization had long been growing in Annarr. The tale of that land is told in greater detail elsewhere. For now, these chronicles return to the exploits and achievements of the people of Mortun Pandi, for here was the youngest civilization of the wyrmen now flourishing. Trade routes by sea were quickly established and, though the folk of Santun Morvagh were offered passage into Skytor and new lives there, again they chose their newly formed home, for here they were masters of a new domain and lived within the spire of Yrmynsyl and the looming underside of heaven, that which is called Karrekith and The Haligvalt and wherein the pantheon of Oak Lords once dwelled and where great Seth the All-Father dwells perhaps still. Indeed, as the settlement grew, so the seafarers of Skytor found Santun Morvagh to be a new frontier, one of excitement and esoteric mystique. Many began to linger with the southern people and in time a population of note began to flower on the shore of Mortun Pandi and the city of Santun Morvagh grew greater and stronger with each passing year.

The Albion Wall Shortly after Canin’s inauguration as Grand Duke of the Angle, word came to him of a city state rising in the east and envoys were sent to investigate. They discovered the devastation of Lorel and the ranging nomads of the Loremaster Creed. A land overrun by Fell monstrosities yet tamed in part upon the eastern coast wherein stood a mighty cityport encircled by mountains. The gate to the city, a tunnel through the mountains, was firmly closed, its ramparts and bulwarks as a sturdy defiance against the unending threat of Gungin’s host. And all about were scribed the Elemental runes. The Duke’s counselors greatly feared this massing of Fell strength and wondered at the nature of the strange indomitable city. Rumour had reached them of Caynum Bitterblade’s possible return to Old Urd and those who travelled the Hyns-Horn were reporting that the old lands of Cornoval, north of Drood-Cynncarn, were populated by monstrosities and wandering Fell. Worse still, it was said that the incestuous Morvagh of Elowen had survived the war and alongside her brother now commanded the Fell breeds in Mortun Pandi, a wytch-queen harbouring bitter resentments and intentions of war against Kenwythi’s heir. It was long after this time that Canin visited the city and fell before Morvagh, offering her free state within the Angle. Her refusal seemed to sow within him a final despair and his confidence and his health rapidly diminished so that his death came of little surprise to those who knew him well.

His daughter, the Duchess Lornir Gwelenbryal, came to rule in his stead. A young and ambitious character more akin to the turbulence and power mongering of her grandfather than the humility and pathos of her father, Lornir empathised with her counselors who feared the powerful city on the far coast of Annarr and the Elvian wytchqueen but advised against moves toward war which would likely result in the destruction of both nations. At Lornir’s bequest great quantities of gorzonite were commissioned from the stone masons of Sanas Morcorm. At great expense these vast blocks of stone were quarried and shipped across Gwelenbryal Bay into Verdandi, then dragged on cylindrical rails to the edge of Bargenham. A mighty barrier named the Albion Wall, eighty feet high on its Anglian side and one hundred and eighty combined with the great cliffs of western Mortun Pandi on the eastern, constructed along the bluff-top of those cliffs called Saddle Ridge. This way were the lands of the wytch-queen Morvagh and the ruins of Lorel cut off from the Anglian civilization and so did the diminutive town of Breetun and the simple fields and farms of Bargenham come to stand under the shadow of so mighty and formidable a wonder as the Albion Wall.

the Fynereth Canal In time the Anglian seafarers of Arvortun built ever more sea-worthy boats and inevitably ventured south into the Fynereth Canal (Canal at the End of Ereth). They came out into the iceberg straits of the Solent and turned north until they came upon the thriving harbours and portways of Santun Morvagh. The truth was learned about the city in the east, though when the sailors returned home with their news they were greeted with skepticism. When trade routes were established and diplomats from Santun Morvagh started setting foot on Anglian soil, suspicions about the wytch-queen finally began to fade, for here were a people much like those of the Angle, who harboured no grudge and wanted only to live in peace. By the time Morvagh passed into the Web of Wyrd and rule of the city was given to others, all enmity and suspicion was evaporated, though the Wythians and Elvians still made for uncomfortable bedfellows and the Elvians were ever aware that the Wythians coveted their location beside the sacred trunk of Yrmynsyl. Today there is regular communication and trade along the Fynereth Canal between Santun Morvagh, the shipping merchants of Skytor and the merchant fleets of Arvortun. Wealth now pours into Arvortun as once it did into Verdandi and much power seems to be shifting from the stately realm of the Grand Duke and Verdandi to the west coast cityports and towns.

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Gungingeth, City of Thieves North of Santun Morvagh lies the Gungin Gap and around this mighty chasm, from whose belly spills forth all the deformities of Gungin’s lawless imagination, is the tumbledown city of Gungingeth, known to the wyrmen as the City of Thieves. Few wyrmen would enter Gungingeth voluntarily or at least not without good reason, for the city is a lawless hive of corruption, chaos and death. Fell crime lords hold sway over shrewd and ruthless politicians who, in turn, seem to bring some semblance of order to the ragged wards and murder-alleys of the city. Pikestaffs stand in long wavering ranks about the outer fringes of the place and atop these are embedded the crow-pecked skulls of long-dead wyrmen, the lost souls of Loren Loremaster’s age whose bones are still treated as spoils of triumph by the wicked Fell who inhabit the city. In the south can be found the shanty wards of the Orflin folk alongside the imposing and bleak architecture of stone buildings erected by clumsy hands to house the wealthy and powerful of Fell society. While on the northern side of the Gungin Gap there exists only chaos and a nightmarish collection of the worst of the Fell, living together in a cesspit of violence, degradation and lawlessness that diffuses gradually into the desolate wastes of Iyfel. The southernmost spurs of Gungingeth stretch almost to the sea. Here the cities are divided by the crater walls of Grail, the ruins and hovels of Gungingeth’s outermost border breaking about the roots of the mountains and sagging against their bulwarks like a tumour growth, the grisly pikestaffs with their morbid ornaments buried in the very soil that rises to harbour the city of wyrmen. Beyond both cities lies the desolate wastes of the Helterlands where Fell wander unchallenged until they reach the northern edge of Dwarro wood and the soaring heights of the Wythywyr. Here only the ranging Loremasters, dispossessed of land and home, live a melancholy existence, hunting any stray Fell who venture too close to the borders of the Angle while subsisting as best they can in the limited sanctuary of Dwarro’s northern fringe. Though they remain a righteous creed, they are a people filled with sorrow, hardened by their treacherous environment and the constant threat of battle.

the Haligentsia and Forallum The history of Skytor, northernmost territory of the continent of Annarr, runs concurrent to the unfolding story of Morturth, but its details are oft disputed and rarely recognized as truth by the wyrmen of the south. Their tale is told not within the history books


of the Literatii of Arkhold, for of the Skytorians the Arkhold people - even Mythyar herself - know very little. Instead the story is told by the Skytorians, as written within the holy Nomistic Eucholist of Skytor’s capital city Skyssa. The roots of the tale begin during the exodus of wyrmen from Yseldyr to Niflhelm. The Eucholist states that Amon Elyeth did not remain behind in Yseldyr as the histories of the Motians decree, but travelled with the wyrmen, the Vanyirborn and with Mot and Merriday, his mother, into the north. Contrary to the myths, none were abandoned in the southern vale as all the wyrmen - even the old and infirm - were born forth upon Nader Roselvia’s expansive back. Mot had plans for the less able of the wyrmen and even as the people left Yseldyr these plans were known only to him. Nor did Caynum Bitterblade - then still known by his mother’s name as Cayn Num remain behind within Yseldyr. The exodus carried all the race of the wyrmen over the Sailing Hills and it was here that Cayn vanished from the travelers, revealing himself to be a traitor still and loyal only to the Elgan. He hid within the same caves used by Mot during his self imposed exile and there survived the Winter of Discontent amid the languishing race of myrmen and in the company of his adopted father, Mardock. When Mot led the wyrmen north through the flatlands of Morturth toward the highlands of Niflhelm, there to construct the Arkhold, they came to a great volcano which today is called Ascona (Of the Crown of Kings). Here the sick, the infirm and the very young, along with their parents - for most would not abandon their children - were settled for fear that they would perish in the cold of the north. And they were called the people of Amon Elyeth, for with them the wyrman king stayed and was sworn to be their protector. From that place, happy that her son was safe, Merriday set forth upon Nader Roselvia’s back to sabotage the rooting road to Yrmynsyl. Within the warming heart of Ascona, Mot crafted a haven for the people of Amon using the Runes of Naming. Then he and the Vanyirborn took the rest of the wyrmen and set forth upon the harsh trail into the frozen northlands where only the fit and the strong would survive to build the Arkhold. Under Ascona the people of Amon did not stray as the earth shook and the ice formed over the world above. Deep under the mountain they lived, in the company of their king, subsisting for a time upon the creatures living in the lowest reaches of the caves and warm above the volcanic trenches beneath the mountain. The gia of Amon’s people adapted to salvage sustenance from mineral and stone instead of sun and light and as they mined in search of fresh rock they burrowed ever further, so that

the few chambers and halls forged by Mot became the aspect of a vast labyrinth. And though the old perished before long, the young soon grew and inherited the underworld, which they named Lynyeth, the Halls of Ancestry. And their sons and daughters were many and filled the halls of the labyrinth. They became skilled with stone and then steam, using the vast lava vats under the volcano as forges to smelt ore and build tools.

The Legacy of king Amon According to the Eucholist of Skyssa, Amon Elyeth, king of the underdark, as he was then known, passed in the second age of the Winter of Discontent. Before the coming of the end and in neardeath he spoke to his counselors of a coming age of light and an awakening from ancient superstitions and subjugation by the rule of the stars. There was, he told his people, only one true divinity within the Nüsphere and it was that which was spoken of by the Elvian spirits, spirits with whom his father had conversed long and in depth during his exile in the Sailing Hills. Only this one divinity could save the wyrmen from evil. The Supremacy Beyond Reckoning watched all that unfolded beneath the stars and was the great maker of all things. From the roots of Oak Lords had the wyrmen sprung, from the womb of Vanyir and the wisdom of Merriday. Mot had protected them and with fortune the strongest of the wyr now survived in the northern lands. But the Oak Lords were not divine. They were parents, deserving much respect and the gratitude of their children, but they were not gods. Rather, they were simply a people of higher mind, hailing from a different place on the far shores of the Oily Sea. In truth, there was only one god; the Supremacy Beyond Reckoning, and to him and him alone should Amon’s people direct their worship. A prophecy Amon made then, for he was between the worlds of the Warp and the Wyrd and could see unfolding histories yet to come. Great war would befall the lands about Ascona when the ice thawed; a war between Vanyirborn brothers and sisters and their many followers heralding evil times. His own people should not settle above Ascona, for they would perish in these wars if they stayed. Instead they should wait until ‘the time of great drowning had changed them’. They should then travel east into the continent of Annarr, to the remains of Yrmynsyl whose roots would be buried still in the depths of the snow, and from there go north until the land reached its end and they came before majestic mountains and a great sea. Beyond the mountains, he proclaimed, lay wetlands rich of soil where the ice would soon be thawed. There his people should settle their

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nation and name it Skytor, High Upon The Hill. And there they would make a nation that would one day come to rule all the world of Yarnia.

the People of Lung The faith of Allum was born with Amon’s passing and his people embraced it. The prophecy was written and over the many generations to come was passed from father to son, mother to daughter, that when the time came to return to the light of the world, Amon’s people would prevail. The term of nine thousand years approached its end and the ice thawed, but the thaw sent great torrents of melt-water into the labyrinth beneath Ascona. The wyrmen were flooded and, though the volcanic heat warmed the water, it did not drain and most of the halls of Lynyeth were filled either with water or with steam. As the water found the deepest culverts leading to Ascona’s volcanic vents it flooded those chambers and the homes of the wyr so that much that had been dry was now drowned. The gia of the wyr soon adapted to extract oxygen from the water and the rising steams, thus when the lands above warmed to degrees enough that Amon’s people could stand comfortably above ground, those who had for the longest dwelled in the smytheries and vaults of the deepest chambers were become a semi-aquatic folk known to themselves as the People of the Lands of Lung. Moreover they had passed the centuries between the drowning and their emergence into the light of the sun harnessing the energies of water and of pressurized steam. Even as Laird Listnum Hammerclaw was founding the city of Tunturthis in Listholm, the people of Lung were abandoning their subterranean realm and marching east across the then frozen Damnum Channel, over the white-laden frost grounds still covering the ruins of Halig and Ramat and into the shadow of Yrmynsyl. At their fore the Council of Twelve, ruling body of Ascona's upper caverns, marched. Here were proud wyrmen and women who would one day build the city of Skyssa and become known as Skyssan. And at the head of this council was a powerful Allumnist named Obereth Goldbinder. They saw the World Tree, withered and dead, the Weighting Stone untouched upon its highest point, surrounded by the orbiting stones of Loof. And they saw, at the crumbling edge of drifts hundreds of feet deep, the bottomless pit of the Gungin Gap. They saw far to the northwest the teeth of Merrlith’s hammerblow, that which is now called the Hammer Dwale, and saw there the clouds of carrion flies who lived within the mountain depths. And though Yrmynsyl loomed, it was an evil place and the air was filled with a sense of coming doom. So following the instructions of Amon’s prophecy, Obereth Goldbinder turned his


people north and walked from these abominations until the snow fell away and their feet were striding over meadows of grass; until the flatlands rose into an undulating paradise of mythic mountains and the land reached its end. For here the breaking waters of inland seas lapped against golden shores, the ice foretold by Amon already thawing, the land beyond the mountains already lush. Here Obereth settled the nation to be named Skytor. Two cities would emerge as the wyrmen in Morturth fought their bitter wars, and the western nations of Sanas Morcorm rose and fell. In the industrial city of Stratum the wyrlung of Ascona's drowned quarters perfected their skill with metal and steam, building a progressive society far in advance of any other, layer upon layer upon layer high into the sky. And in the temple city of Skyssa the cultists of Allum and the Council of Twelve forged their faith in the Supremacy Beyond Reckoning and built therein a powerful nation of enlightened and civilized people.

the Gigaerack In the year 253 of the Age of Thaw, after Skytorians had already established trade with the Elvians of Santun Morvagh, the people of The Angle were exposed, with no small ceremony, to the ways of the wyrlung of Skytor. The farmers and peasants of the northern Angle watched in disbelief as a Gigaerack - a living vehicle used as transport by the people of the city of Stratum - crawled sluggishly over the Albion Wall and collapsed in the fields west of Elek, the great multi-storey gondolier upon its vast shell rocking dangerously as it sank to its knees. The Gigaerack, stricken by a concerted attack by Fell hoards on the eastern coast, languished for many days in the farmlands of Granger, and from that day forth the people of The Angle and the people of Skytor knew one another at last. Seventeen hundred years have passed, and now the Gigaerack come frequently to the Angle, coming in from the western ocean and into landing fields constructed specifically for the task north of the Sailing Hills. Trade and travel between Skytor and Angle is frequent, though the Wythians are somewhat wary of wyrlung technology and disapprove strongly of Skyssan religion. Nevertheless, the ingenuity, natural charisma and imports of the Skytorians have succeeded in overriding such concerns and so do the Wythians find themselves warming to the men of north Annarr. Modern Skytor is no longer the natural idyll of old, though it remains one of the most spectacular places on Ereth. The cultic city of Skyssa, stretching across the entire northern headland of Annarr, is a sprawling metropolis of saffron-coloured buildings of silver, stone and glass, stunning architecture and smooth

white roads nestled in the wetlands north of the mighty Thrymrein Mountains. Here stands Haligen House and the government district, gateway into the northern wards and all-seeing government of both Skyssa and Stratum; Castle Festungern, a star-shaped fortress made from bronze, gold and crystal within the halcyon setting of the Earharben Vale, a training centre for the Skyssan military and, in particular, the Allumni paladins; and the formidable Forallum, Temple of the Arch, a grandiose ziggurat wherein the priests of Allum congregate. In the northeastern corner of Skytor stands the sky-reaching metropolis of Stratum, a place as different from Skyssa as black is different from white. Stratum is a towering city, squared at the edges, as wide and as tall as the highest mountains of Niflhelm. Seemingly, Stratum is constructed one layer at a time from a bewildering array of materials, giving it the outward appearance of a great metalic monolith striated with horizontal seams of different size, texture and colour. Within these layers, crushed one atop the other, live the wyrlung people, the Steamsmyths, Electrasmyths, Soulsmyths and followers of Numinar whose religion is science and whose otherworldly appearance is quite at odds with the manicured and well-heeled characteristics of Skyssan high society. Much as the cramped cavern labyrinths of Ascona must once have been, the levels of Stratum are compressed sandwichfashion to form a huge and crowded society of people who live shoulder to shoulder in an environment filled with steam, heat and moisture. The culture is complex and strange, ordinances of

hierarchy, class, caste and structure maintaining a strict balance of self-regulating law and order based on status, responsibility and engineering talent. Those who dwell in the core of the city may never see the light of day, and these are the citizens who possess median status. They are the Steamsmyths and Electrasmyths, the forge workers, engineers and conduit rats. They are tasked with the most grueling and mundane of jobs but are happy, in their own way, with their given lot. The talented and indispensable citizenry those smyths deemed to be at the top of their profession or at least commanding the utmost respect from their peers - dwell in the outer skin of the city where they might enjoy such epicurean delights as a window, or an air-vent bringing in the fresh, cool scent of the world outside. The wealthy, powerful and important (albeit of a lower class to the Skyssans) dwell at the top of the city, above the clouds in the balcony layers or in high ceilinged chambers with windows and arch-windowed cloisters that encircle the city edges like angular serpents. Those who suffer such low status they are barely considered part of the social structure at all languish in the cellar levels into which all the effluence of the city above is poured. Despite this apparently dystopian culture, the wyrlung are a largely happy breed and accept their positions with a humility born of long years unquestioning loyalty in the service of their community. There are no restrictions on moving beyond the city walls, and many

The Gigaerack of Skytor now make frequent journeys into the Angle

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wyrlung have jobs outside the main bulk of Stratum. Some tend to the Gigaerack terminal and the Gigaerack themselves, while others man the many iron-clad steamships that ply the coastal waters. Others still are given the honourable task of maintaining the outer walls, a job with high mortality rates that require its engineers spider up and down the dizzying outer flesh of the city on rickety scaffolding, ropes, cradles and ladders. Outsiders visiting Stratum will find the interior of the city, and the apparent subjugation of its lower caste citizens, unpleasant. However, the wyrlung themselves are well adapted to the city and thrive on the dank, cramped and gloomy conditions inside. While there are obvious inequality issues to which the wyrlung are not oblivious and with which many are not content, there is a sense of security and indomitability about Stratian culture rarely seen elsewhere in the world.

the Fell Territories Between Mortun Pandi and the northlands of Skytor lie the dark and grey-washed wastes of Iyfel (Evil) and Nińel (pron. Nin-yell; Highland of the Holy Trinity). These are the ancient lands of the Dunmerr, of Uselyorn, of Crewel and of the flying Engel, of Myrcwynn, mother of the myrmen and of Mardock, Neomatt and Manye. Here Uselrein once stood, wherein the wyrmen were enslaved to serve the whim of house Elgan and here the road to the roots of Yrmynsyl was broken by Merriday so that the Elgan should perish in the flames of Merrlith. In Iyfel, whose southern border is the bank of the vast Gungin Gap, there stands still the foundation stones of the cities of Halig and Ramat. Here too are the monolithic remains of Alluvia, the mansion of Crewel, and the torture pits, a deep moat surrounding the crumbled ruins of a ziggurat filled with bones and the ghosts of an age long passed. Where once a divine garden of breath-taking beauty surrounded the Elgan cities there is now only the Marowan Flatlands and the twin jagged fingers of the Hammer Dwale, fanglike mountain peaks driven skyward by the terrible energies of Merrlith. Within this unnatural massif the sprained and labyrinthine tunnels and chambers of the cellars of Ramat have been hoisted upward, crushed together into strange forms so that working fortress vaults have been transformed into twisted bores and tilting rooms, stretched chambers and bottomless pits gazing out upon the wastelands below through oddly angled windows. Beyond the scorched earth of Iyfel, the gradual recovery into northern lands begin, the river Flay carving a neat division between that which may one day be good once more and that which is forever dead. Nińel is a hard country of dark stone and rugged highlands. Undergrowth is tangled

and sharp, shot through with thorn and poison gorse. The flats are featureless, scarred as if by the fall of some mighty sword and quiet as a graveyard, while the gradual slopes of the highlands are covered with broken stone and heaps of jagged rock. Pools of acidic water gather here and rains often fall that are capable of melting leather and metal or searing bare flesh. In both Iyfel and Nińel the memory of the great evil visited upon Yarnia lingers and the influence of Uselyorn and his brethren can still be felt, palpable and unsettling as watching eyes crawling over the spine or cold fingers groping in shadow. Mardock dwells in the labyrinth beneath the Hammer Dwale and there too lurk the Mummer Men of old, a mass as busy as black ants in their hive who dwell in pits and caverns filled with the filthy hum of carrion flies by the trillion. The black fleshed myrmen wander in nomadic groups, meandering aimlessly from the lower gates of Mardock’s domain or as they emerge from Old Urd and across Damnum, seeking mischief in Annarr. Fell monsters inhabit these lands too, and in great abundance, for there are no checks to balance their progress and prevent their spread. To the far north the mountains of Thrymrein stand firm against all such threats and prevent ingress into Skytor, while the Pass of Obereth is routinely patrolled by Skyssan soldiery ensuring no wandering hordes or attacking forces from Urd slip into the Highland Ride. But all the lands thereabout are untamed and southward as far as Gungin, all territory is perilous with the Fell infection.

previous attempt to settle there would provide good grounds for a new town. However the volcano’s instability prevents any serious effort to build or settle, as does the presence of the Nader-Fell Crudent, a gigantic winged monstrosity who dwells in the bowels of Fyrnysforge. North of Skytor and within easy reach of eastern Niflhelm lies the island of Sereth, original home to the Gigaerack. Sereth is a sub-tropical land of dense pine forests and rugged tundra, warm to the south, but frigid where the ice-floes of Frothrein infringe upon its northerly coast and icy winds flay the leaves from the palms. Here, wyrmen with origins in Skytor, have built for themselves a small and isolated community called Tortas which maintains a perilous existence against the many fae and wild animals indigenous to the island. Sporadic Gigaerack landings occur upon the large beach under the western cliffs of Tortas and this way trade of goods harvested from the island ensures survival. Such exports include exotic sun fruit, berries and nuts from the jungles, large quantities of solar rice grown in flooded paddy fields east of the city and many unusual varieties of sun fish farmed from the shallow coral-rich waters of Tortas Bay. The island, and in particular Tortas (being an ideal starting point), are popular destinations for daredevil prospectors and fortune hunters eager to source Sereth’s hidden treasures. The pine forests and shorelines are known to be riddled with diamond and gold-rich caves, though the caves are also home to many predatory forms of wildlife.

the Islands of the Inland Sea There are two ‘islands’ within the known world of Ereth, though in actuality neither land mass is an island but is connected to a greater continent whose contours remain hidden beneath the ice of north and south. Beyond the Inland Sea there exist many actual islands and archipelagos, though most of these are uninhabited or logged as being extremely perilous in the chronicles of the Argos. The majority of island land-masses beyond the Inland Sea are frozen and featureless and of no interest to the explorer. To the south lies the basalt land mass of Yrmeneth, known to be devoid of wyrman civilization. Yrmeneth is home to Fyrnysforge, a large and active volcano whose regular eruptions have been known to cause tsunamis whose inexorable waves frequently threaten the harbours of Santun Morvagh. Exploration of Yrmeneth’s strange greenearth wastelands has revealed much potential for colonization, particularly in the northeast where the ruins and foundations of some

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Esoterics Ultimately, the esoteric and theological aspects of Wyrd are open to numerous interpretations. There are truths and secrets enmeshed within the creationist myths and subsequent cultural results that underpin the esoteric in a singular and unequivocal way, but such secrets will not be discovered within the space of a few game sessions and will require the experience of a full campaign before even part of the truth can be revealed, if any of it ever is at all. Subsequent ages of Yarnia are planned (and may be available at the time of reading this) covering later centuries where the ice-age has thawed further and the wyrmen have


migrated into new lands to both the north and the south of Ereth. In each of these planned settings the esoteric origins of Yarnia will be explored a little more, uncovering the greater picture and adventure culminations designed to end each campaign with a satisfying revelation. The author therefore advises the GM to be reticent with the amount of ‘truth’ she gives to her players, particularly if the GM thinks she might wish to carry further campaigns forward into future incarnations of the Yarnian campaign. The adventure Campaign ‘The Unsung Weave’ - featured in the Overmaster's Companion, the GM's guide to the Elderune game and the world of Ereth - will take the players on a non-railroaded journey through this first age of Ereth, presenting a series of adventures to test the mettle of player characters as they improve their skills, experience and knowledge while simultaneously introducing them to Ereth’s most fascinating locations, personalities and secret histories. For GMs who wish to take their game through a somewhat more structured examination of the hidden aspects of Wyrd, this campaign is recommended. Visit www.foreverpeople.co.uk to acquire a hold-in-the-hand hard copy, or head to www.drivethrurpg.com for the PDF version of the Overmaster's Companion.

What is Known There can be little doubt that there was once a mighty race of god-like beings known as the Oak Lords who dominated the world of Yarnia many millennia ago. It seems likely these beings originated from a place beyond Yarnia and that their arrival in the world, instigated by a pioneer among their number named Mot Elyeth, was as much a spiritual awakening for them as it was for the wyrmen whom they would one day come to create. There are various subtle versions of the main Erethian creation myths, but all describe similar, if not identical events, the sites for many of which are visible and discoverable within modern Ereth. All myths, regardless of their cultic origins, agree that the wyrman was crafted by exceptionally advanced methods, employing alchemies capable of mixing the life-essence of the acorn with the womb of a female Oak Lord. This process was perhaps runic (and therefore magickal in basis) or maybe scientific (based more upon the experimental elementally-powered systems of the wyrlung). In these details, all myths tend to be vague. The variant myths also commonly agree that the wyrman was first created with the intention of alleviating the workload of the Oak Lords by forming some kind of automaton slave force. Indeed, the first wyrmen fulfilled this role and even the

Vanyirborn - the first six demi-god wyrmen born from Vanyir’s womb and blessed with immortality - were originally little more than slaves with a higher status than most.

Creation Myths Some Erethian scholars - or at least those of a non-biased nature, who have studied the creation myths with as much objectivity as they can manage - have largely concluded that the Oak Lords did not import religious belief into Yarnia, but found religion after their arrival. There is little mention of any cultic or esoteric belief system in the early chapters of Mot’s life on Ereth. Those journals are largely dedicated to venerating his engineering abilities, his tribulations within the swamplands of Gondaras, the construction of Yseldyr and the mapping of nearby regions of the Wythyreach. Runes and the use of runes feature in these early tales, but whether the use of runes was esoteric or merely a form of science/magick (as with the Spell-Binders of modern Ereth) the details are unclear. Most agree that the runes used were most likely simplified forms of the modern Elder Rune which seem to originate purely from the ‘houses of the stars’. Esoteric belief seems to begin with the meeting between Mot and Womad, the great spirit of the forest. In these poignant chapters of the myths of Mot it is clear that the Oak Lord is overwhelmed by a new and profound spiritual transcendence; a recognition of something unknown to him prior to this point in his life. All this suggests, such scholars argue, that the Oak Lords were originally advanced beings, probably sailors of the Oily Sea who happened upon the world of Yarnia by pure chance. Only later would they be elevated to the status of gods by their creation of the race of wyrmen. Those who follow such beliefs uphold that the elemental spirits of the Elvia, the Nüsphere, Gungin chaos, Yneur and the complex planar system of the Cosmic Cavern are the original foundations of creation and that these things were unknown even to the Oak Lords, essentially to the gods themselves, until they came to the world of Yarnia. If this is the case, then those long-lived travelers of the Oily Sea had never seen the like of Womad or his Elvian kin before, making Yarnia an immediately unique island of reality within the vastness of the Cosmic Warp. And indeed, Yarnia is referred to in the creation myths as the Cradle of Creation. For here the spirits representing the elements of all the universe were once manifest where it seems they were not manifest elsewhere. The Oak Lords, those elevated beings who were to become peers to the avatars of the base elements themselves, would go on to both discover and then form sentience at the heart

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of the universal Web of Wyrd. Thus do wyrmen consider Yarnia to be the seat of all things and a uniquely sacred world whose histories are vital not only to those privileged enough to live upon its soil, but to the many billions of sailing vessels plying the Oily Sea. Glittering star-ships whose sailors, like the Oak Lords of old, may as yet be unaware of the consecrated shores of Yarnia.

The Vanyirborn and Living Gods Of the original Vanyirborn, the first six wyrmen born from the goddess Vanyir’s womb and granted immortality only four still remain alive upon Yarnia. ZEUSELRA Zeuselra Num, most favoured of all the Vanyirborn by Mot Elyeth, husband to Merriday and most elevated of Vanyir’s children, perished long before the Winter of Discontent, slain by the Elgan goddess Babilu with the Grislic Blade. CORMYSYETH Cormysyeth Num, the most sane and clearminded of the immortals, was killed in the Sanas Morcorm war by her brother Caynum Bitterblade and her influence upon the world of the wyrmen is now largely a thing of memory and legend, though her legacy remains immensely positive and her acts are remembered as courageous and just. MYTHYAR Mythyar Num lives still, a solitary entity within the depths of the Arkhold in Niflhelm. A melancholic figure and desperately lonely despite the company of the Literatii priests who venerate her. By all accounts she is now eager only to die that she might rejoin her lost friends and brethren in the Web of Wyrd. She considers the wyrmen and women who surround her to be no more than children in her presence. Where player characters encounter this most ancient of the wyr-women they will find themselves standing before a figure of great pathos and immense authority. She stands almost four times the height of a common wyr-woman, unbearably beautiful and serene in her bearing with no signs of the epic age she has lived upon her features, except within the depths of her eyes. Anyone who looks into her face will feel the alien nature of her thoughts and the profound depths of her weariness along with the vastness of her intellect, whether she speaks or not. Mythyar is not a forthcoming character and has little to no interest in the affairs of wyrmen. Where pilgrims seek an audience with her in the hope of acquiring answers to ancient secrets they have long studied they are almost always disappointed, for she speaks rarely and will only involve herself in matters either directly involving the other Vanyirborn


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or the ultimate fate of Yarnia. Even the sacred duties of the Literatii are mundane to Mythyar who has long transcended the trivialities of physical existence. In this respect her body within the world is now a vessel and little more, conveying a mind that dwells as much in the past as in dream states within the present and which has no connection or interest in the superficialities of reality. WEGWYR Somewhere in the north of Niflhelm, around the region of the Losian Plateau, live the incestuous couple Wegwyr and Morcelt Num. Wherever they now dwell and however they have chosen to live, this brother and sister of the Vanyirborn have long been removed from the essence of reality and are embroiled in an insanity born of lives lived for far too long a span of time. Their son, Narpanum Orbweaver (originally Nar Pan Num), also immortal but as deranged as his parents, rules the land of Celtrein and the savage Morcelt people who dwell there. Any encounter with Wegwyr or Morcelt is likely to be unhappy and potentially deadly. As Vanyirborn they possess intelligence and strengths beyond any common wyrman but are lost within their own minds, psychotic and deluded and likely to give the life of any traveler they encounter as much consideration as the traveler might give to an ant accidentally crushed underfoot. CAYN Youngest of the Vanyirborn, Cayn Num, now known as Caynum Bitterblade, remains the most active member of the Vanyirborn, his influence over the Cult of Flies and the fate of civilization on Ereth waxing and waning with every passing age. Like Mythyar his mind is weary of the world and life has become an endless torment, never ending and ever the ordeal. But where Mythyar languishes without purpose or motive in the undercrofts of the Arkhold, Caynum has dedicated himself to a mission that spans the length and breadth of his existence and this alone keeps the thin thread between sanity and reality tenuously intact. Compared with the mighty Vanyirborn lord of ancient times, Caynum is now a loathsome figure, scarred by wounds inflicted during the trials of his life (and in the latter days of his life, by his own hand) and transformed by the bitterness that dwells like the snarl of some hateful beast deep in the seat of his soul. One hand is a withered thing, blackened and useless - burned to the bone when he attempted to grasp the emerald skull of Amon Elyeth (or so the Oaken Myths proclaim). He keeps it bound in leathers where it hangs limp and useless at his side. His face is a smooth and featureless mask describing the contours of his skull, the flesh withered by fire and stitched together where the magicks of Cormysyeth smote the bone asunder. His eyes

are blackened pits, pools of Dunlight and portals into the absence between the strands of Wyrd and since his return to the city of Old Urd he is known to wear a crown of nails whose Rusty points are driven through the dome of his skull and bedded deep within his brain. The crown - a gift from the Elgan god Mardock - denotes Caynum not only as a dedicated Creant, but as the rightful king of the Arkhein, master of the Cult of Flies and lord of the Dunmerr of Morturth. Those who stand before Caynum face an adversary of almost incomparable power. Like the other living Vanyirborn he has dwelled in the Entopic Plane for far too long and seen far too much of existence to suffer the trivialities that consume most mortal minds. Only the mightiest adversary will draw his attention and only the most profound motive will inspire him. He is taller even than Mythyar, despite the crooked arch of his spine, and he remains strongest of all the immortals, the colossal bulk of his ancient body wrapped in a blood-red cape whose very fabric is made of the weave of raw fear. MARDOCK Only Mardock, the living Elgan god and overlord of Iyfel, is a more feared and daunting foe than Caynum Bitterblade. For those who find themselves face to face with The Lord of Marowan stand in the presence of a genuine deity of the archaic pantheons, the son of Uselyorn Elgan, himself the son of Seth Elgan. Seth, whose name is known as the AllFather and whose firstborn son is worshipped the world over as Mot Elyeth. Mot, to whom Mardock is blood-related as nephew. Mardock is an alien entity, humanoid, but formed of star-stuff and the fabric of those mighty beings who once ruled not only the world of Yarnia but the entire Oily Sea and all the unknown worlds therein. He is an enemy beyond the capabilities of even the mightiest combatant and the strongest army, and yet he is unable to use his indomitability to wipe the nations of the wyrmen from the face of Ereth because certain mystic bindings seem to prevent his free movement about the world. He is, for example, intolerant of sunlight and cannot exist for longer than the merest moment in the full light of the sun without suffering horrendous pain and immobility. But even in the shroud of night or thick cloud he cannot move freely beyond the borders of the land he rules and as he approaches the borders of Iyfel his awareness of reality fades and he becomes mindless as an automaton. He can move into the lands beyond but his form becomes ethereal, his thoughts vague and his presence as immaterial as smoke. Thus he is compelled to remain within his own domain and thus he cannot visit utter destruction upon the worlds of the wyrmen as he sorely desires. But nor can wyrmen bring destruction to Mardock, for a marching army, coming into the realm of Iyfel and the shadow of the Hammer Dwale would be met by Mardock and his massed myrman forces

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upon some cloud-darkened plain, there to be shadowed beneath great swarms of carrion fly and defiled in ways few would willingly imagine. MERCWYNN Only one other of the ancient gods lives still in Yarnia, and she alone might match Caynum Bitterblade or Mardock Elgan in their power and their indomitability. She is Myrcwynn Elgan, sister and consort of Mardock, daughter of Uselyorn and mother to the myrman breed. But Mercwynn’s allegiances are uncertain and none know now where she dwells. Legend tells that Myrcwynn abandoned Mardock during the Winter of Discontent and fled with a small and loyalist band of myrmen into estates of the Cavernland so deep and so distant that her return to the surface of the world seems improbable. It may be that she has surfaced already and lives now in places far beyond the known borders of Ereth, exploring the glaciers and making a life for herself in the endless ice and wastes of distant lands. Or it may be that she has perished with her myrman host, trapped beneath the fallen roof of some mighty cavern or consumed by bubbling lava at the core of the world. Of which fate she has chosen, or suffered, none can tell.

the Cosmos It is impossible for any wyrman, even in walking spirit form, to view the entirety of the Cosmic Cavern and to gaze upon the wonder of the Cosmic Tree Yggdruskyl as though to look upon a normal tree growing in a field within an earthly realm. The tree exists, perhaps, but is both abstract in its dimensions and incomprehensibly vast; larger not only than any imaginable mass or distance, but larger still than the very angles of reality as interpreted and filtered by the limited senses of the wyrmen. Even the individual facets of the Cavern’s form - the Plane of Sere; the Plane of Fawynwend; the Outer Threshold; the mighty trunk; the Spindle of Fire and the branches and roots - cannot be entirely understood or observed as such things might be interpreted within the physical plane if seen from above or with great scope. Wyrman senses are far too inadequate a tool for translating such elaborate concepts and the wyrman brain is too narrow to encompass such cosmic grandeur in one fell swoop. Only from the purely spiritual realm of the Web of Wyrd can the soul, free from the restrictions of the brain, observe the entirety of the Cavern and understand its dymensional complexities without suffering immediate insanity. Within the physical plane, or Entopic Plane, the various bizarre fundaments of the Cosmic Cavern manifest and are examined, as though by sentience itself, as constructed mimics of the spiritual planes. The world tree Yrmynsyl


rises from the dark chaos of Gungin and stretches to the vaulted heaven of the Haligvalt just as Yggdruskyl within the Cosmic Cavern has its roots bedded in the evil Plane of Sere and its branches intertwined within the heavenly Plane of Fawynwend. And just as the sphere of the Cosmic Cavern supposedly dwells as an island universe within a sea of universes, each one unique and an eternity all in itself, so the world of Yarnia is a spherical island within the Oily Sea. And so too is the land of Ereth an island within its own sea, both of water and of ice, and each nation an island unto itself. Each wyrman is an island too, the embodiment of soul and physical form as sacred in his own way as the land, the world, the cosmos and the dymensional whole. So do the concepts of the Cavern become the realities of the physical and so does the soul essence of the sentience of Yarnia mimic the soul essence of the sentience of the Cavern, for both are inextricably tangled as one.

From Dream to Consciousness The Age of Dreams, as it is called in the creation myths, was a time when the cosmic whole (the Nüsphere, or Futh) simply was. Sentience did not exist and thus reality was as a dream, real but unseen and unknown by anyone other than the dreamer himself. The dreamer was the Nüsphere, formed of empty existence. The physical without purpose, form or compunction. Timeless reality without reason; meaningless and intangible as a dream but no less real or experienced than a dream. The creation myths describe a time of turmoil when the Nüsphere awoke from the dream to be confronted by an entirely new form of reality. Yneur, spirit of time, and the Spindle of Fire and the havoc of Gungin Chaos. Scholars of cosmic esoteria compare this early age of the cosmos with the forming of mind. From the primordial soup of meaningless dream emerged two parts, just as there are two parts to the wyrman brain; the conscious and sub-conscious. The first was chaos, embodied by Gungin, and the second was order, embodied by Yneur, both contained in the soul of the whole - the Nüsphere, or the Futh: the brain of everything that is. Gungin was formlessness, pandemonium, raw phantasy and destruction, a force of the dream and eager to retain disorder. Yneur was pattern, prescription and command, a structure demanding chaos subscribe to reality and the amorphousness of the dream fall into the tangible moulds of physical law. Chaos was the longing to sleep and dream, Yneur was the longing to wake and to live. The creation myths describe a time of turmoil as Yneur enforces his rule upon the Nüsphere. Gungin fights the new order in every way he

can and Yneur in turn struggles to supplant chaos and in so doing weaves legalities to combat chaos whose names and nature dictate the shaping of all things. So are the Elvia crafted, purely by logic, as Yneur constructs a realm of reality to draw the consciousness of the Nüsphere away from the longing to dream. Air, Fire, Earth and Water become the principle elements of the cradle of creation, and the cradle wherein the avatars of the Elvia will walk within their creation is the story the Nüsphere desires to experience within the dream state - except here the story is real and it is named Yarn. Reality is an endless conflict between the desire to sleep and dream and the desire to live and experience reality. The Nüsphere has awoken but wishes to sleep. Womad walks the domain as an avatar of waking life, the connection between Nüsphere and the waking story of which he is not only a part but fundamentally is. Fyrnys burns in the flames of the stars and Syldaer gusts across lands held together by Lürmyth, surrounding suns whose physics are decreed by Hellior within seas of black painted by Dunethen and populated by uncountable worlds formed of every known spiritual element. All these spirits dwell within and gaze upon the cosmos as though they were the eyes of the Nüsphere, and what they sense, they appreciate as experience.

Soul Essence Soul is the end-product of elemental life. All that Yneur strived to create when he set his will against Gungin and roused the Nüsphere from its dream, he did in order to give life to soul - the innermost spirit of Womad. In this way Yneur is the spirit not only of time but of reality's need to assert itself, life being that aspect of reality which recognizes itself. Soul is the element that exists behind the physical matter of all things that live. It is visible in the glowing eyes of the wyrmen, in the curling leaf of the plant and the vitality of the animalian. It may be species-wide, as with the animalian avatars whose embodiment encompasses an entire kindred host, or singular and complex, as with the wyrmen and the supernatural uniqueness of the fae. When the physical perishes it diminishes back into the general firmament of the Warp. It becomes mere weave within the greater tapestry and is sentient no more. But the soul prevails and, once kindled, is then released from the constraints of Yneur, Womad and the threat of Gungin to dwell freely in the bountiful energy to which all soul flows - the Web of Wyrd. But not all things that live possess soul, for Gungin is ever clawing at the structure of Yneur’s creation and chipping away at the logic of the cosmic mind in order to tempt the Nüsphere back to its sleeping state. He seeks to bring the phantasy of the dream into

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reality, and so his influence can be felt in the irrational insanities of Uselyorn, the failing minds of the immortal Vanyirborn and the illogical destruction wrought by the falling hammer of Merrlith. From the Gungin Gap he manifests the stuff of dreams and nightmares, using Yneur’s own laws and constraints on structure to give life to the abominable horrors of the sleeping mind. In truth, these monstrosities are merely shards of Gungin’s own flesh, each one an aspect of Gungin invading the reality of Yneur with dream or nightmare visions in an attempt to recapture the sleeping state.

the Blasphemy of Soul Stone When each Fell monster is dispatched back from whence it came and Gungin’s spirit is hurled from the Warp, the torn fabric of time and space left in his wake appears as a glittering stone of green or red; Soul Stone, as it is called, though the stone harbours no real soul and is merely a manifestation of the effect Gungin has on the realm of Yneur. When infused into the natural energies and ordered structure of wyrman physicality, Soul Stone dissipates and becomes, once more, a functioning part of the logical universe; repairing the fabric of time and space. Scholars of the esoteric interpret this as a stitching of the rip in reality and a healing of tears in the tapestry, the membrane weave and boundary that tells the story of the dream to the Nüsphere’s attentive consciousness. However, some Soul Stones represent much greater rifts in reality than others and are therefore more soporific to the Nüsphere. The Dread Soul Stone, black with the Dunlight of the abyss beyond the tapestry, where Gungin lulls the Nüsphere back toward the dreamtime, cannot be so easily stitched and is the manifestation of a hole so great that it threatens the integrity of the whole. The only tear greater than that of the Dread is the Gungin Gap itself, a chasm shaped like an eye that doesn’t see and which is black with the lightlessness known only behind the closed lid of the sleeper’s vision. It gapes between the Entopic Plane and the realm of pure chaos and is the only place in all the universe from which chaos can actively seep into reality. Where Gungin grows stronger, the Gap widens, and where he grows weaker, the Gap shrinks. Such alterations in the dimensions of the chasm are barely noticeable in the limited time-spans of the living wyrman, but over long aeons such changes will likely become more apparent. Ultimately the Gap seeks to expand to infinite proportions, swallowing not only the world of Yarnia but all the universe and even the Cosmic Cavern itself, overwhelming the conscious multiverse of the Nüsphere and


returning all that is, that will be and that once was back into the state of dreaming sleep. If Gungin achieves this end the void will overwhelm all substance. The Elvians will perish, Yneur's time and order snuffed out as the Nüsphere sublimates into chaos. The Web of Wyrd will collapse, sinking into the sockets of the gaps between the strands and the Elgan gods, pure minds of malevolent force, will finally be free. Thus the Nüsphere cannot return to sleep and re-enter the dream-time as once it knew before time, for any future incarnation of this timeless state would be populated by the vile imaginings of the Elgan host alone, and the dreaming of the cosmos would be as an eternal nightmare from which nothing would ever again be roused.

the Beliefs of the Oak Lords Oak Lord hierarchical structures have made a greater lasting impact on modern wyrman culture than religious belief. Indeed, before the Oak Lords settled in Yarnia and learned of the Elvia, of Womad and of the Web of Wyrd, they seemed to possess no apparent religion or faith in any kind of divinity beyond their own. Instead the Oak Lords venerated their own kind, naming the patriarchs and matriarchs of their society as gods (the term god is derived from the ancient word ghut, a title used by the Oak Lords to refer to individuals of high status in the same way that modern wyrman culture uses terms like king or queen) and forming complex honour systems wherein the laws of a greater culture (that of the stars) dictated the behaviour and rules of lesser societies, families and systems of order. At the heart of this order is the number twelve, which - superficially - determined the number of individual Oak Lords within a ruling Council, but which, on a less cursory level, holds profound mystical powers. Such Councils were themselves hierarchical, with each ‘house’ or family name possessing such a Council and houses then grouped into Councils of twelve (named Cardinals) which were also grouped into twelve, and so on until such point as the system was reduced to a final capstone known as the Singularity. Even a rudimentary study of the many esoteric books stored in the vaults of the Arkhold’s vast libraries reveals the gods numbered many more than just those who dwelled on Yarnia, and that the complexities of the various councils were astonishingly elaborate and entangled. This obsession with the value of twelve seems to have some significance with the arrival of Mot to Yarnia in the early years of the creation myths. He arrived upon the twelfth day of the twelfth month and settled his mansion Yseldyr twelve miles inland from the edge of what was then an uninhabitable swampland.

Carnuntun, precisely six miles south of Yseldyr, marks the first city of the wyrmen and lies exactly at the centre of a twelve mile span between Yseldyr and the edge of the swamp (though today it lies only two miles or so from the encroaching coastline). In modern wyrman culture there are twenty four hours to a day, divided into two cycles of twelve. Each hour is divided into 60 minutes and each minute is divided into 60 seconds, both a division of one hundred and twenty. There are twelve months in every year and twelve years to every age. A millennium is formed of 720 years (60 x 12 years) and an epoch is formed of 8640 years (720 x 12). The relevance of twelve is a mystery, even to the most practiced scholars of the esoteric. In runic magick the number twelve is significant, like the number nine, in its ability to pinpoint the three-dimensional vertices of any given runic form (all runes are written or traced in two dimensions, but follow a three dimensional pattern described by the Orphic Nexus) but why this should necessitate further use of the value is a subject of much discussion among rune casters.

Councils of Twelve Despite lacking a full understanding of the Oak Lord obsession with twelve, modern wyr nations invariably adopt the same method of government and in most cities, regions and fiefs of the civilized lands will be found a council of twelve whose ruling members are determined either by age or by status, a calendar of twelve months and a time system based on the cyclic twelve or twenty four hour clock. The original familial method for forming ruling councils was last adopted by Jarl Megalamon, king of the land of Cornoval prior to the fall of that city-state. Megalamon was the sultan of a ruling clan of Jaguars whose members were numbered according to the purity of their blood. This inevitably gave rise to incest among the council members in an effort to create offspring of pure blood more likely to inherit higher position in the council when they came of age. This, too, was the method adopted by the Oak Lords in their endeavours to jostle to the top of their own ruling councils. However, something in the immortality of the gods seemed to spare them from the horrors associated with inter-family breeding which the wyrman kings and their associated nobility often suffer. As a result, the offspring of brother and sister within wyrman aristocracy are invariably physically deformed or mentally unhinged and somehow wicked at their core. Many of these unnatural progeny, whose appearance or attitude will likely upset the acceptable social equilibrium, will inevitably come to shun their own kind and fall in with alternative crowds. Such characters are those most at risk from becoming acolytes of the

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Cult of Flies and where wyrmen hold high ranking positions in the cult they are inevitably the offspring of high standing members of nobility or government.

Kingship and the Anointing of Royalty In Modern Ereth, the cardinal councils of twelve have gradually given way to the more ancient wyr-tradition, itself invented by the gods - that of royal rule. The concept of kingship was first granted to the Vanyirborn Zeuselra by Mot Elyeth as a means of improved communication. In its original form, king merely meant ‘speaker’ or ‘anointed messenger’, he who is identified by his god as the most trustworthy and erudite of his kind. Such a person would be most able to understand and take the commands of his god and pass them on to his own people in a language they would understand, transmitting, or 'shipping' the will of the god from source to inception. Such blessings imported only the rank of gobetween, though there were probably privileges afforded to the blessed messenger, such as an elevated status among his own people and a sense of importance as one who converses regularly with gods. It is likely that this elevation within wyrman culture - essentially a slave culture - eventually led to the title of king taking on lordly connotations and eventually equating directly to transcendence above lower social classes and an ability to write laws and enforce taxation. In the case of the Vanyirborn such elevation in the eyes of the masses would have been even more significant given the immortal/demi-god nature of the privileged few.


Rule System

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It is assumed that player characters will fulfill an itinerant role, travelling extensively the world of Ereth, exploring both the setting and their chosen race and creed, seeking wealth, adventure and intrigue and generally making use of the game’s detailed structure while improving their character sheet, enhancing skills and accumulating treasure, knowledge and gear. The creeds (types of character) available as options for players include only those likely to travel the world and those possessing of free time enough to engage in extra-vocational activities and adventure. There are, in reality, many thousands of potential creeds, but the majority of these are merely static professions and reliant upon the character remaining in one place all the time, serving a mundane job, the nature of which never changes. Such vocations are highly unlikely ever to give the character spare time enough or reason to travel beyond his home. Professions have been included as an option for the character to undertake during down-time in his adventuring career but are not intended as permanent states and professions offered are, for this reason, only those that lend themselves well to an itinerant lifestyle.

Basics The following basic rules cover core mechanics and include the essentials required in order to play Elderune.

Dice Rolls "one man, in his time, will play many parts"

Playing a Character

Where rolls are made against abilities or as part of combat the value aimed for is always either (1) or zero, where zero is always representative of the highest possible value for any given die within the check hand (for example, a roll of zero on 1d6 is deemed to be a roll of (6). A roll of zero on 1d10 is deemed to be a roll of (10), a roll of zero on 1d20 is deemed to be a roll of (20) and so on.

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Any instance of (1) is a success. Where there is no instance of (1) the roll is a fail. Wherever dice are rolled in this way the roll is called a dice check and the dice set used is called the check hand. All check hands use d6 unless the dice type is altered by Difficulty Dice or Evident Ease (see below).

Rule of Thumb The guiding rule of thumb when referring to this volume and others in the Wyrd series is that later rules trump preceding rules. Where one instruction seems to contradict another, that instruction is only applied if it comes later in this volume than the rule it appears to contradict. Similarly, all volumes in the Wyrd collection are numbered and where a rule in a later volume of work seems to contradict one in a preceding volume, the later rule is applied.

Unstoppable vs Immovable Wherever an unstoppable force comes up against an immovable barrier (an eventuality that may arise in the process of using magick but is also foreseeable in the execution of certain rules) the immovable barrier trumps the unstoppable force in every instance.

Time Periods Throughout these rules various game mechanics will refer to a time period called a skirmish round. The skirmish round is used in combat to represent a somewhat ambiguous period of time during which all combatants may make attacks and is generally assumed to be roughly equivalent to 10 or 15 ingame seconds but may be longer or shorter. Outside of combat, the skirmish round lasts exactly 15 in-game seconds. When converting skirmish rounds to more familiar time periods, the players/GM should use the following equation: in-game minutes = (number of skirmish rounds x 15) / 60 For example, where the rules specify that a spell effect will last 100 skirmish rounds, using the above equation players/GM can determine that this equates to 25 in-game minutes. Out of combat, the GM can increase or decrease this time according to his interpretation of the situation. It may be useful to have a calculator handy for converting skirmish rounds into in-game time, though generally long periods of time are measured as in-game hours while skirmish rounds are rarely referred to for


denoting long periods of time. When converting skirmish rounds, remember that any fractions in the result represent a percentage of a minute and are not actual seconds. For example, where 75 skirmish rounds are converted the result is 18.75 - this does not represent 18 minutes and 75 seconds, but rather 18 minutes and ¾, or three quarters of a minute (45 seconds). Similarly, 18.5 would represent 18 minutes and 30 seconds, and 18.25 would represent 18 minutes and 15 seconds. Where fractions become messy the GM should round up or down at her own discretion to the nearest 15 seconds.

The player rolls 1d4 to determine his Creed Bonus. This will improve creed based and creed unique Active Abilities.

and affinity. Any value above 6 indicates a highly sensitive individual, observant, aware and with excellent sensory health.

The player rolls 1d10 to determine his Durability Bonus. This will improve his health, strength and endurance in numerous ways.

The player rolls 1d6+6 for FATE & FORTUNE. Fate & Fortune represents luck, destiny, fate and all spiritual aspects of the character and should be an important consideration for any player wishing to use rune magick.

The player rolls 1d4 to determine his Destiny Bonus. This will improve his luck and spiritual health, among other things. The player rolls 1d4 to determine his Size Bonus. If the roll is 1-2 the Size Bonus is 3. If the roll is 3-4 the Size Bonus is 4. The Size Bonus informs the value of the Form Core Characteristic, among other things. The player rolls 1d4 to determine his Background Bonus. The result should be noted down but also distributed Between Creed, Durability and Destiny as the player sees fit.

Attributes Attributes are broken down into Core Characteristics (abbreviated as CC), Active Abilities (abbreviated as AA), Core Bonuses (abbreviated as C+) and Supporting Stats (abbreviated as SS). The player should begin by rolling Core Bonuses, then Core Characteristics, then Supporting Stats. He should then choose a race and creed from the Race and Creed chapters respectively, both of which may be dependent upon one another (for example, some races can only play certain creeds and some creeds require a specific race). When rolling Core Characteristics (and only Core Characteristics) the player may either stick with his original roll or roll again. If he rolls again he must accept his second roll and ignore the first roll, even if the first proves to be the better roll. Active Abilities may be improved by the choice of race and creed. The Overmaster's Companion, the GM guide accompanying the Wyrd series of core rulebooks also provides a chapter on building characters which the GM will find useful in helping new players through the process.

Core Bonuses Core Bonuses improve other attributes. At a glance: Creed = 1d4 Durability = 1d10 Destiny = 1d4 Size = 1d4 (1 to 2 = 3, 3 to 4 = 4) Background = 1d4

The Core Characteristics At a glance: Art & Expertise = 1d6+6 Force & Form = Size Bonus x 2 Mind & Memory = 1d6+6 Sense & Sympathy = 1d6+6 Fate & Fortune = 1d6+6 Storm & Stamina = 1d6+6 The player rolls 1d6+6 for ART & EXPERTISE. Art & Expertise represents hand/eye coordination, aptitude, ability, speed and dexterity and is an important combat ability. A value of 6 to 7 is a good average. The player determines his FORCE & FORM by doubling his Size Bonus. Force & Form represents physicality, size, appearance and general strength plus the character’s accuracy when employing maximum or measured levels of strength. Characters with a value of 6 to 8 should be considered average, while characters with a value greater than 8 should be considered mighty and characters with less than 6 should be considered small. The player rolls 1d6+6 for MIND & MEMORY. Mind & Memory represents intellect, learning, mental health, wisdom and presence of mind. A value of 7 to 8 is a good average for most player characters with a value of 6 or less representing a less than average, or average intelligence respectively. Values of 9 to 12 indicate exceptional to genius intelligence. The player rolls 1d6+6 for SENSE & SYMPATHY. Sense & Sympathy represents sensory attributes of the body; vision, hearing, taste, smell, empathy

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The player rolls 1d6+6 for STORM & STAMINA. Storm & Stamina represents a mixture of physical health, concentration, staying power, endurance, ferocity, combat savagery and immunity. Stamina is an important combat attribute.

Choosing a Race & Creed The player should turn to the Race and the Creed chapters and choose one of both. A race/creed combination must be chosen before the player can configure his other stats.

TESTING ABILITIES Active Abilities (and only Active Abilities) are tested by making a dice check. The dice check is determined using the combined value of the Core Characteristic plus any Skill Dice bonus in the associated and most relevant Active Ability (see Active Abilities, below). The resulting value decides how many d6 are used in the check hand.

Passive Dice Checks Passive dice checks are those made only with the rolling character’s attribute. The dice check is made with the intention of rolling at least one instance of (1) on any die. The more instances of (1) rolled, the greater the degree of success.

Opposed Dice Checks Opposed dice checks are those that directly oppose, test or compliment the Active Ability of an opponent or ally. The rolling character deducts the opposing value from their own overall value. For example, where the rolling character’s Active Ability has a value of 10 and the opposing Active Ability has a value of 7, the result is a check hand of 3d6 (10 - 7 = 3). The two opposing abilities must first be determined and in most cases common sense will inform the choice.


Passive Dice Check Example The character wishes to climb a steep slope. He uses AA Climb , which is an Active Ability of the Core Characteristic Art & Expertise. The combined Core Characteristic value (7) plus AA Climb Skill Dice (+2) is 9. He therefore rolls a check hand of 9d6. The player rolls: (1) (0) (5) (3) (4) (2) (3) (0) (1) The two instances of (1) indicate a better than expected success. The character not only succeeds in his climb attempt but does so in good time. (note: the two instances of (0) in this example represent the maximum value available on d6, which is 6). All other rolls can be ignored. How the GM interprets rolls where more than one instance of (1) is achieved is entirely up to her. In some cases exceptional success will be non applicable.

Opposed Dice Check Example The character uses AA Sneak to tip-toe past a sleeping guard. The GM calls for an opposed dice check using the character’s AA Sneak versus the guard’s AA Spot Secrets (the guard’s ability to spot secret and furtive movements opposing the sneaking character’s ability to move secretly and furtively). Alternatively, where the guard is actively trying to spot intruders but his presence is unknown to the players and a player character is trying to pass by unnoticed the GM may decide the guard makes the opposed check, using the guard’s AA Spot Secrets vs the character’s AA Sneak. In this example the GM asks for a player dice check. The player's CC Art & Expertise value is 9 and he possesses +2 Skill Dice in AA Sneak. Were this a passive dice check the player would usually roll 11d6. However the roll is opposed by the guard, whose AA Spot Secrets value must be deducted from the check hand. The guard has a CC Sense & Sympathy value of 7 and +2 Skill Dice in AA Spot Secrets. The value is therefore 9. Thus the check hand is reduced by 9 dice, leaving the player with 2d6 to roll. The player rolls: (4) (2) As this roll contains no instances of (1) the player has failed and the character's presence is detected by the guard.

Automatic Chance of Success There is always a chance of success, even when the odds are stacked against an unskilled character. Where an opposing attribute cancels out all the dice in a check hand all dice are converted into 2xd20 and the player or GM rolls this instead. The intention should be to roll any instance of (1) for a successful outcome where the GM determines there is a slim chance of success and double (1) where the GM determines the desired result is so improbable as to be almost impossible.

Difficulty Dice Difficulty Dice penalties are applied to the dice check by the GM. Difficulty Dice in Elderune rules are always abbreviated as Dd#, where # is the number of dice levels affecting the check hand. Difficulty Dice represent external factors and environmental conditions which may have a detrimental effect upon the character’s attempted dice check but which, crucially, are not representative of the character’s overall proficiency in the selected skill or his opponent’s ability where that proficiency is being opposed. For each Difficulty Dice incurred on the dice check, the player or GM replaces all dice in the check hand with dice from the next polygon level up. For example: o where the dice check incurs Dd1, all d6 in the check hand are replaced with d8; o where the dice check incurs Dd2, all d6 in the check hand are replaced with d10; o where the dice check incurs Dd3, all d6 in the check hand are replaced with d12; o and where the dice check incurs Dd4, all d6 in the check hand are replaced with d20. Difficulty Dice may not exceed four levels. Where the GM deems an action to be worthy of greater Difficulty Dice than four levels the entire check hand should be swapped for 2d20 as per Chance of Success rules. See also Table 1, Difficulty Dice Levels.

Evident Ease Evident Ease bonuses are the opposite of Difficulty Dice. They are awarded by the GM where external conditions make the use of an ability much easier for the character than usual and therefore expediate success. The GM may mix Evident Ease with Difficulty Dice within the same dice check, however in most cases they should remain exclusive and should only be used simultaneously in rare instances where the rules would seem to make the use of both appropriate.

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Table 1 ~ Difficulty Dice Levels

Dd# Level

Dice

0

none

d6

1

Tricky

d8

2

Hard

d10

3

Very Hard

d12

4

Extremely Hard

d20

Evident Ease in the Elderune rules are always abbreviated as Ee# where # is the number of d6 in the check hand to be replaced with d4. For example, where the player is rolling a check hand of 8xd6 and the GM deems external circumstances to be in the character’s favour she may announce an Evident Ease bonus of 4 (Ee4), indicating the player should swap 4d6 in the check hand for 4d4. The final check hand consists of 4d4 and 4d6. Where the rules or GM call for maximum Evident Ease, all d6 in the check hand are replaced with d4.

ACTIVE ABILITIES The Core Characteristic values are enhanced by Active Abilities. Each Active Ability shares the same base value as the parent Core Characteristic but can be improved independently of the parent. For example, AA Might belongs to CC Force & Form taking its base value from that Core Characteristic. However, AA Might can be improved independently, allowing the player to specialize in strength based feats.

Art & Expertise Active Abilities The following Active Abilities all belong to and have a base value equal to that of the parent Core Characteristic Art & Expertise. Some Active Abilities are used to make dice checks in common in-game circumstances (AA Climb might be used where characters are attempting to clamber up a slope, for example, or AA Dodge might be used where they are trying to dodge quickly out of the way of a falling pillar) while others are unlikely to be used with a standard dice check (AA Combat Talent, for example, informs combat actions and will rarely be called upon for a dice check while AA Rune Scribing will most commonly be utilized when casting magick).


Using Skill Dice The base value of an Active Ability can be improved independently of the parent Core Characteristic using Skill Dice. When a character gains proficiency with any Active Ability the player adds Skill Dice to that attribute. Skill Dice are recorded in the form of a bonus modifier. For example, where the player gains two Skill Dice in AA Might, he records this alongside the base value for Might as +2. Skill Dice are combined with the base value of the parent Core Characteristic to give an overall value which determines how many d6 will be used in a check hand (not how much value is added to the roll) For example, where the value of CC Force & Form is 6, the base value of AA Might (a child of the parent Core Characteristic) is also 6. If +2 Skill Dice are added to AA Might the base value of AA Might only is increased by two. In this example, the player rolls a check hand of 8xd6 when testing AA Might. Where the rules refer to the value of an Active Ability, both the Core Characteristic base value and Skill Dice related to the Active Ability should be combined. In certain circumstances only the Skill Dice will be used.

ACROBATICS The character’s flexibility and his ability to manipulate his own body. Acrobatics covers most forms of dexterity not covered by other Active Attributes, including flexibility, tumbling, somersaulting, cart wheeling, moving accurately, performing perilously dexterous actions (edging along a narrow ledge, shimmying along the edge of a wall etc) and balance on a moving object. Character Point Type: Achievement Common Opposing Active Ability: none ARCHERY Proficiency with a bow and arrow. Archery covers only this form of ranged weapon combat and no other. Character Point Type: Battle Common Opposing Active Ability: D0dge BLADED WEAPONS Skill and combat prowess when fighting specifically with sharp edged weapons or dull bladed weapons. Bladed Weapons is an important combat skill for any character intending to wield a sword, scimitar or similar in battle. Character Point Type: Battle Common Opposing Active Ability: Combat Talent

BRAWL Brawl is the skill of the general melee brawler, covering the use of fists, feet and other parts of the body in combat, or the improvisation of weapons or the use of weapons designed for use in vicious close quarter combat (knives, truncheons, knuckle dusters etc.) Character Point Type: Battle Common Opposing Active Ability: Combat Talent

HIT BULLSEYE Hit Bullseye represents the character’s hand/eye coordination when firing ranged weapons that do not fall under the category of a hand-thrown weapon or an archer’s weapon (usually used for firearms or other mechanical ranged weapons). When using a firearm the target cannot oppose the dice check. Character Point Type: Battle Common Opposing Active Ability: Dodge

CLIMB The character’s ability to clamber and climb vertical or sloping surfaces. Climb can be used together with Acrobatics to establish the general clambering ability of a character. Character Point Type: Achievement Common Opposing Active Ability: none

LEAP The character’s ability to jump high or long. The GM may call for a Leap check whenever the character is attempting to jump a set distance or height. Leap also plays an active roll in combat. Character Point Type: Achievement Common Opposing Active Ability: none

COMBAT TALENT Combat Talent is proficiency in melee combat; the character’s equanimity, ability to accurately assess the capabilities of his foe, his use of technique, experience with a variety of weapons and his ability to dodge and parry the incoming blows of his enemy. Character Point Type: Battle Common Opposing Active Ability: none

POLEARM Proficiency with polearm weapons, including halberds, spears, longstaffs, cabers and pikestaffs. Polearmists gain advantages in battle for having a longer reach, particularly when mounted on a steed. Character Point Type: Battle Common Opposing Active Ability: Combat Talent

CRAFT Representing the character’s ability to create and craft an item, object, painting, piece of music or written work of merit. Character Point Type: Achievement Common Opposing Active Ability: none

RUNE SCRIBING Rune Scribing is proficiency in tracing, drawing, painting, etching and tattooing runes, the magickal symbols of the various runic schools. Character Point Type: Magick Common Opposing Active Ability: none

DODGE The ability to move away from pitched or slung missiles, falling rubble, runaway carts, and so on. Dodge should not be considered a substitute for Acrobatics, Leap, Climb or Swift and should be used exclusively where the character is required to dodge quickly out of the way of an oncoming object or missile. Character Point Type: Achievement Common Opposing Active Ability: Archery, Pitch, Sling, Hit Bullseye (except when the opponent uses a firearm).

SLING Any use of a line of sight throw (see Ranged Combat) where angular momentum is horizontal only, travelling along a straight line and only arcing down when momentum runs out. Sling is used primarily to determine proficiency with light ranged weapons (short spear, hatchet, throwing knives etc) and not slingshots, as the name may suggest. Character Point Type: Battle Common Opposing Active Ability: Dodge

ENGINEER Engineer represents the character’s ability to use, identify, disable, repair and understand items of engineering ingenuity (gizmos). Character Point Type: Achievement Common Opposing Active Ability: none FIRECRAFT Firecraft is the character’s ability to start a fire by sparking a flame with only natural materials and to keep his fire going. Character Point Type: Achievement Common Opposing Active Ability: none

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SNEAK The character’s ability to sneak silently, tread carefully, search a room without making noise, stalk and hide from enemies, generally conceal his intentions or be generally sneaky. Character Point Type: Achievement Common Opposing Active Ability: Spot Secrets or Hear a Pin Drop. SWIFT Determining the character’s ability to move quickly over a set distance. Swift should not be considered a viable substitute for Dodge or Acrobatics. Character Point Type: Achievement Common Opposing Active Ability: Swift, Dodge


SWIM Swim covers the character’s skill in the water, swimming and diving. Character Point Type: Achievement Common Opposing Active Ability: none TWO WEAPON COMBAT Talent using a weapon in both hands simultaneously during melee combat. Two Weapon Combat should not be confused with the use of two-handed weapons (i.e. longswords, staffs or heavy mace) which are deemed to be single weapons held with both hands. Character Point Type: Battle Common Opposing Active Ability: none

Force & Form Active Abilities The following Active Abilities all belong to and have a base value equal to that of the parent Core Characteristic Force & Form. BLUDGEON Force in combat and proficiency with blunt bludgeoning weapons or fists, feet and body weight. Bludgeon is crucial for characters who will wield crushing weapons (club, mace, morning star etc.). Character Point Type: Battle Common Opposing Active Ability: Combat Talent

PITCH Any use of a Lob (see Ranged Combat). The thrown or fired missile arcs upward then comes down upon the target and is usually heavy or of sufficient mass to require vertical momentum as well as horizontal. Pitch can also be used where the character is attempting to throw an object over long distance. Despite its likely use in combat, Pitch is considered an achievement Active Ability for purposes of Character Points. Character Point Type: Achievement Common Opposing Active Ability: Dodge STURDY ON THE FEET The character’s general robustness and centre of gravity. Used in passive checks to determine whether the character maintains his footing when struck by heavy objects or quaking ground or in opposed checks where an aggressor is attempting to knock the character off his feet. Indomitability represented by Sturdy on the Feet cannot be increased with Skill Dice during game play but can be improved at character creation. Character Point Type: Achievement Common Opposing Active Ability: Might

Mind & Memory Active Abilities

MIGHT Might is the character’s ability to heft or throw weight, smash through brick walls, drag laden carts or hold off powerful enemy attacks. Character Point Type: Achievement Common Opposing Active Ability: Might, Sturdy on the Feet

The following Active Abilities all belong to and have a base value equal to that of the parent Core Characteristic Mind & Memory. ALLURE The character’s physical charm, confidence, natural charisma, talent for seduction, political cunning and ability to disarm or attract members of the same or opposite sex. Characters with a high Allure value need not be physically attractive (indeed, the propensity for attractive individuals to also be arrogant and vain is likely to decrease their charisma). Increased Allure can result from the continual honing of oratory skills, charm, dress sense and personal grooming. Character Point Type: Achievement Common Opposing Active Ability: Immune to Charm

PHYSICAL INTIMIDATION Larger than life quality of physically overbearing, impressive or horrifying characters. Physical Intimidation is a mixture of physical prowess and attitude, the former (e.g. a hugely muscular body) being somewhat unchanging while the latter (e.g. a steely gaze or frenzied behaviour in combat) can be improved with practice. Any mid-game Skill Dice acquired will be the result of the latter. Character Point Type: Battle Common Opposing Active Ability: Physical Intimidation, Courage

GENERAL KNOWLEDGE Memory and knowledge of Yarnian history, its myths, cults, locations, bestiary and people. May be used as a prompt to identify objects, recall information, names or ways to best deal with a given situation. General Knowledge should not be used as a fall-back skill when players are struggling to solve some kind of puzzle if the GM believes the players have as great a chance as their characters of reaching the right conclusion without rolling dice. Character Point Type: Achievement Common Opposing Active Ability: none

GRANITE SKULL The toughness of the skull and the ability to oppose KOs and reduce damage when fighting. Granite Skull can only be increased with Skill Dice at character creation. Skill Dice cannot be added to this attribute during game play (unless a later set of rules state otherwise). Character Point Type: Achievement Common Opposing Active Ability: none

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IMMUNE TO CHARM Immune to charm is immunity to political wiles, attempts at seduction, physical endowments and the beguiling talents of charming, alluring or bewitching individuals. Character Point Type: Achievement Common Opposing Active Ability: Allure INTELLECTUAL INTIMIDATE The character’s ability to outwit and outsmart his opponents or undermine their confidence using scholarly knowledge, leverage, shrewd observation, acerbic wit and/or a sharp tongue (employing a sharp tongue can often make up for a character who lacks any of the other qualities) Intellectual Intimidate might also be used in a less cerebral capacity to measure the character’s obstinacy, refusal to concede defeat or dogmatism, measuring how headstrong the character is when faced with attempts at persuasion or bribery. Character Point Type: Achievement Common Opposing Active Ability: Intellectual Intimidate, Allure LEARN The character’s innate ability to listen to and absorb instruction then demonstrate what has been learned in a practical way. Learn can also be used to determine the character’s ability to improve existing talents, or as an immediate measure of the character’s ability to guess how a given object or gizmo works after just a cursory examination. Character Point Type: Achievement Common Opposing Active Ability: none MEDITATION The ability to close down the dominant side of the mind, allowing the subconscious to override conscious thought, the subject thereafter entering into a trance state. Meditation is an important aspect of some schools of runic magick. Character Point Type: Achievement Common Opposing Active Ability: none ORPHIC KNOWLEDGE Scholarly orphic knowledge and learning of the runic schools, of magick and of the cosmic planes, elements and mythologies. Character Point Type: Magick Common Opposing Active Ability: none PLACE IN THE COSMOS The inner map and compass. The character’s ability to achieve inner balance and determine direction with minimal or even no sensory input. The lost character will instinctively find the right direction; under water or when disoriented during a fall he will automatically detect which way is up and which is down.


Place in the Cosmos can also be used as a catch-all sixth sense or third eye, allowing the character who fails to hear or see a sneaking enemy to sense the approach of some subtle danger. Place in the Cosmos should not be used where Acrobatics is better suited to the situation. Where a character is attempting to edge along a precarious ledge, for example, or maintain balance on the back of a fighting warmount, Acrobatics is a more suitable basis for the dice check. Character Point Type: Achievement Common Opposing Active Ability: none READ PERSON Read Person covers the detection of lies; a sense of intuition, judgement and instinct combined in order to determine the true nature of any given character, exposing the crook, the sneak, the unjust and the fallible. Character Point Type: Achievement Common Opposing Active Ability: Opacity SPEAK/READ/WRITE LANGUAGE Linguistic skill and the ability to understand native and foreign tongues. The various Erethian dialects share much in common and are all derivatives of the same etymological root, thus this skill covers the characters ability to divine not just a single language based on linguistic practice and education, but all languages based on an innate understanding of the root etymology. Character Point Type: Achievement Common Opposing Active Ability: none

Sense & Sympathy Active Abilities The following Active Abilities all belong to and have a base value equal to that of the parent Core Characteristic Sense & Sympathy. HEAR A PIN DROP To hear, or to listen for that which treads or moves with stealth. Hear a Pin Drop can be used by the suspicious character who suspects someone is attempting to sneak up on him in the dark, as a way to divine the direction of an approaching enemy or as a general measure of the keenness of a character’s hearing. Character Point Type: Achievement Common Opposing Active Ability: Sneak KINSHIP Affinity with animals, the ability to handle, rear, ride and control animals and the ability to identify natural ingredients, flora and fauna. Kinship measures the character’s instinctive or learned connection with the natural world. Character Point Type: Achievement Common Opposing Active Ability: none

ORPHIC EFFECT Orphic Effect is the character’s affinity with the Orphic Nexus and his ability to coax from the Nexus the effect he wishes to achieve by sensing the peaks and troughs of its proximity. A crucial ability for any character destined to cast rune magick. Character Point Type: Rune Common Opposing Active Ability: none SENSE MOTIVE To predict the intentions of another individual or group based on present and observable behaviour. Sense Motive should not be confused with Read Person and is instead a more immediate method of divining intention rather than the presence of lies. Character Point Type: Achievement Common Opposing Active Ability: Opacity SPOT SECRETS Spying that which wishes to be hidden from view or which is naturally difficult to spot. Spot Secrets can be used to search a room, spy movement in long grass or locate the secret lever to de-activate a trap. Spot Secrets should not be mistaken for a purely visual sensory ability and may include elements of all sensory apparatus, including the character’s innate sixth sense. Character Point Type: Achievement Common Opposing Active Ability: Sneak TASTE & SMELL The ability to identify the ingredients of a dish, the presence of poison or the odour of a specific monster or animal using only olfactory or taste-bud senses. Character Point Type: Achievement Common Opposing Active Ability: none ZONE OUT NOISE To focus the mind and control input from the senses in order to create inner serenity even in the midst of mayhem. Character Point Type: Achievement Common Opposing Active Ability: none

Fate & Fortune Active Abilities The following Active Abilities all belong to and have a base value equal to that of the parent Core Characteristic Fate & Fortune. AESTHETE The ability to create aesthetically pleasing works of art, music, craft and engineering. Aesthete measures only the physical appearance of the item and whether the item is pleasing or displeasing to the eye and does not determine the functionality or usefulness of an object. Aesthete can also be used to

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measure the character’s ability to recognize beauty, to spy imperfections and improve their own or another character’s appearance. Character Point Type: Achievement Common Opposing Active Ability: none COURAGE The ability to dismiss fear or channel fear where fear is an appropriate response into one more useful to a given situation. Characters with high Courage stubbornly refuse to be intimidated, their sense of responsibility often the driving motive that prevents them from succumbing to the effects of fear. Character Point Type: Achievement Common Opposing Active Ability: Physical Intimidation, Intellectual Intimidate OPACITY The psychological barrier a character may erect to prevent others from reading his intentions. The naturally opaque personality is inscrutable and dead-pan, or so extrovert and bewildering as to deflect, divert and distract the observer's eye. Practiced opacity will take the form of a more contrived poker face, but is no less effective at concealing inner thoughts. Character Point Type: Achievement Common Opposing Active Ability: Read Person, Sense Motive ORPHIC TALENT Magickal aptitude, the ability to take energetic plasm from the Orphic Nexus and shape it into magickal effects. Orphic Talent is a crucial ability for any character destined to cast rune magick. Character Point Type: Magick Common Opposing Active Ability: none RESISTANCE TO EVIL Resistance to evil temptation and toleration of the attacks or impositions of evil doers. Character Point Type: Achievement Common Opposing Active Ability: Intellectual Intimidate, Allure

Storm & Stamina Active Abilities The following Active Abilities all belong to and have a base value equal to that of the parent Core Characteristic Storm & Stamina. ENDURANCE Durability, staying power and the inherent ability to ignore pain or hardship. The durable character can withstand torture, prolonged exposure to the crippling effects of extreme cold or heat, and can suffer psychological torments that would break lesser men. Character Point Type: Achievement Common Opposing Active Ability: none


HOLD BREATH The character’s natural or practiced ability to hold a lungful of air. Character Point Type: Achievement Common Opposing Active Ability: none IMMUNITY TO DISEASE The body’s natural defences against pathogens, disease, sickness, illness, the effects of old age and infection. Immunity to Disease cannot be improved using Character Points but can be improved midgame using other methods or may improve naturally with increased age. Character Point Type: Achievement Common Opposing Active Ability: none IMMUNITY TO POISON The body’s resistance to toxins or poisons natural and synthetic. Though immunity to toxicity is largely natural, a character can build a thorough immunity by exposure to small, non-lethal doses of the more common variants. Immunity to Poison cannot be improved using Character Points but can be improved midgame using other methods. Character Point Type: Achievement Common Opposing Active Ability: none RECOVER The character’s ability to bounce back from pain, distress, illness, injury or poison. Character Point Type: Achievement Common Opposing Active Ability: none SKIRMISH STRENGTH The character’s adrenaline fuelled battle rage, translated into mettle, tolerance, fury, prowess and vigor. The character with naturally high Skirmish Strength is a rampaging ox, vicious when pushed to the limits and typically wild on and off the battlefield. Skirmish Strength gained as a result of practice and experience is a form of trigger, switched on at will, allowing the character to become crazed and achieve feats he might otherwise be unable to attempt. Skirmish Strength is not a measure of general strength, might or physical prowess but rather a measure of the character’s inner spark and passion. Character Point Type: Battle Common Opposing Active Ability: none

Creed/Race Active Abilities Some creeds and races have their own inherent Active Abilities. In every instance a creed or race Active Ability begins with Skill Dice equal to the character's Creed Bonus. Players should, at first, only apply those special abilities relevant to their creed.

Creating Active Abilities Not all eventualities in every single situation can be covered by existing Active Abilities, though great care has been taken by the author to fine tune the existing list so that almost every possible event is potentially covered. In some cases the Core Characteristic will apply, but the Active Abilities belonging to that Core Characteristic will not. Some GMs may wish to engage their players in situations heavy on psychology and less reliant on action based dice checks, while others will require a more defined list of craft, creativity or knowledge based skills. Others still might wish to increase the complexity of things like spoken and written language skills, library research or outdoor survival, money management, business acumen or scholarly skills like anthropology, history, theology or archaeology. Spaces are provided on character sheets for the GM to add new Active Abilities under the default lists if she feels the need. The GM should avoid using these spaces before her campaign is underway and should instead wait to see what kind of game and player character personalities unfold. Under no circumstances should players invent their own Active Abilities, though they may propose ideas to the GM for consideration. Active Abilities can be fashioned on the spot and applied to the most relevant Core Characteristic. Players may then focus on and improve Skill Dice in the new Active Abilities as they might in any other. GM-generated Active Abilities can either be broad-stroke, applied to all character sheets, or specific to only certain characters. They should, however, be created only where there is clearly no alternative Active Ability already covering the GM’s proposal.

However, once players are more comfortable with the game system and setting they may wish to experiment with creeds by training in the special abilities of other creeds. To do this the character must attend the relevant guild-based training course for which more details can be found in the chapter titled Guilds & Institutes in the reference section of this volume.

Improving Active Abilities... Active Abilities can be improved by increasing Skill Dice associated with the ability, thereby specializing the player character's proficiency in a given area of expertize. No Active Ability may possess more than +12 Skill Dice. . . . AT CHARACTER CREATION At character creation the player may add an equal number of Skill Dice to his Active Abilities as his Destiny Core Bonus. The player chooses whether to invest the Skill Dice in one or various Active Abilities. When choosing a creed certain Active Abilities will be boosted as part of the creed. In this instance the number of Skill Dice applied to each creed boosted ability is equal to the character's Creed Core Bonus. . . . IN GAME The player can improve Active Abilities during the game in one of the following ways: Employment. The character undertakes a period of temporary employment in a chosen profession. See Employment for a list of professions and requirements.

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Character Points (Battle, Achievement and Magick) can be converted to increase Skill Dice in any Active Ability, provided that ability allows the player to improve Skill Dice after character creation and provided the Active Ability type matches the type of Character Points available. See Character Points. Training. Proficiency in Active Abilities allowing in-game improvement can be achieved through training, either in the character’s cult or in a guild. The character may use a guild to which he is a member or merely make use of a guild’s training course program. Cults will always require the character to be a devotee with at least some Cult Allegiance value in order to take advantage of training offered. See Guilds & Institutes.

SUPPORTING STATS The following attributes support the Core Characteristics, Active Abilities and Core Bonuses by fleshing out those aspects of the character not already covered.

Age Starting Age = 1d10 + 15 The minimum starting Age value before creed is 16, while the maximum starting Age value before creed is 25. Once a creed is chosen the player should apply the Apprentice Period listed under the creed details to his Age value.


Table 2 ~ The Effects of Age

gained will vary and are resolved as the character's Destiny Core Bonus minus 1d6. Where deductions result in negative points, the value is deemed to be zero (i.e. the character loses nothing or gains nothing). The player does not choose which attributes are affected and, indeed, losses or gains may stack on the same attribute. Where Active Abilities suffer a loss the deducted points are taken from Skill Dice only and where the Active Ability has no Skill Dice to lose the loss is instead incurred by the parent Core Characteristic. For each instance of gain/loss the player rolls d20 and checks the result on Table 2.

Losses (1d12 - C+ Durability)

Gains (C+ Destiny - 1d6)

d20 roll

Attribute

Attribute

1

AA Acrobatics

AA Combat Talent

2

AA Archery

AA Craft

3

AA Climb

AA Engineer

4

AA Dodge

AA Rune Scribing

5

AA Hit Bullseye

AA Sneak

6

AA Leap

AA General Knowledge

7

AA Swift

AA Immune to Charm

8

AA Might

AA Learn

9

AA Sturdy on the Feet

AA Orphic Knowledge

The character’s Birth Date is determined by rolling 1d12 and consulting Table 3. Only the character’s month of birth is deemed relevant for the purpose of game mechanics.

10

AA Allure

AA Allure

Table 3 ~ Determining Birth Date

11

AA Intellectual Intimidate

AA Read Person

12

AA Hear a Pin Drop

AA S/R/W Language

13

AA Spot Secrets

AA Spot Secrets

14

AA Taste & Smell

AA Place in the Cosmos

15

AA Endurance

AA Sense Motive

16

AA Hold Breath

AA Kinship

17

AA Recover

AA Aesthete

18

Maximum Life-Force

AA Courage

19

Maximum Spirit

AA Resistance to Evil

20

Skirmish Smarts

AA Immunity to Disease

MAXIMUM AGE Maximum Age = 60 + Fate & Fortune + d20 Maximum Age determines the age at which the character is vulnerable to death from natural causes (see the Effects of Age below). THE EFFECTS OF AGE Improvement and advancement are offset throughout the player character’s life by the effects of age. The GM should keep careful track of the player character’s Age value based on the passage of in-game time. Where adventures progress, the GM can usually estimate the passing of Age in chunks of 2 to 3 months. Most adventures can be divided up in this way, but where specifics are known with regard to time passing the GM can instead apply accurate increases in Age. As a general rule of thumb it is better for the GM to tally up Age increases for her own information,

out of sight of players, and only give her players a general sense of their increasing age in terms of months and seasons (weather change is a good way to indicate changing seasons without specifying the passing of a date). When a full year has passed between the character’s birthday, only then should the GM inform the player he needs to increase his character’s Age value by one. This is especially true when players take time out to train, work, heal or undertake other protracted activities requiring little to no roleplay and covering long periods of time. Characters suffer no detrimental affects between their starting age and the age of 35. Every year thereafter (beginning with age 36) the character loses and gains a set amount of points from certain attributes. The number of points lost will vary from year to year and are resolved as 1d12 points minus the character's Durability Core Bonus, a figure the player generates anew each time. Similarly points

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Birth Date

d12

Month

1 2 3 4 5 6 7 8 9 10 11 12

Vanuary Febbuary The March Apryl Merriday Rune Zeuly Augurs Sethsemba Motsober Nirvemba Dancemba

Burden Value Burden = (Size Bonus x 100) - Age The Burden Value is the maximum weight/mass (k) a character may simultaneously carry about his person and wear upon his body. The Burden value should only be noteworthy when the player/GM notice the amount of gear carried is approaching maximum allowed weight. The GM in particular should be careful to examine character sheets between game sessions and monitor where any characters' equipment is approaching their Burden Value. The Burden Value can be exceeded but where this occurs the character is deemed to be Encumbered. The encumbered character may not apply Skill Dice to any melee combat dice check, cannot use Skill Dice with AA Acrobatics, AA Climb, AA Dodge, AA Leap, AA Swift or AA Swim and cannot perform Combos in combat.


Character Points

Life-Force

Psychic Wounds

The player begins with zero Character Points. When he achieves a successful dice check using any Active Ability he gains one Character Point in the relevant sub-category for every instance of (1) rolled. For example, where the player makes a successful AA Craft dice check with three instances of (1) rolled he gains 3 Achievement Character Points. Magick Character Points differ in that they can only be gained from casting magickal rune spells - the value gained depending on the individual spell (see Reference). Character Points can be converted at the end or beginning of game sessions into Skill Dice. 12 Character Points in any given sub-category are equal to 1 Skill Dice which can then be applied to any Active Ability in the same sub-category. For example, where the player accumulates 12 Magick Character Points he might convert these into +1 Skill Dice in AA Rune Scribing; or where the player accumulates 24 Achievement Character Points he might convert these into +2 Skill Dice in AA Craft. No one Active Ability may be increased by more than +12 Skill Dice. USING CHARACTER POINTS TO BOOST SPIRIT Alternatively Character Points can be spent to increase the Spirit value up to, but not exceeding its maximum value. As with Skill Dice conversion, 12 Character Points equal one point of Spirit, however Character Points may be sourced from any of the sub-categories and combined to boost Spirit and they may be converted at any point during the game, not only at the start or end of a session. BATTLE CHARACTER POINTS Character Points are not awarded for successful combat based dice checks where check hands are rolled when the character is engaged in grapple or skirmish combat. Instead Battle Character Points are awarded for every enemy killed by the player character, or more usually awarded to the group as a whole at the end of a battle, one point per enemy killed, the total shared out equally between all participants. Sharing of Battle Character Points should be discussed between players, preferably before the game is underway, so that all players understand how the points will be distributed. Any concerns should be addressed at this point by the GM. BOOSTING MAGICK Magick Character Points can either be converted to increase Skill Dice in Magick based Active Abilities, or converted into Orphic Plasm. As with the rules for boosting Spirit, conversion to Orphic Plasm can occur during the game and not just at the end or beginning. Conversion is made on a like for like basis, thus 1 Magick Character Point is worth 1 Orphic Plasm point.

Life-Force = 60 + the character's Background, Durability, Destiny and Size Core Bonuses.

Psychic Wounds begin with a value of zero, indicating that the character has incurred no psychic wounds.

The total indicates the character's Maximum Life-Force. Life-Force may not be increased above this value. Life-Force represents the physical health and well being of the character. Damage caused to life and limb is deducted from Life-Force. Where Life-Force is reduced to 3 or less the character is debilitated and too weak to move under their own steam. Where Life-Force drops to 1 the character is comatose. Where Life-Force drops to zero the character is dead.

Maximum Psychic Wounds is configured as equal to Fate & Fortune divided by 2 (fractions rounded up), but does not fluctuate, even if Fate & Fortune fluctuates.

Magick The following attributes are unique Supporting Stats required for rune casting. All characters should configure their magickal stats whether they intend to use rune magick or not. NUDGE BANK Nudge Bank value = AA Orphic Talent Nudges are accumulated when the character successfully casts rune spells and used to convert runic dice rolls (see Magick). The Nudge Bank may never exceed the character’s AA Orphic Talent value, however as the character increases Skill Dice in Orphic Talent, so the Nudge Bank maximum will also increase. ORPHIC PLASM Orphic Plasm value = AA Orphic Effect + Fate & Fortune + Destiny Core Bonus The ether-derived energy of magickal and mystical power associated with focused and controlled rune casting. The result is noted down as the maximum value. The fluctuating level of Orphic Plasm may never exceed the maximum value, though the character may gain extra Orphic Plasm points above the initial value if he gains possession of an Orphic Sink (a magickal item, independent of the character, within which Orphic Plasm points can be stored). Orphic Plasm is regenerated either by converting Magick Character Points (gained by casting spells) by absorbing green and red Soul Stones or by meditating. TATTOOS The number of magickal tattoos a character may have on his or her body is equal to his Force & Form value. For example, a character with a Force & Form value of 8 may have no more than eight magickal tattoos. At the start of the game the player should shade in a number of squares on the Tattoo field of the character sheet, leaving as many squares unshaded as his maximum Tattoo value. Each tattoo gained should be marked off in an unshaded box.

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Each Psychic Wound gained during the game diminishes the character’s CC Fate & Fortune by one point and reduces maximum Spirit by one point. Characters may incur no more than their Maximum Psychic Wounds without losing their mind. When one more than the maximum is incurred, the character goes insane and, for purposes of gameplay, is no longer fit for purpose and should be retired. Characters who exceed their Maximum Psychic Wounds cannot be healed of their afflictions, though Psychic Wounds incurred before the character exceeds his maximum can be healed.

Severe Wounds Severe Wounds begin with a value of zero, indicating that the character has incurred no severe wounds. Maximum Severe Wounds is configured as equal to Storm & Stamina divided by 2 (round up fractions). Maximum Severe Wounds does not fluctuate, even if Storm & Stamina fluctuates. When Severe Wounds are added during game play, they represent critical damage incurred during combat or as the result of some disastrous event. Characters may incur no more than their Maximum Severe Wounds without perishing. When one more than the maximum is incurred, death is automatic. To determine the nature of each Severe Wound the player rolls 1d10 and consults Table 5 on page 74.

Skirmish Smarts Skirmish Smarts = AA Place in the Cosmos + AA Read Person Skirmish Smarts determines in which order the player gets to fight during a skirmish round. Skirmish Smarts represents the character’s ability to fight while simultaneously observing the unfolding battle around him and adjusting his actions according to the actions of his allies. Characters with high Skirmish Smarts have eyes on all corners of the battle and will be able to change tactics and apply themselves to those areas of the battlefield where their skills are most needed, even in the heat of conflict.


Spirit Spirit = CC Fate & Fortune The Spirit starting value is deemed to be the maximum Spirit value, above which Spirit cannot be increased. Spirit represents the character's luck, fate and good standing with destiny and the spirits of Elvian lore. Spirit is arguably one of the most important Supporting Stats in the game. At any point the player or GM may call for a Spirit roll. Spirit rolls are relevant when chance plays an active part in deciding the outcome of a situation. The player rolls a check hand of d6, the number of dice in the check hand equal to his Spirit value. Any instance of (1) indicates success. Where no instance of (1) is rolled the Spirit roll fails. Spirit rolls are not subject to Difficulty Dice, nor to Evident Ease and always use d6. Whenever the player makes a Spirit roll, regardless of the outcome, he must reduce his current Spirit value by one. Spirit rolls should never be used in place of a relevant Active Ability dice check and should only be used either to determine the outcome of a random event, or to improve the character's chances of achieving a favourable outcome from a random event. The result should not provide the player with automatic success or an outright solution. IMPOSED SPIRIT ROLL Imposed rolls are those the GM requests. For example, the character shuffles along a crumbling ledge overlooking a deep pit. The GM calls for a Spirit roll, not to determine the character's ability to navigate the ledge (requiring an AA Acrobatics dice check), but whether or not the ledge crumbles under his feet - a matter that rests in the lap of the gods. Alternatively, the character is walking along a corridor, oblivious to the triggering mechanism hidden in the floor. The GM calls for a Spirit roll, not to measure the character's ability to spot the triggering mechanism (requiring an AA Spot Secrets dice check) but to determine whether the character accidentally steps on the trigger having failed to notice its presence. REQUESTED SPIRIT ROLL Requested Spirit rolls are those the player requests. For example, the player is faced with a choice. Lever one or lever two. One of the levers before him will trigger a deadly trap. The other will unlock a door, allowing him to flee. The GM determines there's a 50/50 chance the character chooses the correct lever. The player will roll 1d6 and on a roll of 1-3 chooses the correct lever, on a roll of 4-6 chooses incorrectly. The player improves his chances with a successful Spirit roll. The GM now determines the player chooses correctly on a

roll of 1-4 and incorrectly on a roll of 5-6. Alternatively, the player triggers a trap, causing a mist of tiny darts to fire from holes in a nearby wall. There's no chance of dodging the darts but the player figures a Spirit roll might help. He succeeds his roll and the GM determines that some of the darts misfire, reducing overall damage. RECOVERING LOST SPIRIT The character recovers a number of Spirit points equal to his Destiny Core Bonus value at the start of every game session. Spirit points recovered can never raise the value above maximum Spirit. During gameplay Spirit can be recovered in any of the following ways: Rumination: the character must belong to a righteous cult and must have a minimum Cult Allegiance value of 5. Alternatively he may be blessed by a willing character who belongs to a righteous cult and has a minimum Cult Allegiance value of 5, but the character to be blessed must be either of righteous or neutral ethos. Rumination takes twelve in-game hours during which no other activity except prayer and meditation can be undertaken. After the twelve hour period the character gains Spirit points equal to his Destiny Core Bonus. Magick: there are various magickal options and means available to the character for recovering Spirit (see Magick). Allegiance: Spirit increases by equal amounts whenever the Cult Allegiance value increases. See Morality & Loyalty.

so on. Details should be noted as carefully as possible to save needless referencing of the item in equipment lists at a later time. The player may wish to examine the Gear chapter before choosing and stowing equipment in his character’s inventory or purchasing additional equipment before the game begins.

Sword Hand

The character sheet contains slots into which equipment must be placed if the character wishes to carry the item around as part of his worn or carried equipment inventory. The item should be noted down with a pencil so that, if the item is lost or sold, the player can erase the item.

Player rolls 1d10. On a roll of (1) to (6) dominant hand is right. On a roll of (7) to (9) dominant hand is left and on a roll of (0) they are ambidextrous. Severe Wounds incurred on the sword hand can have a detrimental effect on the character's ability to fight and undertake skilled actions.

EQUIPMENT The character’s worldly possessions and any item he carries about his person or shifts from place to place using wagons or packhorses falls under his equipment. Equipment may also refer to those items the character possesses that may be held in deposit boxes, property owned or items kept in storage at the character’s house. Any starting equipment awarded as part of the character creed should be noted on the second side of the character sheet along with any information accompanying the item such as weight, wealth value, bonus points, size and

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Weight Measurement Weight is measured in Karreks, the word karrek meaning stone - thus the weight of one Karrek (abbreviated throughout the Elderune rules as k) is roughly equal to a small stone.

Equipment Details Equipment details should be marked down on the character sheet in the correct position and with all details included in order that the player is able to reference equipment information at a glance. Many items will give the player some kind of benefit, bonus or advantage which may be missed if the relevant information isn't recorded accurately. At character creation, all starting equipment is provided as part of the player’s creed choice (see Creed), but the player may also use starting Wealth (see below) to purchase additional items of equipment. Equipment lists and tables detailing items players can equip can be found in the Gear chapter at the end of this book.

Item Slots

TORSO - GARMENT/ARMOUR For garments, harnesses or armour worn about the torso, covering the body, arms, shoulders and neck. Most creeds supply at least one garment or item of armour but if they don’t the player will need to use starting Wealth to kit his character out with some form of garment or armour. Boots, breeches, gauntlets, gloves hats and helms should be positioned in the relevant slot and do not belong in Torso. The character may have a maximum two garments and one item of armour in the respective Torso slots. Garments with pockets will allow the player to equip small items there. HEAD The character may place only one item in this slot which may be either a helm (helm’s possess an armour bonus) or some form of garment headgear such as a hat.


EYES (GOGGLES) For goggles, spectacles or visors that are not considered an integral part of a helm or hat. NECK For worn amulets, necklaces, chains and other items specifically worn around the collar. Up to four items may be placed in the four respective neck slots. HANDS (CARRIED) Weapons, lanterns, shields and other items the character wishes to carry are placed here. Weapons drawn during combat are assumed to be drawn into the sword-hand (see above) unless the character is ambidextrous in which case a dice roll should be used to determine which hand drew the weapon if the need arises. It is unecessary to mark a drawn weapon on the hands (carried) slot, but if the slot is not free it should either be assumed a weapon cannot be drawn or that the item is dropped to expediate the wielding of a weapon. The GM may wish to confirm the player is happy with this assumption before combat occurs, particularly if the carried object is precious. HANDS (WORN) Gloves, gauntlets and other items worn on the hands. Hands/Worn should not be used to note down rings worn on the fingers, which are noted elsewhere. WRISTS For bracelets or wrist cuffs etc. A character may wear only one item per wrist. BACK (BAGGAGE) Characters may carry only one backpack, the amount of gear they can fit into the backpack dependent on the size and capacity of the pack. All packs are noted in the Back row of the

Worn/Carried Equipment field. Items stored within packs should be noted in separate fields while the nature of the pack worn should be entered in the Back (Baggage) slot. Backpacks in their simplest form are bags carried on the back and secured with two straps over the shoulders. Some larger backpacks may be secured with an additional harness and may include wooden shelves or racks on a frame used for extra support under the main bag and pouches for small items. Backpacks can only carry small or medium sized items unless they are furnished with backpack straps in which case large items can be attached to the exterior of the pack. The number of items the character can carry in the backpack is determined by the pack’s tolerance value which itself is measured as maximum weight (k). Both the weight of the pack and the items contained therein should be persistently compared with the character’s Burden value to ensure the character does not carry more than he can manage. BACK (WORN) For cloaks, capes and other dress forms worn clasped around the neck or collar and which hang down the back. TORSO There are three torso slots, one for armour and two for any garments worn under armour. Garments or armour placed in these slots are assumed to be worn rather than stored in baggage. Where armour also covers legs (plate armour suit, for example) it should not also be noted in the legs slot. HIP SATCHEL Characters may carry a maximum two hipsatchels (one per hip), the amount of gear they can fit into each will be dependent on the tolerance of the satchel. Hip-satchels in their simplest form are bags carried at the hip, supported by a strap slung across the torso and opposite shoulder. The hip-satchel type is entered into the relevant heading for these slots and then all items carried therein are entered in the main box below. Hipsatchels can only carry small or

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medium sized items. The number of items the character can carry in a hip-satchel is determined by the satchel’s tolerance value (t). BALDRIC Baldrics are straps worn diagonally across the chest and back. Small items, pouches and so forth can be attached to the baldric for fast and easy reach. The character sheet allows for two baldrics, each worn at diametrically opposite sides of the torso. Bandoleers that criss-cross the chest count as two baldrics and should be entered in both slots. SHOULDER BAG Characters may carry only one shoulder bag, the amount of gear they can fit into the bag depending on the tolerance of the bag as measured in weight (k). Shoulder bags in their simplest form are duffel-style sacks, usually with a drawstring opening. They are slung over one shoulder either on a strap or thick rope. The shoulder bag type is entered into the relevant heading and then all items carried therein are entered in the secondary sheet for the shoulder bag. Shoulder Bags can carry small, medium or large items. The number of items the character can carry in a shoulder bag is determined by the bag’s tolerance value (t). BELT The Belt slot itself must be equipped with a belt before any of the ten slots below may be filled. The belt can be used to carry any small item able to be clipped or attached to a belt, including pouches, flasks, weapon holsters, sheaths and so on. Where baggage is attached to the belt the contents of the baggage should be listed in a corresponding belt pouch slot on the third page of the character sheet. LEGS For garments or armour worn about the legs. A maximum one item of armour may be worn on top of a maximum one garment. Where a suit of armour is worn (plate for example) it should be entered in the Torso slot and not the Legs (armour) slot. FEET For shoes or armoured shoes worn on the feet. The player may wear one item only on the feet, with no differentiation between left or right foot (armour bonuses cover both feet but should be halved where a foot is lost as a result of a Severe Wound or other injury - any fractions rounded up).


CONCEALED Up to five small items the player declares to be hidden from view. The GM should assume such items are stowed in secret pouches sewn into clothing, concealed in a false compartment in a shoe heel and so on. The way the item is concealed should only be a matter for discussion (and perhaps requiring a special place for the object to be hidden) if the item is medium or large. If the character is actively searched the GM should make an opposed AA Spot Secrets dice check vs the player's AA Sneak (the Spot Secrets Active Ability belonging to the NPC making the search). A searching NPC may only make one AA Spot Secrets dice check per hidden item on the player's character sheet. Only if a more obtrusive and long-winded search is made (a strip search, for example, or a search where each item is taken apart and examined in close detail) should the GM allow further dice checks. RINGS The character may place up to ten rings in ring slots, representing the ten fingers of his hands. Alternatively he may wield a runethimble on one finger and still use his hand to carry items. Finger slots may not be used for anything other than rings or thimbles. If the character incurs any Severe Wound where a hand is lost or loses a limb as part of a different aspect of the game he will lose all rings on that hand as well. Rings can, of course, be recovered and stored but the character's capacity to wear rings will be reduced to 5. LUGGAGE Luggage is deemed to be any baggage item, such as a backpack, shoulder bag, hip satchel, belt pouch, wagon, a cart, a packhorse or mule, a barrel on wheels etc. The amount of weight an item of Luggage can carry is determined by its tolerance value which is measured in weight (k). Luggage items should be noted in the relevant row on the 'Carried/worn items' field but items stored inside luggage should be noted elsewhere on one of the separate luggage sheets. These additional sheets are available along with the character sheets at the back of this volume. Particularly large Luggage such as wagons or large carts will require some form of horse, mule or ox to bear the load.

Tolerance Any item with a tolerance value should be considered capable of storing other items. The tolerance value is representative of like-forlike weight (k) and indicates the maximum weight (k) the item can carry. For example, a backpack with a tolerance

value of 120 can carry a maximum capacity of 120k in weight and no more. Tolerance levels cannot be exceeded without breaking the carrying item.

Losing Item Slots Some Severe Wounds will cause maiming and the loss of limbs or the ability to carry certain items. See Severe Wounds for more details. Where an Item slot is lost as a result of a lost limb, either through Severe Wounds or some other aspect of game play, the player must drop any items already carried including baggage and the contents of any baggage associated with that limb. If lost items can be recovered and re-allocated new item slots the player may do so.

Item Size Items are either small, medium, large or huge. Large and huge items can be carried in luggage, but large items can also be carried in some particularly capacious backpacks, shoulder bags or, most commonly, attached to the outside of backpacks using shoulder straps. Small and medium items can be stored in backpacks, hip satchels, shoulder bags and so on but only small items can be stored in belt slots, pouches and baldrics.

Wealth Carried Wealth at start = Background Core Bonus x 10 Banked Wealth at start = Background Core Bonus x 100 Representing the character’s monetary wealth which may be in the form of coin of the realm, precious metals or gemstones. When rolling starting Carried Wealth the player may roll three times and choose the best result. Wealth points can be spent purchasing equipment, paying for services rendered or funding regular outgoings. Carried Wealth is that which the character has about his person and Banked Wealth is that which the character keeps at a disclosed location, depository or bank. Carried Wealth does not need to be placed in baggage but every 100w carried counts as 1k in weight for purposes of the Burden value. WHAT IS WEALTH? Wealth is the measure of all economic monetary objects and coin of the realm within the Elderune system. The nature of Wealth is deliberately ambiguous as each part of Ereth uses different coinage and maintaining realistic exchange rates makes unnecessary work for the GM. Instead, services will be more or less expensive in terms of Wealth and rewards greater or lesser depending on where in the world the character travels.

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THE RUNIC BANK OF RIVAGE & SHORE Depositories are financial institutions containing safety deposit boxes in locked and heavily fortified vaults. All of the major civilizations of Ereth are now connected to the Runic Bank of Rivage & Shore which has origins in the city of Verdandi in the Angle and which is a joint venture between the Lairds of Listholm and the Ducal authorities/Weavers of the Angle, combining both the Runes of Naming and the Runes of Weaving to create a unique system of inter-dymensional safety deposit boxes. See Guilds & Institutes.

Sun-Food Sun-Food at start = Background Core Bonus Each point in Sun-Food represents a meal weighing 1k and reduces Burden Value by 1pt. Sun-Food must be stored in baggage and is deemed to be a small item. Most wyrmen (excluding Skytorian and wyrlung) absorb their daily energy requirements from the sun, but where they are shut off from the sun (underground or during the drawn out winter months) they must absorb the energy they need by eating food imbued with intense levels of solar energy instead. How much and how often the party will need to eat is left to the discretion of the GM and will depend on the amount of sunlight available to the group. In most instance Sun Food will only become a consideration during dungeon crawls and during the winter months. WHAT IS SUN FOOD? The staple of many wyr diets is the common sun-beet, a glowing root vegetable grown by farmers in civilized lands and exported abroad in vast quantities. Other sun-foods include meats from sun-creatures, animals rich with solar energy like the sun-hog, the Fyrnys Salamander or starfawn, the sunbream fish or flash fowl typical of Anglian farmlands. Generally speaking, one sun-beet is equal to one point of Sun-Food, while the flesh of a solar animal might provide several or more points, depending on its size and the preparation of the meat. Characters also require water, which is assumed to be included with Sun Food points (the majority of water the wyrman gains for his dietary needs comes from the flesh of SunFood or from liquid imbibed separately). When shut off from sunlight, where the character spends a long period underground, or where bad weather covers the sun (common during the winter months), the character must consume at least 2 points of Sun-Food (two meals) per day. Failure to do so will result in a loss of Life-Force equal to the number of meals missed when the character wakes the next day.


NON SUN-FOOD SUBSTANCES Wyrmen possess a liking for sun-food and may eat, particularly during ceremony and celebration, merely for the sake of eating and not because they require sustenance. In addition, wyrmen are great exponents of mind-altering substances, their favourite being alcohol and the naturally grown mushrooms of the meadows, plains and forests of Ereth. Taverns and inns form as a function of entertainment for wyrmen, and while platters of sun-food may be on offer, most wyrmen will attend these establishments in order to soak themselves in drink, make merry and lose their inhibitions while altering their minds with fungal substances.

Morality & Loyalty The following rules, perhaps the most unique and complex of the Elderune system, cover morality and loyalty. The system is designed to reward the foul who play foul and the fair who play fair and penalize the foul who play fair and the fair who play foul. In some ways, then, Allegiance is a metamodifier for role-play, rewarding players who play to type and penalizing players who fail to recognize the given tenets of their chosen creed, race and ethos. In other ways it is a measure of the character’s defence against the dark powers manifest and active within the realm of Ereth and determines whether the character succumbs or does not succumb to Elgan influence. Alternatively it may be regarded as a measure of the character’s resistance to the powers of righteousness and his determination to remain firmly on the side of evil. At its core Allegiance is designed to represent, as accurately as possible, the interconnecting politics of Ereth and the relationships between characters, NPCs and those who hold dominion over the nations of the wyr. The encouragement of good role-play should be considered a by-product of this simulation. Allegiance requires a certain level of on-the-

spot GM moderation and, while efforts have been made to supply a fairly detailed framework within which to judge character behaviour, situations will inevitably arise where the GM needs to think on her feet and rule whether a player has adhered to or deviated from their adopted ethos, or where they have displayed loyalty or disloyalty to their chosen allies. From a player perspective, the GM’s decision is final and players should make efforts to recognize GM rulings as fallible within reason. Players may argue their case, but may not argue the case perpetually. Where the GM concedes that an argument has validity but, in this instance, does not have enough validity to warrant a rethink, the player must accept the decision and get on with the game. From a GM perspective, the advice is to rule in the player’s favour wherever there is ambiguity, and rulings against the player should only be made where deviations are brazen. This rule, however, is open to interpretation by individual GMs, whereas the rule that the GM’s decision is final is not open to interpretation and simply means that where the GM rules any Allegiance loss and declares her decision to be final, the players must accept that decision. Under no circumstances should Allegiance be used by the GM to impose penalties for anything other than a role-play decision and under no conditions should players argue against a ruling simply because they strongly dislike the outcome (rather than disagree with the judgement).

Caveat for the GM and Young Gamers The GM should consider carefully the implications of allowing wicked ethos creeds (and thereby rewarding the correct role-play of a corrupt character through the simulating system of morality and loyalty), particularly when playing with younger gamers. Where in doubt, the GM should omit wicked creeds and use them only to populate his game world with enemies or only use non-cult based Allegiances such as guilds, institutes and family etc. Certain aspects of the Cult of Flies and the unrestrained diabolisms of cults who worship dire gods should be considered mature in tone and probably best suited to an older player group more able to recognize the difference between in-character and out-of-character behaviour. There should be a firm understanding that there is a difference between choosing an action because it adheres to the character’s ethos and is the correct way to role-play and choosing an action because the player gains a form of deviant thrill from the resulting outrage, controversy or revulsion his choice evokes. Where the GM suspects one or another player

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might be unable to recognize the difference, or fears that she is unable to guess one way or the other, she should err on the side of caution and make only neutral or righteous ethos available to players. The author’s suggested certification of 15 should also be given serious consideration before the GM launches her campaign where younger players are likely to be included.

ETHOS Ethos is usually determined by the race and/or creed choice the player makes. Where ethos is left open to player choice he may opt for wicked, neutral or righteous. WHAT IS ETHOS? Ethos is not simply an attitude but an adherence to patterns learned and established over a long period of time - the full extent of the character's life thus far. The general ethos may be influenced by philosophical beliefs, cultism, the wrench and joy of experience, the suffering of loss, the exhultation of gain, reactions to trauma, to humiliation, to revelation and the patterns laid down by early education; be that schooling or lessons learned in the presence of some nurturing (or abusive) relation. Overall the ethos is informed by a grasp or lack of morality. Moral frameworks are based on relative belief systems rather than over-riding piety or the suppression of wicked behaviour. Wicked characters lack an understanding of morality which informs behavioural patterns which, in turn, may misinform their behaviour. This is a linear/organic response to a life of debauchery and evil rather than a deliberate attempt to act according to some kind of 'dark lord' code. Few evil characters deliberately choose to be evil. Instead, evil is a culminating state they reach after a lifetime of minor transgressions, wrong choices, pain, suffering, humiliation, unfulfilled desires, disenfranchisement and a lack of moral guidance or lack of empathic emotion. Such states are occassionally inherent, but most are a result of a lifetime of experience and undying memory. Corruption, it may be important to remember, is an eroding process by very definition and does not occur instantaneously. Neutral characters represent the middle ground and may either be on their way from righteous thinking toward the wicked ethos, or redeeming themselves from wickedness, trying to be a better person and therefore erring on the side of righteous - the way they tip perhaps dependent on the events they experience from this point forward, or perhaps merely on how they alter their reactions to experience. Rarely will a neutral character be truly neutral. The influence of the gods will, eventually, tip their behaviour


one way or the other. Indifference merely describes the spiritless and therefore a form of neutrality dangerously open to the eroding effects of corruption. Righteous characters possess a more enlightened and lucid understanding of morality and try to follow, as closely as possible, a more scrupulous framework of behaviour serving both that which is good for the inner soul and that which is good for the outer sphere of society. They have learned a fundamental truth: doing the right thing invariably (if not always) means taking the hardest path. Such conscious attention to personal behaviour and response requires perpetual awareness and a firm grasp of morality. Nevertheless, patterns can be formed if the right course of action is taken consistently and persistently, making the hard path easier to find even if walking the path remains difficult. The exactitudes of morality are often open to debate and while the wicked or neutral character can ignore these nuances (though they may be of interest) the righteous character must always determine what they are, where the boundaries lie and act accordingly. To follow law is not necessarily enough, as what is legal may not always coincide with what is right and, indeed, the law in one part of the world may be different to the law in another. Nevertheless, instead of rewarding only ‘good’ behaviour, the Allegiance system rewards role-play of ethos, loyalty and behaviour generally and in-character conduct according to creed. In short, the wicked are only punished if they fail to play to type while the righteous are rewarded only for so long as they remain righteous.

ALLEGIANCE Allegiance levels determine how members of the character’s cult, guild, organisation or family will respond to him and the benefits the character can enjoy as a result. There are Four main Allegiance attributes, Cult, Guild, Institute and Family. Family Allegiance is divisible into the sub-attributes Nobility, Mafia and Community, only one of which may be chosen. Cult Allegiance will be the most likely of the morality and loyalty attributes to become a regular role-play-moderating feature in most games, while other Allegiance options are likely to feature less, but add substantially to the depth of game play when they are introduced. ALLEGIANCE AND SPIRIT Any loss of Allegiance also results in an equal loss of Spirit and any gain in Allegiance results in an equal gain of Spirit. Spirit may not fluctuate above its maximum value or less than zero.

In this instance Spirit can be interpreted both as spiritual favour (as in the blessing of godlike spirits, elemental spirits or patron spirits) and as the character's own sense of self worth, his principles, his confidence, his self-belief and clarity of thought resulting from a clear conscience. One who betrays his allies suffers the dirge of guilt which, in turn, clouds self esteem and misinforms future behaviour.

Cult Allegiance Cults are the basis of cult-ure. They may be religion, but they can as easily be a movement of philosophical thought or a civilization rallying around the same ideology. Most of the cults of Ereth are religious, though the definition of religion is somewhat ambiguous and may more accurately be described as adherence or loyalty to a system of beliefs. All characters who either choose to affiliate with a cult or are automatically joined to a cult as part of their Creed immediately gain Cult Allegiance points equal to Fate & Fortune. Any ethos character may join any cult but their behaviour according to ethos will then determine whether their actions clash with the tenets of the cult and they remain members. All player characters, whether they affiliate with a cult immediately or not, acquire a Cult Allegiance maximum value at character creation equal to Fate & Fortune. Cult Allegiance may fall below, but may not exceed, this maximum value during game play. Cult Allegiance measures the character’s loyalty to his affiliated religion and, where the cult is righteous, his defence against the influence of dark powers. The character’s behaviour must adhere to the tenets, ideologies, moral codes and belief systems of the cult in order for his Cult Allegiance value to remain healthy. In this sense all cults are either of righteous or wicked ethos and adherence or deviation should be judged using the Morality Guide below. Even if the character’s own creed ethos is neutral, if he belongs to a cult he must try to adhere to the cult ethos as much as possible in order to retain and/or gain Cult Allegiance. LEAVING A CULT OR LOSING CULT ALLEGIANCE Where the character belongs to no cult or leaves his chosen cult, Cult Allegiance drops to zero but the player retains his maximum Cult Allegiance value. If the character leaves or is ejected from a cult and subsequently joins a different cult his Cult Allegiance rises, but only to half maximum value (fractions rounded up). In either case Spirit fluctuates accordingly and in equal value. For example, where Cult Allegiance is 6 and the character leaves the cult, Cult Allegiance drops to zero and 6 points are deducted from Spirit. Where the same character subsequently joins another

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cult and his Cult Allegiance rises to 3, Spirit also rises by 3 points accordingly. Characters who belong to more than one cult lose all Cult Allegiance points immediately, representing their disloyalty to a specific cult centre. It is highly likely, when one or the other cult discovers the character’s betrayal that he will be ejected from both cults. ZERO CULT ALLEGIANCE Where Cult Allegiance drops to zero the character may be exiled from the cult and lose all cult benefits, or he may be called before cult leaders to explain his behaviour. The GM should show leniency when considering exile where the character himself decides to appear before his cult leaders, particularly if his groveling for forgiveness is convincing enough and especially if he can go on to prove his loyalty. This is usually enough to raise Cult Allegiance to at least 1 point. Undertaking reparation measures suggested by cult leaders will further increase Cult Allegiance. Where the righteous or neutral character’s Cult Allegiance falls to zero he also automatically loses any Skill Dice acquired in AA Resistance to Evil. While Cult Allegiance remains at zero, Skill Dice cannot be added to this Active Ability again (this rule does not apply to the wicked ethos character).

Guild Allegiance All characters may join a guild at any time during the game. Characters may join more than one guild but where guilds clash (see Guilds & Institutes) there will likely be loyalty issues. Where any character attempts to join a guild while he still belongs to one with which the new guild clashes, he will automatically be refused membership unless he quits the old guild and revokes his membership. If a character joins a guild with which his existing guild clashes he risks his Guild Allegiance for the existing guild dropping to zero and expulsion from that guild. He will subsequently struggle to gain membership with another guild unless he agrees to make a sizeable donation on top of his membership fee, since his name will be added to a blacklist (all guilds share information on members, even those who purport to be enemies). When a character joins a guild his Guild Allegiance value for that guild specifically will immediately rise, dependent on his reputation and status at the time of joining (see Guilds & Institutes for more details). Spirit will also rise accordingly. Maximum Guild Allegiance depends on both the chosen guild and the character’s ‘rank’ within that guild. As the character increases his rank and, subsequently, his maximum Guild Allegiance value he will find he acquires access to more useful


aspects of the guild, higher tiers of membership and cheaper training fees. At the higher echelons the member will even find he is able to earn a wage in service to his guild. Guild Allegiance is lost wherever the character behaves in a way that is anathema to the guild’s official doctrines, brings the guild into disrepute by association, makes use of a competing guild’s training options and facilities or joins a guild with which the current guild is deemed to 'clash'. Guild Allegiance points cannot be gained by adhering to these doctrines, but digressing from them will result in a loss of points. Only by serving the guild can a guild member gain (or regain) Guild Allegiance points. See Guilds & Institutes for more details.

Institutional Allegiance Certain creeds will belong to institutions automatically, but any character may choose to join any institution provided he fulfills all required entry conditions. The various Erethian institutions are listed in the chapter titled Guilds & Institutes. Characters are free to join as many institutions as they like, though some institutions compete with one another and where a character joins both he may find his Allegiance value drops. Where a creed has no given Institutional Allegiance, the attribute value is set to zero. Where the character is automatically joined to an institution or chooses to join one their Institutional Allegiance immediately rises to 10. This is also the maximum attainable Institutional Allegiance value. Remember also that Spirit rises accordingly. Institutions demand loyalty above all else but are generally not dependent on ethos, Cult, Family or Guild Allegiance levels and do not require payment of fees, as with guilds. In most cases a character will only lose membership to an institution if they perform some kind of inappropriate deed and bring the organisation into disrepute, or if they change or abandon their creed (where the Institutional Allegiance is part of the creed). Whether an institution includes cults, guilds and families within their prejudice against competing loyalties is entirely up to the discretion of individual GMs. In most cases an institution will deem membership of a cult a kind of religious affiliation.

Family Allegiance Certain creeds will be offered Family Allegiance by default. Alternatively, players may choose to take a Family Allegiance at character creation (and only character creation) if they possess a sufficient Background Core Bonus value. Family Allegiance begins with a value of 10 and this is deemed to be the maximum value

which the character cannot exceed. A character may choose only one type of Family Allegiance from the three listed below. Family Allegiance requires a commitment often more profound and harder to abandon than any other kind of Allegiance. NOBILITY The character must have a minimum Background Core Bonus of 4. Where Nobility Family Allegiance is awarded as part of a chosen creed the value of C+ Background is irrelevant. So long as the character maintains a Family Allegiance value of 5 or more he gains an allowance of Wealth points determined by rolling a number of d20 equal to his Family Allegiance and then multiplying the result by 10. He receives this allowance at the start of each game session or each in-game month (whichever comes first), paid into a depository and noted under the character’s Banked Wealth. The character’s surname carries a certain societal influence. Where he invokes this name in public he will find the best seats in the house are reserved for him (figuratively and/or literally) and those who travel with him will be able to bask in the reflected benefits of his aristocracy. Evident Ease should be awarded by the GM for any AA Allure, AA Intellectual Intimidate and AA Physical Intimidation checks the character makes while his Allegiance is high. Difficulty Dice should also be imposed on any dice checks made by opposing NPCs using AA Opacity, AA Immune to Charm or AA Courage, reflecting their likelihood of being nervous around such a paragon of high society. Where the character invokes his surname then embarrasses himself, acts in a manner unbecoming to one who belongs to such an important and wealthy station or is disloyal to his family name, he will lose Family Allegiance points. Most noble families require at least a surface appearance of righteousness, thus public opinion will be more important than the character’s actual behaviour behind closed doors. Corruption is an acceptable part of most noble circles, but where corruption is exposed as scandal, the family will be quick to distance themselves from the mire. If Family Allegiance drops to zero the character has utterly dishonoured his family name or offended over-arching members beyond redemption and receives no further benefits. Points cannot be replenished unless the character goes before his family patriarch or matriarch and explains himself. How convincing he is will determine whether or not his family forgive him (convincing should not be confused with sincere). Fallen members of Nobility who find themselves with permanent zero in Family

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Allegiance gain a bad reputation and will find it much harder to get by in civilized places when their name is discovered. As a result of lost reputation they should also lose 1d4 Cult and/or Guild Allegiance points where applicable. Where the character undertakes employment as either a Politician's Apprentice or Barrister's Apprentice and possesses at least 5 points in Family Allegiance, Nobility, no Spot Secrets or to-hire dice checks are necessary, he gets the job automatically and all guild fees and living expenses are paid for by the character’s family (in short, the player gains the full wage minus local taxes only). Where the character’s family become embroiled in a feud with other noble houses there is also a risk that the character will either be called upon to return home and defend his family estate, or that he will be targeted for assassination by members of the opposing family. MAFIA The character must have a minimum Background Core Bonus of 3. So long as the character maintains a Family Allegiance value of 5 or more he gains an allowance of 2d20 Wealth multiplied by his Family Allegiance value at the start of each game session or in-game month (whichever comes first), paid into a depository and noted under the character’s Banked Wealth. In addition, provided Family Allegiance remains at 10, the character gets access to a contingent of ‘goons’. These are usually Lower Fell with an appropriate level of brawn and lack of brains, easily bought and


easily bossed about. The GM should decide, with player input if necessary, which creature is used from the Bestiary. The character can request the aid of these goons once per game session, provided he has a means by which to contact his family. If he contacts them in person 1d10 goons will be at his disposal for 1d20 in-game hours. If he contacts them by way of some kind of messaging system Family Allegiance+1d10 goons will be at his disposal 1d10 in-game days after the request is made for a duration of 1d20+Family Allegiance hours. This period represents the time it takes the message to reach the family and the goons to then arrive at the character’s destination. If the arrival time occurs in a subsequent game session, the player may not make another request until the following session. If the character travels away when the goons are en-route, they will arrive at his last position, find him missing and return to the family. The result of this is likely to be a loss of Allegiance for wasting family resources. Goons can be put to any use the character likes, but each has a Wealth value of 1000w which the character will be required to pay back to the family coffers if any goon is killed. Goons are ultimately loyal to the family before they are loyal to the character and will return to the family home when the allotted time is up or if they deem the character’s business to be anathema to the family name. As with Nobility Family Allegiance, the Mafia character’s surname carries a certain weight within most civilized societies (and uncivilized ones as well). Where he invokes this name in public he will find the best seats in the house are reserved for him (figuratively or literally) and those who travel with him are likely to enjoy the same level of special treatment. Phrases such as ‘I know of your father - a great man!’ and ‘your family have been good to me, my home is your home’ are likely to be forthcoming, spoken out of fear rather than genuine respect. Services will be rendered to a high standard and those with whom the character subsequently interacts will be nervous in his presence, but eager to please. The character also gains Evident Ease to AA Intellectual Intimidate and AA Allure when his name is known, the number of dice substituted for d4 dependent on the number of Skill Dice rolled and the type of NPC/enemy the character is trying to intimidate or impress (the GM should determine this on a case by case basis). There is always a risk that enemies of the family or those harbouring a grudge will be in the vicinity when the family name is invoked and will hear of the character’s presence. Such instances will invariably result in trouble and may even result in an opportunistic attempt on the character’s life. The GM should require a Spirit check from the player, applying a number of Evident Ease

dice to the check equal to the character’s Family Allegiance value (for example, where Family Allegiance is 8, the GM applies Ee8 to the check). Where the Spirit check fails, one enemy is within proximity. Such enemies may not be in the immediate presence of the character and are far more likely to hear of his location by word of mouth through those that are present and the natural spread of gossip. Where the character invokes his family name but has less than 5 Family Allegiance points, allows himself to be intimidated or disgraced, acts in a manner unfitting for someone who supposedly belongs to a ruthless organisation, joins a righteous cult or is disloyal to the family name he will lose further Family Allegiance points. If Allegiance falls to 4 or less the character is likely to be visited by a goonish member of the family demanding a fealty fee (between 200 and 1000 Wealth points, or an artefact of equal worth depending on the severity of the transgression). If Family Allegiance drops to zero the character has utterly dishonoured his family name. Not only does he receive no further benefits but he is marked for execution and will now be dogged by Raiders who pick up the contract at the nearest Assassin's Guild. The Raiders should be troublesome enough to test the combat skills of the character and his fellow travellers. If the character can survive this attempt on his life he will regain respect from the family and his Family Allegiance will rise by one point. Regardless of the Family Allegiance value, the character must make regular payments to the family of a minimum 60 Wealth minus Family Allegiance at the start of each game session or in-game month (whichever comes first), paid into a family depository account to which the player character does not have access except for making deposits. These payments can be made in Wealth points or in the form of gear with an equal worth. The player will need to carefully offset money coming in from the family with money going out. Failure to make regular payment will result in Allegiance loss and, if missed payments continue, a visit from the family goons will occur. Characters embroiled with a Mafia cannot simply abandon the family and walk away unscathed or forget about them while still reaping the benefits. Characters who give little or no thought to their family for some time and make no offerings or gifts will likely be paid a visit and given some kind of unsavoury task to test their continuing loyalties. Characters who attempt to simply abandon the family or hide from them will be hunted down. It is customary to make an example of such individuals in order to dissuade other family members from doing the same.

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Example of Mafia Wealth Benefits Where the character’s Family Allegiance value is 8, he gains 2d10 x 8 Wealth at the start of each game session. In this example the player rolls (18) and (6) for a result of (18 + 6) x 8 = 192w. Note the parenthesis; (18 + 6) x 8 does not return the same result as 18 + (6 x 8). From his incoming Wealth, the character needs to provide the family with 60 Wealth minus Family Allegiance. As his Allegiance is 8, his payment must be 52w (60 - 8 = 52). He makes a profit this game session of 140w (192 - 52 = 140). Where the character’s incoming Wealth from family payments is less than that which he owes, he must make his payment for this session from his own coffers.

Where the character opts to undertake employment as a Money Lender and possesses Mafia Family Allegiance he may call on the use of his family’s hired goons to combat any result arising from the attentions of a crime lord, and may use three times as many goons as his family would normally allow provided he is willing to donate 50% of his earnings from the money lending endeavour to the family. If he agrees and successfully fights off the opposing crime lord Family Allegiance is increased to maximum level. All failure to remain loyal results in Family Allegiance point loss and liquidation crews when Allegiance reaches zero. The outcome of this will then either be survival and one point recovered to Allegiance or death. And so the vicious cycle will continue. COMMUNITY The character must have a minimum Background Core Bonus of 2. Choosing Community Family Allegiance requires the player specify in his character background details about his childhood home and his reasons for leaving. His departure should be amicable and he should be well liked by those to whom he holds an allegiance. The chosen community of origin must be rural and either a specific location (an inn, for example, or a working camp) a village or an area of farms and small holdings. The player may not base his Community Family Allegiance within an entire nation, city or town, nor may he choose an entire race, cult, Creed, guild, institution or political movement. (See Chronicles of Yarnia Ereth Volume One, The Age of Thaw for definitions of the difference between towns and villages and details on specific locations.) The player reaps no financial rewards from this


type of Family Allegiance, but where his character returns to the seat of the community and possesses between 4 and 10 Family Allegiance points he will be welcomed as a returning hero, given pride of place at the best seats in the house, fed, sheltered, watered and generally treated like royalty. Almost certainly there will be some childhood sweetheart or exgirlfriend/ boyfriend eager to temporarily rekindle old feelings and no shortage of offers from well wishers for lodgings and meals. Those travelling with the character will be treated like heroes simply by association and will reap many of the same benefits. Where the character returns under threat from some kind of enemy, the community will rally around him and look out for him, securing the walls of their settlement where necessary and taking up arms in defence. Where the character returns with less than 4 points he will be treated instead with a sense of disappointment, judgement and suspicion. Ex-flames will avoid eye contact and only the character's immediate family or die-hard friends will allow him into their homes. His return will remind folk of rumours over heard, a member of their flock whose thuggish behaviour was evil enough to spark the interest of gossips and stirrers. Usually such deeds will be blown out of all proportion, having passed along a grape-vine of gossip with considerable length before arriving in the character’s old haunting grounds. Not everyone will believe the rumours, and if the character can convince the heads of his community of his innocence, he may be exonerated and may find favour again with his community. Donations to local funds may also help lubricate the opinion of such leaders, as will personal gifts and bribes. Disgruntled communities will not take up arms against the enemy of the returning character and are more likely to hand him over to save themselves. Where the character returns with zero points in Family Allegiance he will be barred at the gate or hounded out by a baying mob. The community know all about his misdeeds and they now fear him to be a dangerous villain. Where the character opts to seek training or work in a village where he possesses Community Family Allegiance and has at least 5 points of Family Allegiance, he need make no Spot Secrets or to-hire dice checks and Family Allegiance is increased to maximum value. Community Allegiance demands nothing more than the character indulge his old friends and family with the occasional return visit and that he return a champion to be proud of and not a villain to be scorned. Points should be deducted whenever the character performs some outrageous or significant misdeed and the GM determines that news of the deed is likely to spread far and wide enough to return eventually to the character’s home (see the Morality Guide

below). Points should be added whenever the character returns home and is still welcomed as a hero. The character will not gain Community Family Allegiance merely for performing righteous deeds. Evil gossip is far more effective in destroying a hero’s reputation and travels far faster than news of his heroism, which everybody expects to hear as a matter of course. The number of points awarded per return visit should depend upon the manner of the hero’s return but, in most cases, will replenish any lost points back to maximum value. How the character conducts himself in the public eye during his visit will, of course, also have an effect on his Community Family Allegiance value.

Wealth points to a charitable trust, expecting nothing in return. (-) EXPLOITATION (The Selfish) The character benefits knowingly from the suffering of others or takes advantage of the vulnerable in order to benefit himself. This is notably heinous if the act of exploitation is undertaken beneath the veil of philanthropy or charitable donation (i.e. personal gains and evils committed hidden by apparent acts of altruism).

For example, the character picks the pocket of a drunk, knowing he is less likely to get caught by the victim, or the Patrician donates a large sum of Wealth to charity in a very public way in order to win votes during a democratic election.

Grace vs Malice MORALITY GUIDE Righteous or neutral characters belonging to cults of righteous ethos gain Cult Allegiance points for every positive (+) action listed below and lose Allegiance for every negative (-) action they indulge. Neutral or wicked characters belonging to a cult of wicked ethos gain points for every one of the negative (-) actions and lose points for every positive (+) action. Cult Allegiance gains may not exceed the character’s maximum value. o 1 point should be awarded for a notable, but minor adherence and 1 deducted for a notable, but minor digression. o 5 points should be awarded for a significant adherence and 5 deducted for a significant digression. o 10 Should be awarded only for deeds of outstanding adherence to the character’s moral framework, or deducted where an outrageous digression is likely to cause great embarrassment or damage to the cult and its reputation. The Morality Guide can also be used to determine the result of Institutional, Family and Guild Allegiance outcomes where moral or immoral behaviour is relevant.

Charity vs Greed (+) ALTRUISM (The Selfless) A selfless act benefiting others before the character. Altruism is defined as no benefit, thus political gains or increased celebrity and associated public opinion or improved skills and Skill Dice gains count as benefits.

For example, the character donates 50

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(+) INTERDICTION (The Intervener) An act of selfless intervention where the intervener puts himself at risk for the sake of others. Risk can be construed as any kind of personal loss with no expectation of compensation or reparation.

For example, at risk to their health, the character breaks up a common brawl between strangers when knives are drawn. (-) MALAPROPOS (The Agitator) Encouraging immorality. An act of selfish indulgence where the agitator eggs on others to risk their own losses for his own personal amusement or gain.

For example, the character cheers on two friends fighting and wagers on the outcome.

Diligence vs Sloth (+) PRAGMATISM (The Workhorse) Emphasizing results through hard work and effort, or practical ways of thinking, rather than theory, delegation or procrastination. Pragmatic deeds must be sensible and not merely forceful.

For example, while the rest of the party debates who should perform the easy task and who should take on the difficult or unappealing task, the character picks up tools and gets on with the difficult task. (-) FAINEANCE (The Lazy) maximum personal gain and minimum work, most notably at the expense of others. Deeds of faineance must be enacted with aforethought to be notable or significant. Accidental or circumstantial faineance is a natural hazard of any ethos.

For example, the character gives tenuous reasons why he should avoid doing his fair share in establishing camp but is first to bed down in comfort.


Patience vs Wrath (+) NOBILITY (The Respectful) Respect for others regardless of their station, chivalry, mercy, patience, tolerance and temperance (self control over excess). Nobility is thought for others before oneself.

For example, where the character sees a beggar sprawled in the street, he helps the beggar and heals him of his wounds, or where the party are collecting the spoils of battle, the character donates the best items to others who he thinks may need them more than he does. (-) THUGGERY (The Ruffian) Disrespect, brutality, lack of restraint, impatience, intolerance, hatred and dissolute behaviour (indulgence in excess). The ruffian disrespects and has no thought for others, indulging his own anger before he appraises the consequences.

For example, the character fights an enemy to the point of exhaustion, but when the enemy begs for mercy the character slays him, simply because the life and misery of his victim is meaningless to him.

Trust vs Treason (+) OBTEMPER (The Loyal) Adherence without question to cultic diktats, orders and decrees and unwavering devotion to allies, friends and family.

For example, a cult leader arranges a meeting in a remote and dangerous part of the world and the character attends without question. (-) PERFIDY (The Unscrupulous) Scheming, subversion, conspiracy and sly political deeds intended to avoid obedience with or without direct contravention. Perfidy is the betrayal of allies, friends and family while attending to the needs of the self - the deed is particularly significant when disloyalty is veiled as allegiance.

For example, the character lobbies an apparently reasonable change in cultic laws then exploits the change to undertake an action that harms the cult.

personal gain. The knave is particularly noteworthy where he contrives to heap blame on an innocent party.

For example, the character discards an item from a friend’s pack then frames as thief a member of the party whom he dislikes.

Honour vs Dishonour (+) INTEGRITY (The Principled) Resistance to bribery or immoral temptations on the basis of moral principle.

For example, the character is offered gold to turn a blind eye to a murder but the character refuses the bribe and reports the murder even though the victim is known to be a villain. (- ) VENALITY (The Sell-Out) Where abilities or status based privileges are prostituted for personal gain. The character may possess principles but they are shallow and he will willingly violate them where the personal gain is tempting enough.

For example, the character uses his combat ability to assassinate undeserving targets in return for Wealth he sorely needs.

The Dark Influence of Affluence Money is said to be the root of all evil and while this statement may be somewhat inaccurate, wealth, and the trappings of wealth, is a corrupting influence and the source of many temptations. Common associated deeds include greed, gluttony, indolence and a desire for greater wealth, all of which can lead otherwise goodly individuals to make bad choices and embroil themselves in the quagmire of Elgan influence. Wealth and the trappings of wealth can themselves become an addiction and those who enjoy the sense of security provided by vast quantities of wealth can often mistake that security for immunity from the pains and miseries of the world. Such individuals will panic if their wealth begins to dwindle or even if they fear their

Truth vs Lies (+) PROBITY (The Honest) Any act of honesty at the expense of the character’s own dignity, submitted with penitence. That the character display sorrow when confessing is crucial.

For example, the character falls in love with the wife of a friend and openly confesses to his friend and begs forgiveness. (-) KNAVERY (The Deceiver) Lies, contrivance and/or omissions of truth to avoid personal indignity or penalty and/or for

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wealth may dwindle. Such fears can lead to the need for ever greater reserves of wealth, for the coveting of the wealth of others and for the hoarding of enormous treasure troves, all of which is never enough to satisfy the character’s paranoia and only feeds his insatiable desire for more. Characters who possess 5000 Wealth points or more, either carried or banked, cannot add Skill Dice to AA Resistance to Evil. For every additional 1000 Wealth points they acquire beyond 5000 they lose +1 Skill Dice from AA Resistance to Evil if they possess any. Characters who possess 17,000 Wealth points or more may not increase their Spirit value, though they may do so as soon as their accumulated Wealth falls below 17,000. Wealth should be calculated both as basic Wealth points and the Wealth point value of owned items (as indicated on the gear tables at the end of this book, or as determined by the GM if the item is created by her).


Combat is designed to be complex enough to provide a realistic simulation while remaining straight forward enough that players don’t become bogged down with endless rules and condition modifiers during the thick of battle. All melee combat is resolved using the same system of dice checks used for resolving the outcome of actions.

Skirmish Rounds Combat is broken down into skirmish rounds. Each skirmish round lasts approximately 10 to 15 in-game seconds during which all characters present will have the chance to move, fight, fire ranged weapons, cast magick or undertake any other action the GM rules as being possible within the 10 to 15 second limit.

Skirmish Order Player characters and enemy NPCs (Non Player Characters) undertake their skirmish action in a set order, established at the start of battle and remaining the same throughout. Skirmish order is based on the Skirmish Smarts value of all combatants and characters present. Whether the character is fighting or not, they should be given a position within skirmish order. Characters and NPCs with higher Skirmish Smarts go before those with lower values. Where Skirmish Smarts are equal both characters add their Destiny Core Bonus value to their Skirmish Smarts to give a new value. If Skirmish Smarts remain equal thereafter the player character automatically goes before NPCs and where two player characters have equal value they will need to decide between themselves who goes first. In some instances it may be necessary for the GM to suggest one or another character goes first based on the way the combat situation has evolved.

Ambush

“Cry, 'Havoc!' and let slip the dogs of war.�

Combat

An ambush occurs where one combatant catches the other by surprise. Ambush situations are determined by the GM and are usually dependent upon a dice check. For example, where one side is sneaking up on another side the opposed dice check might be AA Sneak vs the target's AA Spot Secrets, or AA Hear a Pin Drop. Alternatively both combatant sides may be aware of one another but one side is unaware that the other (or an individual on the other side) intends to launch a surprise attack. In this case the GM asks for an opposed AA Opacity vs AA Sense Motive or Read Person dice check. Ambushers automatically go first in combat order. Fate & Fortune dice checks may not be requested by players (or used by the GM) to sway the outcome of an ambush dice check.

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Melee Melee encompasses all hand to hand combat, be that unarmed or armed.

Skirmishing A character's ability to reach his target is dependent on his Size Core Bonus. Combatants with a disparative difference equal to or greater than 3 points between their respective Size Bonuses are said to be skirmishing. The higher Size Bonus attacker can reach the lower Size Bonus target, but the target cannot reach in order to retaliate (though he can defend himself). For example, a Fell attacker with a Size Bonus of 7 attacks a player character with a Size Bonus of 3. Because the difference between the Size Bonus values is equal to or greater than 3 the Fell can attack the player character but, while the player character can defend himself, he cannot retaliate. The defender is determined to be at the furthest extent of the attacker's reach, where a single step back takes him out of range. For this reason skirmishers may retreat or disengage without penalty (see Retreating).

Grappling Where combatants have equal Size Bonus, their Size Bonus is disparate but the difference is less than 3, or a combatant formerly defending in a Skirmish deliberately moves into a Grapple with an enemy whose Size Bonus is greater by 3 or more, the combatants are said to be grappling. Combatants with greater Size Bonus allowing them to attack without retaliation may not move into a grapple but must skirmish with their target until such time as the target decides to close the distance and grapple. Once combatants are engaged in a grapple they cannot disengage or retreat without penalty (see Retreating).

Weapon Types All weapons in the Elderune system are given a weapon type which determines the Active Ability used to make the opposed combat dice check. Where the weapon of choice changes the Active Ability should also be changed. See Table 4.


Table 4 ~ Weapon Types/Active Abilities

Weapon Type

Active Ability Used

Bladed

AA Bladed Weapons

Bludgeon

AA Bludgeon

Brawl

AA Brawl

Unarmed

AA Brawl

Polearm

AA Polearm

Archery

AA Archery

Bullseye

AA Hit Bullseye

Line of Sight

AA Sling

Lob

AA Pitch

Magick

See Magick

The player or GM gathers a dice hand of d6 equal to the value of the relevant Active Ability plus any weapon bonus. This is called the strike value. For example, where the chosen weapon is a sword with a type listed as 'bladed' the player checks his AA Bladed Weapons value and gathers a dice hand of d6 equal to that value (remembering that the value includes the base value of the parent Core Characteristic plus any Skill Dice). If the sword has a weapon bonus of, for example, +4 the player adds a further 4d6 to his check hand.

Unarmed Combat Unarmed combat is resolved using the Brawl Active Ability, but no weapon bonus is added to the strike value. Unarmed landed blows deflected by armour do not reduce the defender's armour bonus unless the attacker's Size Bonus is greater than the defender's by 6 or more points. Similarly, unarmed landed blows do not inflict Severe Wounds unless the attacker's Size Bonus is greater than his opponent's by 6 or more points.

Two Weapon Combat Where an attacker is using more than one weapon he adds the Skill Dice (not the full value) of his Two Weapon Combat Active Ability to the strike value. More than one weapon can only be used if both weapons are single handed (two weapon combat not to be confused with two handed weapons) and the attacker has available free hands to use more than one weapon. For example, if the two handed fighter is armed with a shield and a blade he cannot fight with two weapons and still hold the shield.

Polearms

Combat Dice Checks

All polearms have a Reach value which determines the length of the polearm and allows the wielder to (potentially) engage an enemy whose Size Bonus is greater by 3 or more points without moving out of a skirmishing situation. The Reach value reduces the Size Bonus disparity by 1 point for every 1 point of Reach. For example, where the polearmist is attacked by an enemy with a Size Bonus 3 or more points greater than his own and his polearm has a Reach value of 2, the disparity is reduced by 2 points. If the reduction of the Size Bonus disparity brings the difference to less than 3 the polearmist may attack the larger opponent without engaging in a full grapple. He may retreat and disengage without penalty as though skirmishing. Polearms provide no bonus in standard hand to hand grapples against opponents of equal size and are best employed against large foes or used by combatants mounted on a steed. The Reach value only reduces Size Bonus disparity and does not increase the difference.

All combat dice checks are opposed unless the target is retreating. Thus the attacker must specify one target. The opposing Active Ability is always the defender's AA Combat Talent but the defender may only use his Skill Dice, not the full combined value of the Active Ability and the parent Core Characteristic. The target must be engaged in a grapple or a skirmish if the attacker's Size Bonus is greater than his target's Size Bonus by 3 or more points (see Skirmishing and Grappling). Whether the defender is engaged in a grapple or skirmish he is always able to defend himself by opposing the combat dice check with his AA Combat Talent Skill Dice. He cannot retaliate immediately but must wait until his next place in the skirmish round order before he can do so.

Attacks All combatants make a minimum one free attack per skirmish round. These attacks can be increased using a Skirmish check. At the start of each skirmish round players and GM make one passive AA Skirmish Strength dice check. Checks can be made in any order but should all be made before the new round begins. Every instance of (1) rolled on the check hand adds one to the character or NPC's Attacks for that round only. The value should be noted down by both the GM and the player and is added to (does not include) the one free attack. For example, where three instances of (1) are rolled the character may make 4 attacks that round (1 free attack plus 3 attacks based on his Skirmish Strength dice check). Attacks determine how many times the character or NPC may attack a target (or different targets) in the same skirmish round when it is his turn to fight. Each Attack allows him to make one weapon based melee attack or one ranged attack. Attacks can be directed at the same target or different targets if the character is grappling with more than one enemy. Attacks do not effect the character's ability to defend himself against attacks from enemy combatants. RANGED ATTACKS & MELEE ATTACKS Attacks must either be allocated to melee or to ranged attacks. The two cannot be combined, though both may be separately combined with magickal attacks.

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Resolving Landed Blows Every instance of (1) rolled on the check hand indicates one landed blow against the target. Landed blows are reduced by one for every one point of armour bonus the target possesses. Armour bonus is reduced by one for every landed blow the armour deflects.

Resolving Damage The player/GM first configures an overall base damage value. This is likely to be different depending on the weapon used and may vary from battle to battle, thus base damage should be configured at the start of every combat and may need to be modified if the character changes the weapon he's using. Base damage is equal to: Attacker's Size Bonus + weapon bonus Overall damage is then resolved as: Base damage x landed blows. For example, where the attacker rolls two instances of (1) on the check hand and has a base damage value of 7, the result 2 x 7 = 14. All damage inflicted is deducted from the target's Life-Force.

Reducing Damage With Armour All items of armour have an armour bonus which, when combined, give an overall armour bonus and deflect landed blows. Combined armour bonuses reduce landed blows, regardless of where the armour is situated. Armour does not reduce damage, but reduces the number of landed blows by one for every point of armour bonus. Conversely, one point


Table 5 ~ Severe Wounds

d10

Severe Wound Details

1

Impale if the weapon used is bladed or polearm, or Fracture if the weapon is bludgeon or brawl. All Impale damage creates d4 landed blows which can be deflected by armour. If Life-Force is depleted as a result of the Severe Wound the victim loses 1 point from either CC Art & Expertise for a fracture or 1 from CC Storm & Stamina.

2

KO on any target with an AA Granite Skull value of 16 or less. KO causes no landed blow. The target is knocked senseless and falls to the ground. Armour bonus of any helm worn is depleted to zero. KO lasts 25 skirmish rounds minus the victim’s AA Recovery value. While Unconscious the victim is vulnerable to attack or capture. KOs do not increase Severe Wound score.

3

Severed Finger. 1 landed blow which can be deflected if the character wears any guantlets with an armour bonus (only guantlet armour bonus may be used to reduce blows). If Life-Force is depleted as a result of the Severe Wound, the victim loses one Finger slot, d10 to determine which. Any ring on the lost finger is also lost (along with any benefits) until recovered.

4

Left Arm. Severed if bladed or polearm attack, maimed if bludgeon or brawl. d4+4 landed blows. Can be deflected by torso armour only. If Life-Force is depleted as a result of the Severe Wound, the victim loses -2 CC Art & Expertise if right handed or ambidextrous. CC Art & Expertise halved (fractions rounded down) if left handed. Victim also loses respective hand/wrist carrying and worn slots and 2 Tattoo slots.

5

Right Arm. Severed if bladed or polearm attack, maimed if bludgeon or brawl. d4+4 landed blows. Can be deflected by torso armour only. If Life-Force is depleted as a result of the Severe Wound, the victim loses -2 CC Art & Expertise if left handed or ambidextrous; CC Art & Expertise halved (fractions rounded down) if right handed. Victim also loses respective hand/wrist carrying and worn slots and 2 Tattoo slots.

6

Leg. Severed if bladed or polearm attack, maimed if bludgeon or brawl. d4+6 landed blows. Can be deflected by leg armour only. If Life-Force is depleted as a result of the Severe Wound the victim can no longer run or sprint; Burden Value is reduced by half (fractions rounded down) and he loses -2 CC Art & Expertise and -2 CC Force & Form plus he loses 2 Tattoo slots.

7

Head Injury. KO on any target with an AA Granite Skull value of 12 or less. 1 landed blow. Can be deflected by head armour only. Regardless of damage, the target is knocked senseless and falls to the ground. Any helm armour bonus is reduced to zero. KO lasts 30 skirmish rounds minus the victim’s Recovery value. While Unconscious the victim is vulnerable to attack or capture. If Life-Force is depleted as a result of the Severe Wound the victim loses -1 CC Mind & Memory and -1 CC Sense & Sympathy.

8

Maimed Foot. 1 Landed blow. Can be deflected by foot armour only. If Life-Force is depleted as a result of the Severe Wound the victim can no longer run or sprint. Burden Value is reduced by total Life-Force damage lost as a result of the Severe Wound.

9

Lost eye. 1 Landed blow. Deflected if the victim wears goggles or a helm but goggles are destroyed. Helm armour bonus is reduced by 1. If Life-Force is depleted as a result of the Severe Wound, the victim incurs Dd2 on all AA Spot Secrets dice checks made from now on; he may no longer make line of sight ranged attacks (cannot use Line of Sight or Hit Bullseye but may still use Archery, Lob or Pitch).

0

Decapitation. A Spirit roll saves the victim if successful but still results in 1d6+6 landed blows. Damage may be reduced by torso armour only, and only if the victim is dressed in full plate. If Spirit roll fails the victim is decapitated; death is instant.

of armour bonus must be deducted for every deflected blow. If the armour bonus of any one piece of armour reaches zero the armour is deemed to be compromised and is no longer able to deflect blows. Shields may be split, plate armour may be cleaved, chainmail might be torn and so on. Armour with zero armour bonus can still be worn, but cannot be used to deflect blows. If the armour can be repaired it will regain its original armour bonus.

Severe Wounds A severe wound occurs in the event of triple zero rolled on any combat dice check (i.e. three instances of (6) rolled on the check hand when using d6, three instances of (4) when using d4 and so on). Immediately the Severe Wound is inflicted the attacker rolls 1d10 and compares the result on Table 5. If the victim still lives he should raise his Severe Wounds value by one point and all

relevant damage is immediately resolved. Severe Wound damage comes on top of any standard landed blows achieved in the same dice check.

Retreating When retreating from a skirmish there is no penalty. Characters who attempt to retreat or disengage from a grapple, however, will incur one free attack from each opponent engaged at the time. Opponents make this attack of opportunity immediately, rolling a passive combat dice check instead of the usual opposed check (in other words, the retreating character cannot defend against the attack). Landed blows and damage are resolved in the usual way. Armour deflects and depletes damage as usual but armour bonuses associated with shields cannot be added to the overall armour bonus. Accordingly, where damage is reduced, shield armour bonus is not depleted.

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Characters engaged in a grapple who retreat but do so after an ally has joined the same grapple in the same skirmish round do so without penalty, his opponents distracted by the new arrival to the fight. More than one character may retreat from the same grapple but both are at risk of attacks of opportunity. The attackers decide which retreating character they target and where the decision rests on the GM he may request a Spirit roll from players concerned.

Combos At least one Attack must be a standard attack using a combat dice check. However, once this attack has been resolved any remaining Attacks for the same skirmish round may be combined and converted into a Combo. Choosing to attempt a Combo uses up all remaining Attacks for that skirmish round. Once committed to the Combo the Attacks are


deemed to be spent before the Combo is resolved. If the attacker abandons the Combo the Attacks value remains spent. Combos are complicated attacking manouvres that allow combatants to display their skill with their chosen weapon and typically involve some kind of flourishing combination of moves resulting in a specific type of damage or debilitation to the target. An attacker may attempt no more than one Combo in any one skirmish round. See the chapter on Combos below for a list of different Combo options.

Divine or Malefic Weapons Divine weapons are ancient artefacts blessed by gods, or modern weapons forged and blessed by a righteous cult. When a divine weapon is used by characters of righteous ethos whose Cult Allegiance value is greater than zero, the wielder may add his Cult Allegiance value to the check hand and rolls d4 instead of d6. Characters of neutral ethos using a divine weapon may not add Cult Allegiance and roll d6 in the usual way, while characters of wicked ethos must roll d20 and reduce the check hand by a number of dice equal to their Cult Allegiance value. Malefic weapons are wicked weapons, cursed and likely used at some distant point in their history to murder some innocent victim in cold blood or tainted with the blood of sacrificial victims gutted on stone altars for the delight of Elgan gods. When a malefic weapon is used by characters of wicked ethos the wielder may add his Cult Allegiance value to the check hand and rolls d4 instead of d6. Characters of neutral ethos do not add Cult Allegiance when using a malefic weapon and roll d6 in the usual way, while characters of righteous ethos must roll d20 but may apply a number of Evident Ease to the check hand equal to any Skill Dice they possess in AA Resistance to Evil (Evident Ease in this instance reduces the dice to d12 rather than d4). Use of a malefic weapon by a character of righteous ethos is considered a blasphemy and will result in a loss of Cult Allegiance (and possibly the loss of other Allegiance values at the same time).

Lob

ranged Ranged combat is deemed to be any form of attack made at distance using a missile based or thrown weapon such as a bow and arrow, firearm, crossbow, spear, rock etc. Ranged attacks cannot be made in the same skirmish round as melee attacks by the same combatant, though ranged and magickal attacks may be combined.

Ranged Dice Check Most ranged dice checks, like the melee dice check, are opposed. The character uses a different Active Ability depending on the type of attack he makes. All attacks are opposed by the defender's Dodge Active Ability but the defender may only use his Skill Dice, not the full combined value of the parent Core Characteristic and the Active Ability. Only ranged dice checks made with firearms cannot be opposed and are made as an outright passive dice check by the firer. This represents more realistically the ballistic speed of the firearm and the target's likely inability to dodge the bullet.

Ranged Magick Magick ranged attacks can be Lobbed (Lob) or Line of Sight (LoS). Lobbed magickal attacks are hurled in a high or shallow arc so that they rise above the target and then come down to land amidst the enemy. Line of Sight magickal attacks require a clear visual of the target and fly straight and true once fired. Check individual spell details for the type of ranged options the caster may use. Depending on which method the caster uses he will rely on either AA Sling (Line of Sight) or AA Pitch (Lob) to execute the attack.

Archery Ranged attacks made using bows, long bows or compound bows. Archery is specific only to these styles of attack and weapon and combines proficiency in the execution of Lob (high arcing) and Line of Sight (straight and true) attacks. Attacks with bow and arrow are, in every instance, made using AA Archery, regardless of whether the firer chooses to use Lob or Los.

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Any missile, including spears, throwing axes, daggers, tridents, javelins etc, or magickal attacks hurled in a high or shallow arc to come down in the midst of the enemy is deemed to be a Lob. Lob attacks do not require line of sight but must have a clear line of throw. The Lob may also be used to describe the hurling of a makeshift ranged weapon, such as a rock or a bar stool. Lob attacks that are non magickal and non archery based are resolved using AA Pitch.

Line of Sight (LoS) Weapons or magickal effects thrown or propelled straight and true. LoS attacks require a clear, unobstructed visual to the target and are generally most effective over a short distance. Line of Sight covers the use of catapults, slings, shuriken, darts, etc. All non-Bullseye, non-Archery based Line of Sight attacks are made using AA Sling.

Bullseye The use of any mechanical contraption or propellant weapon that fires a ballistic shell, bullet, pellet, bolt or other missile at great speed and along a Line of Sight. Bullseye covers the use of crossbows, guns, rifles, blunderbuss, blowpipes etc. Most bullseye based attacks are deemed to be Line of Sight. Rare devices, such as mortars, fire Lob based attacks but are still deemed to be bullseye attacks. Bullseye weapons are less reliant upon the firer’s proficiency with the weapon and more on his ability to aim and compensate for external factors like wind speed, the weight of the weapon, the steadiness of his hand, the distance to target etc. when firing. All bullseye attacks are made using AA Hit Bullseye. Where the weapon used is a firearm the ranged dice check is passive and cannot be opposed by the target.

Improvised A character who picks up a stone, a broken bottle or a bar stool then hurls the item as though it were a missile is deemed to be making an improvised ranged attack. The weapon bonus is determined for the improvised weapon by the GM (see Effects of a Hit) and then the player decides whether he is throwing the object as a Lob or a Line of Sight attack. For Lob attacks he uses AA Pitch and for Line of Sight he uses AA Sling. The unskilled range of the object being thrown is equal to the thrower's AA Might value x 10, minus the weight of the object.


Example of an Improvised Ranged Attack The character has an AA Might value of 14 and the object he wishes to throw weighs 20k. The player multiplies his Might by 10 for a result of 140. From this he deducts the 20k weight of the object to get the unskilled range. He therefore determines the unskilled range to be equal to 120ft.

Unskilled Range All ranged weapons or ammo and magickal effects with ranged attack components have an unskilled range. Unskilled range is a distance measured in feet and represents a range to target which can be achieved by anyone, regardless of their proficiency.

Skilled Range Where the firer wishes to hit a target further away in feet than the unskilled range value, he increases the Difficulty Dice by one for every additional 10% of distance in feet beyond the unskilled range he is aiming to target, up to but not exceeding 40% or Dd4. When finding 10% of the unskilled range the result is rounded up to the nearest 10ft. For example, a character firing on a target 100ft away using a bow with an unskilled range of 90ft applies one Difficulty Dice for every 10% of the unskilled range beyond 90ft he aims to hit. 10% of 90ft is 9ft, rounded up to 10ft. Therefore where the target is 100ft distant the firer replaces the check hand dice with d8 (one Difficulty Dice level). Where the target is 110ft away the check hand dice is replaced with d10 (two Difficulty Dice levels). Where the target is 120ft distant the check hand dice is replaced with d12 (three Difficulty Dice levels) and where the target is 130ft away the dice are replaced with d20 (four Difficulty Dice levels). In the above example the target is deemed to be out of reach of the firer where he stands 140ft or more away since the viable distance includes the range between 130ft and 139ft.

Difficulty The GM should impose Difficulty Dice on the ranged dice check for any of the following circumstances: o Target is partially obscured from view or behind cover. o Target is small (Size Bonus of 2 or less). o Target is invisible or semi-transparent. o Visibility is poor or no visibility.

Difficulty Dice should not be used to measure the character's proficiency with the weapon.

Ease The GM should award Evident Ease on the ranged dice check for any of the following: o Target is at point blank or very close range. o Target is large (Size Bonus of 8 or more), o Target is unusually visible (brightly coloured against a dull background etc). o Some kind of aiming mechanism is used. Evident Ease should not be awarded if the target is motionless or to measure the character's proficiency with a given weapon.

Resolving Ranged Damage Any instance of (1) on the ranged check hand indicates a landed blow. Overall damage is resolved as being equal to the weapon bonus + any ammo bonus of the ranged missle multiplied by the number of landed blows. Damage is deducted from Life-Force.

Reducing Ranged Damage With Armour Armour reduces ranged damage in precisely the same way as with melee damage. Only landed blows are reduced by armour and as per melee rules, every landed blow deflected reduces the armour bonus by 1.

Splash Value All ballistic ammo capable of exploding and creating a threat zone will have a Splash value. The Splash value indicates the radius of the Area of Effect in feet and will determine which characters incur damage and how much depending on where the missile lands. The GM will need to determine who is standing within the threat zone and how much damage they take. In every instance: o The target always incurs full damage. o All combatants engaging the target in a grapple or fighting alongside the target as allies engaged in the same grapple incur half the damage incurred by the target (fractions rounded up). All characters standing within a distance of feet equal to or less than the Splash value of the weapon incur one quarter the damage incurred by the main target (fractions rounded up). Victims of splash damage may choose to reduce damage by making a successful Spirit roll. If they succeed fractions are rounded down instead of up.

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Mounted Steeds are classed either as non-combat trained saddle-mounts , combat-trained chargers or combat trained warmounts. All steeds are deemed to be saddle-mounts until they are trained, though saddlemounts are considered 'broken' and tame for purposes of riding. Non-broken or tamed steeds cannot be ridden unless they are first trained by a qualified animal handler. Chargers are those mounts used to riding into difficult situations where the creature will not flee from the chaos of battle but will obey its rider's instruction. Warmounts are steeds capable of making attacks against enemies independently of the rider but at the rider's direction. A list of steeds can be found in the Wyrd Pandemonium, the bestiary accompanying the Wyrd series of core rulebooks.

Saddle-Mounts The non-combat steed or Saddle-Mount is untrained in combat situations and will react badly to the violence and clamour of battle. Any steed forced to enter battle will rout away from the site of conflict (since the rider should be aware of his steed's capabilities this eventuality is most likely to occur as a result of an ambush or surprise attack). The rider must make a successful AA Acrobatics dice check to remain seated, falling and incurring 1d20 Life-Force damage if the check fails. The mount will contiue to flee until the rider makes a successful AA Kinship dice check or until the steed settles of its own accord. A Spirit dice check may be imposed if the situation requires the steed stop sooner rather than later. Ranged attackers may attempt to target the fleeing mount and its rider but melee attacks may only be made by skirmishing enemies with a Size Bonus of 6 or more. In this instance the attack is deemed to be automatically successful and any landed blow can only be deflected by armour worn by steed or rider.


Chargers A character may only ride a charger if he possesses at least +4 Skill Dice in AA Kinship and +6 Skill Dice in AA Combat Talent. Chargers will ride into battle and obey their rider without reacting to the clamour and horror of conflict. The following spot-rules apply to mounted combat using a charger: o Attacks can be made from a charger against enemies on foot using any bladed or bludgeon weapon, but the rider must be armed with a polearm weapon in order to fight other mounted targets. o The rider may grapple but can retreat without incurring penalties. o Any AA Physical Intimidation roll gains maximum Evident Ease if made against enemies on foot. o Ranged weapons cannot be used while riding a steed but can be fired from a stationary steed. CHARGING The rider may charge his steed at an enemy and attempt to run him down as part of his normal attack. The enemy must have a Size Bonus less than that of the steed. As well as his standard combat dice check, the rider makes an opposed AA Kinship dice check vs the target's AA Dodge (steering the steed vs the target's reaction speed). For every instance of (1) rolled the rider scores a landed blow. Life-Force damage is resolved as being equal to the steed's Size Bonus. Damage is resolved as additional to any damage inflicted by way of the usual combat dice check. If the target is engaged in a skirmish or grapple any enemy combatants and allies of the target engaged in the same skirmish/grapple take damage equal to half that incurred by the main target. If the charge causes damage (whether the damage is deflected by armour or not) the main target and all allies/enemies engaged in combat with him are knocked from their feet for one skirmish round. Any combat they were engaged in ends and is treated as though all combatants had simultaneously disengaged with no penalty.

treated, for this purpose, as a separate player character controlled by the same player. Some warmounts are intelligent but most will merely be savage, thus riding one requires the rider possesses the ability to stay firmly in the saddle even when the mount beneath him may be bucking and rolling with the motion of its own attack/defence. For this reason the rider must make one passive AA Acrobatics dice check at the end of his turn in the skirmish round order. If he fails the check he falls from his steed, incurring 1d6 Life-Force damage for every full 6 Size Bonus points his steed possesses.

Warmounts Warmounts are steeds who are not only trained in combat situations but are capable of making attacks independently of their rider. A character may only ride a warmount if he possesses at least +8 Skill Dice in AA Kinship, +6 Skill Dice in Acrobatics and +8 Skill Dice in AA Combat Talent. Warmounts are used by the player during his turn in the skirmish round order, always after the player has first resolved the actions of his own character. The warmount can make attacks on its own merit and should be

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Note: selected parts of this chapter (certain specific Combos) are omitted (replaced with Greek text) in the free 'lite' version of Wyrd, System & Setting. The full version is available to purchase from the Forever People publisher page on RPG Now: www.rpgnow.com or Drive Thru RPG: www.drivethrurpg.com and can also be purchased as a hardback book from the Forever People website www.foreverpeople.co.uk

A combo is an exhaustive and intensive sequence of combat moves designed to land specifically damaging blows upon the enemy or to perform an unusual combat action.

Using Combos The Combo is announced when the character has Attacks spare. At least one Attack must be directed at an enemy using standard combat rules. Any remaining Attacks can then be converted into one Combo. The number of Attacks will determine which Combos the character can attempt. In most cases Combos also have precluding minimums for relevant Active Abilities and any character lacking this minimum cannot attempt the Combo.

USING COMBOS The following special modes of attack will allow players (and GM) to include flourishing and unexpected attacks in their tactical play. All Combos are listed in alphabetical order and include minimum Attacks investment, Active Ability requirements (minimum Active Ability value needed to attempt the Combo), any precluding conditions required either of the attacker or the defender, any damage details and a full description of the Combo.

Affinity Brawl Minimum Attacks: 1 Minimum Active Ability: 9 Brawl, 8 General Knowledge, 9 Intellectual Intimidate, 15 Kinship, 8 Learn, 14 Sense Motive. Precluding Conditions: requires target is animalian. DESCRIPTION The fighter judges his attack based on his knowledge of the animal’s natural and instinctive abilities. This allows him to sidestep the animal’s aggression and improve his own attack. Attacker makes the usual combat dice check but adds his AA Kinship Skill Dice to the check hand. Landed blows and damage are resolved in the usual way.

Backslash “Come not between the dragon and his wrath.”

Combos

Minimum Attacks: 2 Minimum Active Ability: 10 Acrobatics, 12 Bladed Weapons, 14 Combat Talent, 9 Hit Bullseye, 9 Sturdy on the Feet. Precluding Conditions: Requires fighter is

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armed with a bladed weapon. Cannot be used against an enemy weilding a polearm weapon. DESCRIPTION The attacker spins so that his back is to the enemy and simultaneously inverts his weapon. From this position he lifts his blade perpendicular to his body then thrusts it back and behind him, attempting to skewer the belly of his target. The attacker makes a standard AA Bladed Weapons combat dice check, but all instances of (1) are instead converted into one Severe Wound as though 1 had been rolled on the Severe Wounds table (Table 5) and an Impale had been achieved. While the enemy is doubled over from the impale the attacker withdraws the blade and is free to disengage or retreat without incurring penalties.

Barbed Lunge Minimum Attacks: ? Minimum Active Ability: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium Precluding Conditions: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut. DESCRIPTION Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac habitasse platea dictumst.

Blade-Storm Minimum Attacks: ? Minimum Active Ability Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Precluding Conditions: Aenean eget volutpat nibh. Aenean eget volutpat ligula. DESCRIPTION Metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Ut egestas ex accumsan egestas suscipit. Nullam ut hendrerit lacus. Praesent tincidunt nulla vitae justo luctus, molestie consectetur ipsum varius. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis.


Blind Colossus Minimum Attacks: ? Minimum Active Ability: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Precluding Conditions: Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. DESCRIPTION Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus.

Hixatrix, Carker, Pyknic, Gigamyrwen, Peon. DESCRIPTION The fighter uses his or her charms to distract the enemy during combat. An ample cleavage or flesh on display, toned and oil-slicked limbs, rippling muscles, a rugged jaw or suggestive expression, curves and body ornamentation (gender respective) all taken advantage of with one seductive and licentious move designed to draw the enemy’s eye from the fight for the briefest second. The attacker takes advantage of the momentary distraction to make a more effective and surprising attack. The standard combat dice check is made but the attacker gains maximum Evident Ease. Damage is resolved as usual.

Concuss

Minimum Attacks: ? Minimum Active Ability: Vestibulum orci quam, viverra eu ipsum eu, mattis sodales. Precluding Conditions: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget. DESCRIPTION Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Ut egestas ex accumsan egestas suscipit.

Minimum Attacks: 2 Minimum Active Ability: 15 Bludgeon, 11 Brawl, 14 Might. Precluding Conditions: Ineffective where target’s AA Granite Skull value exceeds attacker’s AA Might. DESCRIPTION The character initiates the attack by striking his opponent’s head, either with the pommel of a weapon or with his own head (head butt). Concuss causes no Life-Force damage but stuns the enemy and impairs his ability to react quickly in combat. The effect prevents the target from opposing any combat dice checks for the rest of the same skirmish round. Armour can still be used to reduce damage from other attacks. Where the target is wearing a helm, this prevents concussion, but the armour bonus of the helm specifically is reduced by a number of points equal to the attacker’s Skill Dice in AA Might. If the attacker is unarmed (head butt) the helm bonus is reduced by a number of points equal to the attacker’s Skill Dice in AA Granite Skull.

Charm-Fatale

Conquering Feint

Minimum Attacks: 1 Minimum Active Ability: 15 Aesthete, 19 Allure, 15 Sneak. Precluding Conditions: If the GM is uncertain of the target NPC’s sexuality he should use a random d10 roll with (2-7) resulting in heterosexual, (8-9) homosexual and (1 or 10) bisexual. The fighter’s enemy target must be of the opposite sex or same sex in the case of bi or homosexuality. Requires fighter wears minimal clothing and no helm. GM should rule that this Combo cannot be used if the character is wearing any form of armour. This combo can only be used against wyrman or wyr-woman NPCs or any of the following Fell breeds: Irgin Crone, Orflin, Merrgin, Shabble,

Minimum Attacks: ? Minimum Active Ability: Praesent tincidunt nulla vitae justo luctus, molestie consectetur ipsum varius. Precluding Conditions: volutpat DESCRIPTION Nullam cursus auctor turpis sed scelerisque. Ut egestas ex accumsan egestas suscipit. Nullam ut hendrerit lacus. Praesent tincidunt nulla vitae justo luctus. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis.

Blizzard of Blows

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Cross-Block & Forced Fumble Minimum Attacks: ? Minimum Active Ability: Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Precluding Conditions: Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque.. DESCRIPTION Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque luctus. Interdum et malesuada fames ac ante ipsum primis in faucibus. Vivamus luctus est ut convallis cursus. Sed luctus.

Crushing Wrath Minimum Attacks: 1 Minimum Active Ability: 15 Brawl, 14 Might Precluding Conditions: Cannot be used against enemies countering with polearm weapons. Requires fighter is unarmed. DESCRIPTION The attacker abandons all finesse and uses his size advantage, hurling himself at the enemy with the full bulk of his body. The attacker makes a standard AA Brawl combat dice check as though making an unarmed attack. When calculating base damage the attacker uses his Force & Form value instead of his Size Bonus. Damage is resolved in the usual way but where a blow is landed the target and attacker collapse to the ground, the attacker on top. The target remains pinned for the rest of the skirmish round. In the next round he may attempt to push his attacker off by making a successful opposed AA Might dice check vs his enemy's AA Might. Alternatively the attacker may roll of his target, breaking the pin and disengaging without penalty.

Directional Feint Minimum Attacks: 2 Minimum Active Ability: 13 Combat Talent, 11 Dodge, 9 Learn, 12 Read Person, 11 Sneak, 11 Spot Secrets, 12 Swift. Precluding Conditions: none DESCRIPTION The attacker makes a standard combat dice check but adds his AA Sneak Skill Dice to the check hand.


Double Sledge Minimum Attacks: 1 Minimum Active Ability: 12 Bludgeon, 14 Brawl. Precluding Conditions: Requires fighter is unarmed and has both hands free. DESCRIPTION The fighter puts his fists together and swings them like a hammer at his opponent. The attack requires a standard AA Brawl combat dice check, but when calculating base damage the attacker may add his AA Might Skill Dice to his Size Bonus.

Drastic Retreat Minimum Attacks: 1 Minimum Active Ability: 14 Acrobatics, 12 Dodge, 16 Leap, 11 Swift. Precluding Conditions: Requires empty space behind fighter into which to jump. DESCRIPTION The character throws a feint and ducks into a deep crouch. He then performs a sudden backward somersault, disengaging from combat without penalty. Success is dependent upon a passive AA Acrobatics dice check. If the check fails the attacker makes a free attack as per standard retreating rules and where he succeeds his attack all landed blows are doubled.

Finish Minimum Attacks: ? Minimum Active Ability: Integer eget ante fermentum, blandit augue sit amet. Precluding Conditions: quam. DESCRIPTION Ut egestas ex accumsan egestas suscipit. Nullam ut hendrerit lacus. Praesent tincidunt nulla vitae. Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet

vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl.

Forearm Smash Minimum Attacks: 1 Minimum Active Ability: 13 Brawl Precluding Conditions: fighter possesses a Size Bonus equal to or greater than his target. Can be made armed or unarmed. DESCRIPTION The fighter smashes the enemy in the face with his forearm and elbow. The attack requires a standard AA Brawl combat dice check as though the fighter were unarmed. Any instance of (1) rolled causes damage in the usual way but also knocks out one of the target's teeth. For every tooth lost the target loses one Skill Dice in Allure (if he has any).

Guillotine Minimum Attacks: ? Minimum Active Ability: Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum, rhoncus augue. Precluding Conditions: Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non. DESCRIPTION Aenean eu est iaculis, aliquam tortor vitae, tempus metus. Sed ante velit, scelerisque vestibulum elit eu, molestie efficitur velit. Nullam eu sem orci. Donec mollis ac lorem in placerat.. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis.

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Hammerhead Minimum Attacks: 1 Minimum Active Ability: 12 Bludgeon, 12 Brawl, 12 Granite Skull. Precluding Conditions: Requires disparity between attacker and defender Size Bonus is equal to or less than 2 to defender's advantage. DESCRIPTION The attacker makes a standard opposed AA Brawl dice check as though unarmed (note: the attacker can perform this Combo even if armed). Any instance of (1) translates as a successful Hammerhead. The fighter brains his opponent with a bone crunching head-butt to the bridge of the nose. Skill Dice in the attacker's Granite Skull is added to the Size Bonus when resolving base damage. If the target is not wearing a helm the blow stuns him for the remainder of the skirmish round, during which he may not make attacks or defend against further attacks made against him. Damage can be reduced by armour bonuses as usual, but only helm armour can be applied and the helm does not lose armour bonus as a result (counts as unarmed attack).

Hobble Minimum Attacks: ? Minimum Active Ability: Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor. Precluding Conditions: Ut egestas ex accumsan egestas suscipit. Nullam ut hendrerit lacus. Praesent tincidunt nulla. DESCRIPTION Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque luctus. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque luctus. Interdum et malesuada. Aliquam cursus odio in diam pharetra dictum. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae augue elementum, in semper libero vehicula. Praesent porta metus turpis, id blandit augue pretium ut.


Imperious Kick

Kinetic Skewer

Minimum Attacks: 1 Minimum Active Ability: 11 Brawl Precluding Conditions: Requires disparity between attacker and defender Size Bonus is equal to or less than 2 to defender's advantage. DESCRIPTION The attacker attempts to land a hefty flat-footed kick in the middle of his opponent’s chest or stomach. The opponent staggers back and is effectively forced to disengage. The attacker may thereafter retreat without penalty or engage the opponent as though skirmishing. The attacker makes a standard combat dice check but uses AA Sturdy on the Feet. The check is opposed in the usual way and damage is resolved as usual, though it is deemed to be unarmed. Imperious Kick can be used by an armed or unarmed attacker.

Minimum Attacks: ? Minimum Active Ability: Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel. Precluding Conditions: Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum, rhoncus augue. DESCRIPTION Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum, rhoncus.

Kinetic Cleave Minimum Attacks: ? Minimum Active Ability: Nunc pellentesque est elit, ac ultrices orci tempus in. Precluding Conditions: ultrices DESCRIPTION Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Aenean eu est iaculis, aliquam tortor vitae, tempus metus. Sed ante velit, scelerisque vestibulum elit eu, molestie efficitur velit. Nullam eu sem orci. Donec mollis ac lorem in placerat. Aenean sed faucibus diam, vitae rhoncus nunc. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula.

Kinetic Punch Minimum Attacks: ? Minimum Active Ability: Duis euismod enim id sapien pulvinar viverra. Lorem. Precluding Conditions: Nulla laoreet nisl eget ipsum maximus, quis tempus. DESCRIPTION Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique.

Maelstrom Minimum Attacks: ? Minimum Active Ability: Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat. Precluding Conditions: sagittis. DESCRIPTION Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Aenean eu est iaculis, aliquam tortor. Aenean eu est iaculis, aliquam tortor vitae, tempus metus. Sed ante velit, scelerisque vestibulum elit eu, molestie efficitur velit. Nullam eu sem orci. Donec mollis ac lorem in placerat. Aenean sed faucibus diam, vitae rhoncus nunc. Cras malesuada tellus eu dui dictum, eget feugiat dolor vehicula..

Master Feint Minimum Attacks: 3 Minimum Active Ability: 18 Combat Talent, 16 Dodge, 15 Learn, 16 Read Person, 15 Sneak, 12 Spot Secrets, 15 Swift. Precluding Conditions: none. DESCRIPTION The attacker makes a standard combat dice

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check but the target cannot oppose the check. Damage is resolved in the usual way and armour bonuses reduce damage.

Polearm Cyclone Minimum Attacks: ? Minimum Active Ability: Suspendisse nec nulla a mauris posuere volutpat et fringilla. Precluding Conditions: Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt. DESCRIPTION Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Ut egestas ex accumsan egestas suscipit. Nullam. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor.

Polearm Fury Minimum Attacks: ? Minimum Active Ability: Duis euismod enim id sapien pulvinar viverra. Precluding Conditions: Nulla laoreet nisl eget ipsum maximus, quis tempus. DESCRIPTION Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Ut egestas ex accumsan egestas suscipit. Nullam ut hendrerit lacus. Praesent tincidunt nulla. Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus.


Razor Maul Minimum Attacks: ? Minimum Active Ability: Nunc pellentesque est elit, ac ultrices orci tempus in. Precluding Conditions: Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus. DESCRIPTION Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper.

Run Amok Minimum Attacks: ? Minimum Active Ability: Suspendisse nec nulla a mauris posuere volutpat et. Precluding Conditions: Nullam eu sem orci. Donec mollis ac lorem in placerat. Aenean sed faucibus diam, vitae rhoncus nunc. Cras malesuada tellus. DESCRIPTION Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper.

Salves Cartwheel Minimum Attacks: 1 Minimum Active Ability: 15 Acrobatics, 13 Brawl, 13 Skirmish Strength, 10 Combat Talent, 12 Dodge, 10 Sneak. Precluding Conditions: Requires fighter does not carry a shield or weapon. DESCRIPTION The attacker pivots on one foot, turning at the same time so that he may appear to be about to perform a hand-stand, but then rolls into a

cartwheel with his back to the enemy. His feet rise up and deal an unexpected double kick to the head of the enemy. The attacker makes a standard AA Brawl combat dice check but the target opposes the check with AA Spot Secrets instead of AA Combat Talent. All landed blows are doubled.

Savage Blades Minimum Attacks: 3 Minimum Active Ability: 17 Acrobatics, 15 Skirmish Strength, 14 Combat Talent, 12 Sturdy on the Feet, 14 Swift. Precluding Conditions: Requires fighter is armed with two weapons which can be bludgeoning, brawl or bladed but not polearm. DESCRIPTION The attacker takes a long step back then spins his body at a 45 degree angle, both arms whirling as he approaches the enemy, weapons flashing like the angled blades of a propellor. The attacker makes a standard combat dice check but adds his AA Acrobatics Skill Dice to the check hand (remembering also to add his AA Two Weapon Combat Skill Dice). Damage is resolved in the usual way.

Savage Spasm Minimum Attacks: ? Minimum Active Ability: Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit.. Precluding Conditions: Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. DESCRIPTION Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Aenean eu est iaculis, aliquam tortor vitae, tempus metus. Sed ante velit, scelerisque. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at. Donec suscipit et erat quis suscipit. Nullam et malesuada sapien. Vivamus imperdiet porttitor orci.

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Shield Slam Minimum Attacks: 1 Minimum Active Ability: 13 Brawl, 12 Dodge, 14 Might. Precluding Conditions: attacker must be carrying a shield. Where the attacker is also carrying a standard weapon he must possess a minimum Two Weapon Combat value of 12. DESCRIPTION The attack smashes his opponent with his shield with the option of simultaneously lashing out with his weapon. The attacker makes an opposed AA Combat Talent dice check vs his target's AA Combat Talent. Success indicates proficient use of both the shield and any second weapon. If another weapon is also being employed the attacker should remember to add his AA Two Weapon Combat Skill Dice to the check hand. Damage is resolved in the usual way. The shield armour bonus counts, in this instance, as a weapon bonus.

Smack-Talk Minimum Attacks: ? Minimum Active Ability: Lorem ipsum dolor. Precluding Conditions: lacus. DESCRIPTION Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum.

Somersault Minimum Attacks: ? Minimum Active Ability: Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus. Precluding Conditions: Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor. DESCRIPTION Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis.


Vivamus at imperdiet turpis. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque luctus. Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices.

Splitting Maul Minimum Attacks: ? Minimum Active Ability: Aliquam cursus odio in diam pharetra dictum. Precluding Conditions: Pellentesque habitant morbi tristique senectus et netus. DESCRIPTION Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl.

Tank Minimum Attacks: 1 Minimum Active Ability: 13 Courage, 14 Sturdy on the Feet. Precluding Conditions: Must be played in the first skirmish round. DESCRIPTION The fighter charges toward his target shoulder or shield first. He barrels into his enemy, hoping to inflict a successful and powerful first strike. The combat dice check is opposed by AA Courage instead of AA Combat Talent. The attacker adds his AA Might to the base damage (usually Size Bonus + weapon bonus).

Wheeling Wizard Minimum Attacks: ? Minimum Active Ability: Morbi ac semper est, eget imperdiet lacus. Nullam vel. Precluding Conditions: Pellentesque habitant morbi tristique senectus et netus. DESCRIPTION Interdum et malesuada fames ac ante ipsum primis in faucibus. Vivamus luctus est ut convallis cursus. Sed luctus nibh ac nulla mollis condimentum. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et.

Wild Mule & Finish Minimum Attacks: ? Minimum Active Ability: Aliquam cursus odio in diam pharetra dictum.. Precluding Conditions: : Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu. DESCRIPTION Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl. Aenean eu est iaculis, aliquam tortor vitae, tempus metus. Sed ante velit, scelerisque vestibulum elit eu, molestie efficitur velit. Nullam eu sem orci. Donec mollis ac lorem in pulvinar placerat..

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Note: selected parts of this chapter (the Skytorian and Wyrlung races) are omitted (replaced with Greek text) in the free 'lite' version of Wyrd, System & Setting. The full version is available to purchase from the Forever People publisher page on RPG Now: www.rpgnow.com or Drive Thru RPG: www.drivethrurpg.com and can also be purchased as a hardback book from the Forever People website www.foreverpeople.co.uk

Newcomers to the game should choose only wyrman races, a main species encompassing a variety of sub-races. Players should choose only one race from those listed below. Race will restrict creed choice (see Creeds). Where one or another race appeals to the player they should check the list of creeds to ensure creed and race are compatible.

Background Bonus Active Abilities listed for each race gain a number of Skill Dice equal to the character's Background Core Bonus value, where applicable. See individual races for details.

Cross-Race Options Players may opt to mix any two wyrman breeds. Cross-Race characters adopt all the characteristics of one dominant race plus either one Racial Attribute or one Racial Combo from the second race. The appearance of the mixed race is left to the discretion of the player who may adopt any mixture of visual physical attributes. Only Ethenans cannot cross-breed.

PLAYING NONSTANDARD RACES

“Young blood doth not obey an old decree: We cannot cross the cause why we were born.”

Character Races

The author advises only players who are familiar with the rules opt to play nonstandard races. Newcomers to the game are advised to start with standard races and move onto nonstandard once they’re comfortable with the basics. Playing non-standard races requires some understanding of not just the campaign world, but the likelihood that a specific race will appear in the game world and why. The player will also need access to a copy of The Wyrd Pandemonium, the Yarnian bestiary. Believable backgrounds should be supplied as to why an unusual race would find themselves living side by side with the standard wyrman races in every instance (players should confer and discuss options with their GM). When building a character using a nonstandard race and a particular attribute (such as the Allegiance attributes) are not covered in the bestiary entry, players should refer to the relevant part of the character creation section and use those rules to generate the ability in the normal way (see Playing a Character). For full details on each race included below,

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see the relevant entry in the Wyrd Pandemonium available from the Forever People website or www.drivethrurpg.com

Aumon (Fell) Aumon may only play wicked or neutral creeds. They are a hostile and prejudiced creature with an innate hatred for the wyrman civilizations and cannot be included in any group containing a wyrman or wyrwoman character. Aumon are generally solitary, but will occasionally join a group of wicked or wicked/neutral mixed-creed characters where they are promised a chance to wreak havoc on the wyrmen. Creed options: Creant, Dungeon Master, Exile, Haruspex, Raider, Slayer, Warlock.

Berbrock (Fae) Player character Berbrock should be females (sows) on the run from The Set and likely to be shy but ferocious when roused. A life of subjugation to the male of her kind has probably rendered the sow wary of males of all races, and she will fear to go anywhere near Dwarro Wood, or indeed any of the southern territories of Mortun Pandi. This character will always be at risk of bounty hunters who may recognize her as an escapee of The Set and may bundle her back to Dwarro in the hope of a reward. Creed options: Exile, Empath*, Medicine Man, Shamancer*, Soul Reaper, Spell-Binder* (White Mancer only), Wyrthy*. *Taken under the wing of a wyr mentor?

Gigamyrwen (Fae) Gigamyrwen characters may choose to belong to the Togaedere organisation (Institutional Allegiance). This non-standard race will be able to move freely in wyr society but will likely experience prejudice and may attract the attention of law and militia whenever they enter cities or towns due to fears they may be cells of the Togaedere terrorist organisation. Creed options: any neutral or righteous creed.

Homid (Fae) Homid (Human) characters are extraordinarily rare in the world of Yarnia and where a player opts to use this race the need for a believable background story is essential for the sudden reappearance upon Ereth of what is, in effect, an extinct race. Humans are frail and small compared with the many races and enemies of the campaign world. They are also likely to be primitive in both mind and form. Creed Options: Exile, Shamancer, Slayer.


Merrgin (Fell) Merrgin are loathsome characters and may only be chosen where the player group have all opted to play wicked or neutral creeds. They will not be welcome in wyrman civilizations but will be able to move freely in cities such as Gungingeth or Old Urd and the lands of Mortun Pandi, Iyfel, Nińel, Sanas Morcorm and the wastes of Niflhelm. Creed Options: Journeyman, Patrician, SpellBinder (Darklorn), Warlock.

Orflin (Fell) Players may choose ex-Gungindask or exGunginken characters only. An Orf will raise a few eyebrows whenever they enter wyrman territories, but few wyrmen (particularly those who are not welltravelled or well versed with the various Fell breeds) will know what an Orflin is unless they have been to Gungingeth. They may suspect the character is of Fell origin, but provided the Orf travels in wyrman company he will probably suffer only minor prejudice. Most will assume he is some kind of deformed or ill-favoured wyrman. Orflin must be played as neutral ethos attempting to better themselves and join a higher civilization than that which they have abandoned. They are, at heart, a chaotic race, at times selfish and self serving, but also likely to rise above themselves from time to time as the player sees fit. Creed Options: Exile, Grenadier, Slayer.

Wyrmyr (Fae) A myrman/wyrman half breed. Such creatures were bred during the Sanas Morcorm war and are now rare on Ereth, but not unheard of. Wyrmyr will likely wear a helm furnished with a visor or mask at all times to hide their face from view. Where their true identity is uncovered anywhere within wyr territory they will likely be slain, or at least arrested and thrown in a cell until authorities can decide whether or not they pose a threat. Exceptions to this rule will be found in the cities of Santun Morvagh and Gungingeth where the wyrmyr is much more likely be tolerated, though the wyrmen of the former city will still harbour deep rooted suspicions of the character, especially if he travels with other nefarious types. Wyrmyr are less likely than wyrmen to take wicked creeds and will harbour a deep-seated resentment for the Cult of Flies, the originators of the torment of wyrmyr ancestry. Creed Options: Dungeon Master, Exile, Empath, Geomancer, Nefaromancer, Medicine Man, Raider, Shamancer, Slayer, Soul Reaper, Spell-Binder (White Mancer more likely than Darklorn), Stone Master, Wyrthy.

Race Index The following index lists the standard player races and includes all the various standard species of wyrman. Entries are presented in alphabetical order.

COMMON WYRMAN The skull of the common wyrman is block-like and cylindrical, with large, widely spaced oval eyes near the flattened scalp and a wide mouth above a prominent chin and square jaw line. There is no nose, nor any ears and the skin is firm, sometimes bark-like, light or dark and leathery to touch. The eyes are large ovals (narrow from side to side rather than top to bottom) without a pupil or iris. The eyes glow with a bright white inner radiance which is the inner spirit of the wyr and the source of the wyr's energy. In darkness, the eyes dim comparative to the level of darkness in much the same way as an animalian iris dilates or constricts depending on the level of light. In pitch darkness, the eyes become entirely black, allowing the wyr to see a short way ahead, even when deep underground. The upper portion of the head is a darker shade to the lower portion with a defined transition between. This colouration turns to tanned flesh and lighter colour tones from the base of the neck down. From the upper part of the head two fans of striped flesh flare outward like the hood of a cobra. These curve down and split into numerous fronds which drape over the wyrman’s shoulder, down his back and over the upper part of his chest. These appendages, called gia (pron. gee-ah, meaning That Which Soaks Up ) photosynthesize light into energy.

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Some wyrmen and women possess a bushy twig-like mass that sprouts from the flat-top of their heads and flows around and behind the gia where it is tied back in much the same way as hair. Most will produce flowers of different colours in spring and summer which subsequently molt during autumn. Some wyrmen prune this mass back to stumps, particularly those of the Elvian cult in Santun Morvagh, where ‘foliage’ is considered un-fashionable and tends to attract unwanted attention from flies, mosquitoes and other insect pests common to the south of Annarr. Over time and several generations the gia can change its purpose to better suit the environment within which the wyrman spends most of his time. The gia of the common wyrman absorbs all the energy sustenance he needs from sunlight in order to survive, removing the necessity for food, unless he is forced to dwell in darkness. Wyrmen removed from the sun will need to eat regular meals of Sun-Food in order to maintain their health. This may also be a problem in the winter months when the sun may be hidden behind cloud.

Details Requirements: none. Probable Habitat: indigenous to the Angle, Santun Morvagh and some parts of Sanas Morcorm, but likely to be encountered all over Ereth, from north to south, east to west. The common wyrman is the racial majority in the south. Rare, as is all civilization, in Niflhelm, Cornoval, Iyfel and Nińel. Cult: any. Size Bonus: as rolled. Art & Expertise: +1 Mind & Memory: as rolled Storm & Stamina: as rolled Fate & Fortune: as rolled Sense & Sympathy: as rolled Active Ability Skill Dice: none. Creed Suggestions: Amonight, Balatron, Beast Master, Catharxis, Creant, Dungeon Master, Dunwytch, Ebberman, Exile, Empath, Geomancer, Grenadier, Haruspex, Journeyman, Lenadier, Loremaster, Lumbering Jack, Morvanian Wytch, Medicine Man, Patrician, Premancer, Raider, Sectan, Shamancer, Slayer, Soul Reaper, Spell-Binder (Darklorn, White Mancer), Stellamancer, Stonemaster, Warlock, Weaver, Wyrthy.

Racial Attributes No race based Active Abilities.

Racial Combos No racial combos.


Common wyrman and wyr-woman, found predominantly in the Angle and Mortun Pandi

ELKENWYR The elkenwyr of the ancient city of Carnuntun, descendants of the Anglian Olgallosek clan, live within the sacred southlands of Gondaras upon the Heath of Naderos where Roselvia, horse of the gods, first thundered ashore with Mot Elyeth riding upon her back. The elken, as they are commonly known, have reverted to a more simple, more Womadic mindset and their physical forms have adapted to match this regression. The connection they have with their roots that of the Wythywyr trees and the oaken spirit of Womad - means the elken hold a special place in the hearts and minds of most Wythians, especially the common wyrmen of The Angle. The older generation of elken are rarely seen outside of Gondaras, but younger generations have been migrating outward, finding homes in more progressive parts of the country and even other parts of Ereth. Many of these younger migrants, disenfranchised by a lack of work in the southlands and put off by the fusty traditions of elders, travel extensively, seeking work suitable to their tall frames and strong arms. Like all wyrmen, the elken gain sustenance from sunlight and during the winter months when sunlight is sparse will subsist on sun-beet crops or the solar flesh of sun-hogs harvested from Dwarro Woods by their female counterparts.

Elken society is male oriented, in the eyes of the males, who hold firm stock in the idea that they should be strong, able to hold their drink, keen on celebration and very much the man of the household. In truth, Carnuntun is a matriarchal city, the elken male reliant upon his more intelligent wife or daughter to keep the social architecture of the city in order and the necessities of life flowing. Females are keen eyed and beautiful, with smaller antlers than their male kin and softer features. Their bodies are robust and muscular, tall as the male but less oaken and more supple. The females are hunters, gatherers and politicians, sharp of wit and even sharper of tongue when provoked. As warriors they are ferocious and formidable, highly patriotic to the historic city of Carnuntun and quick to defend Dwarro Woods, which they believe is under their personal protection. Both elken genders stand between 12 and 15 feet in height and, in appearance, resemble wood golems. The male resemble stags with long faces covered in a downy fur and enormous branch-like antlers protruding high above their heads. The female is more wyrish in appearance than their male counterparts and possess smaller antlers. These ‘antlers’ are in fact the elken’s gia and have adapted to look like branches but behave as conduits for the inner light of the elken spirit. At will the elken can focus energy at the apex of her antlers to produce a globe of white light. This can then be blasted at her enemies as beams of ‘manifest fury’ (see Racial Attributes) or merely as a lamp to light up dark places.

Details Requirements: none. Probable Habitat The southern Angle, but encountered more commonly than ever all over Ereth in small numbers. Cult: Elken traditionally favour the cult of Wythia but may embrace any cult except the Cult of Flies. Size Bonus: +2

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Art & Expertise: as rolled Mind & Memory: male -2, female -1 Storm & Stamina: +1 Fate & Fortune: as rolled Sense & Sympathy: +1 Active Abilities: Archery, Bludgeon, Skirmish Strength, Courage, Endurance, Firecraft, Kinship, Leap, Might, Place in the Cosmos, Polearm, Recover, Resistance to Evil, Sling, Spot Secrets, Sturdy on the Feet. Creed Suggestions: Balatron, Beast Master, Exile, Empath, Grenadier, Loric Mage, Medicine Man, Shamancer, Slayer, Soul Reaper, SpellBinder (White Mancer), Stellamancer, Weaver, Wood Sylf, Wyrthy.

Racial Attributes BEAM OF MANIFEST FURY (Battle Character Points) The Elken can channel the energy of his Orphic Plasm (magickal energy) into the space between the apex of his antlers to create a hissing, spitting ball of white light, which is made of the same spirit stuff that glows from a common wyrman’s eyes. One charge costs one point of Orphic Plasm but additional plasm can be invested into the same charge to increase the size of the beam (maximum number of Orphic Plasm points that may be invested equal to the character’s maximum Orphic Plasm value). Orphic Plasm for the Beam may not be drawn from anywhere except the character’s own natural reserves. If the elken’s Orphic Plasm is exhausted he cannot generate a beam. Once formed, the energy can then be directed outward as a beam of light capable of inflicting damage as a ranged weapon. This is a ranged attack which the elken may make even when engaged in combat but which must be made during the ranged phase of the skirmish round sequence (see Combat). Beam of Manifest Fury (natural orphic blast, ranged weapon (AA Hit Bullseye): b+1 per Orphic Plasm invested, 1 shot per skirmish round [Line of Sight, unskilled range 24ft]).


The elkenwyr of Gondaras, Carnuntun and Dwarro Wood

Racial Combos ELKEN TANK (Male Elken Only)

Tank Minimum Attacks: 2 Minimum Active Ability: 13 Courage. Precluding Conditions: Must be played in the first skirmish round. DESCRIPTION The elken fighter charges toward his target, head down, antlers pointing forward. He barrels into his enemy, hoping to inflict a successful and powerful first strike and a chance to impale. The combat dice check is opposed by AA Courage instead of AA Combat Talent. The attacking elken adds his AA Might to the base damage (usually Size Bonus + weapon bonus). Where any instance of zero is rolled the elken inflicts an impale Severe Wound on his chosen enemy target as though the player had rolled 1 on the Severe Wounds table (Table 5).

ETHENAN This race is an intrinsically Wythian subspecies, a mutation of the common wyrman resulting from the long term belief systems of Wythian culture. For this reason ethenans must take the Wythian cult and must take a Righteous Creed. Whichever Creed they choose they must be dedicated to Wythia as both aspects of race and of Creed. The racial existence of the ethenan is dependent upon their cultic faith as much as on the essences of life itself. Cult Allegiance is automatically adopted by this race and must be maintained scrupulously if the ethenan player wishes to make best use of racial benefits. Ethenans (People of Vapour) are tall, beautiful and slender humanoids with an air of serenity, elegance and mystery. Their bodies are extremely light and fragile, making them largely unsuitable for combat-based creeds. Ethenans possess glowing oval eyes, like that of the common wyrman, but their facial features are more human. Their skin is soft and olive toned and their auburn hair decorated with evergreen laurels. Their hair is part of both their gia and their wings, a mass of sensory tendrils which rise and swirl around the ethenan’s head, making her seem as though she floats beneath water. The main hood of the gia has evolved to

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become butterfly-like wings of the same auburn colouration as the ‘hair’, usually marked with spots or dappled with patterns. The wings move as a blur during flight and emit a quiet buzzing drone, much like that of a bee or hornet. The wings may be entirely opaque or transparent depending on the character’s Cult Allegiance value. Where Cult Allegiance rises above 10 the wings will also become more spectacular, taking on rainbow hues, outgrowths and becoming generally larger. Ethenans exist between the realm of the physical world ( the Entopic) and that of the Plane of Imagined Distractions . Their bodies flux continuously in and out of reality as they pass backwards and forwards across the threshold between planes. Only their eyes, twin discs of brilliant light, always remain visible. When the ethenan uses Reality Flux (see Racial Attributes below) only then do her eyes vanish along with the rest of her body. This manifest invisibility makes the ethenan very difficult to spot if she chooses to camouflage herself somewhere and then closes her eyes. For this reason the GM should impose Dd4 on any enemy attempting to make an opposed AA Spot Secrets dice check versus the ethenan’s AA Sneak. Ethenans are devotees of Wythia but are less politicized than the Weavers. They have only contempt for the Wythian Tablemen of the Mountain , finding their petty concerns for power, the contests at Drood-Cynncarn and the many rites and ceremonies associated with their order to be tedious (see Creeds, Weavers and Cults, Wythia). The ethenans consider themselves to be above such lesser concerns, and are instead devoted to the spirit of Womad, to nature, the Fae Avatars, the animalian races and to the peace and well being of the world entire.


Details Requirements: Creed restrictions may apply. Probable Habitat: The Angle, but encountered all over Ereth. Cult: Wythia. Size Bonus: -1 Art & Expertise: as rolled Mind & Memory: +1 Storm & Stamina: -2 Fate & Fortune: +1 Sense & Sympathy: +1 Active Abilities: Aesthete, Allure, Archery, Dodge, Hear a Pin Drop, Immunity to Disease, Kinship, Orphic Effect, Orphic Knowledge, Orphic Talent, Place in the Cosmos, Read Person, Resistance to Evil, Rune Scribing, Sling, Swift. Suggested Creed Options: Medicine Man, Shamancer, Wyrthy.

land before this time runs out she will tire and fall from the air, incurring 1d4 LifeForce points of damage for every 4ft of height she falls and one Severe Wound for every roll of triple zero. The speed an Ethenan may fly should be no greater than average walking speed (4 to 5 mph). REALITY FLUX (Achievement Character Points)

Racial Attributes

Reality Flux is a child Active Ability of the parent Core Characteristic, Fate & Fortune.

TAKE FLIGHT (Achievement Character Points)

The use of Reality Flux is dependent on the ethenan’s Spirit value and requires the ethenan have at least one point in that value. Where Spirit drops to zero the ethenan is grounded within the Entopic plane until her Spirit rises again.

Take Flight is a child Active Ability of the parent Core Characteristic, Art & Expertise. The use of flight is dependent on the ethenan’s Cult Allegiance value and requires the ethenan have at least one point in that value. Where Cult Allegiance drops to zero the ethenan is grounded until her allegiance rises again. Ethenans possess small, membranous wings on their backs which are extensions of their gia. Their bones are hollow, making the ethenan extremely light and capable of flight. Take Flight requires the ethenan shed all weight above a maximum equal to 1k for every point the ethenan possesses in her Cult Allegiance value. This includes baggage, weapons, helms, shields and armour as necessary. The ethenan typically dresses in fragile and feathery fabrics as a result and travels light in case she needs to take to the air at a moments notice. Take Flight is used only where the flight in question is likely to prove tricky - fighting while airborne, for example, or attempting to fly at speed through an open window. The ethenan’s general ability to fly is not reliant upon the attribute. The maximum height the Ethenan may achieve is equal in feet to her Cult Allegiance value. She may remain airborne for a number of skirmish rounds equal to her AA Endurance value. If she does not

At will, the ethenan can move entirely out of reality and into the Plane of Imagined Distractions. The ethenan has no ability to commune with the spirits of the inter-dymensional planes and nor can she access the other planes using Reality Flux but she is able to access the holistic nature of the Web of Wyrd, entering at one point and leaving at another without moving any distance at all in the Entopic, thus emerging at an entirely different physical coordinate to the one by which she left. This attribute is beneficial in two ways; as the ability to turn invisible at will and as the ability to instantly jump from one place to another without moving in physical space. The Ethenan must first mark a flux point by identifying a location she occupies and making one AA Reality Flux dice check. Creating the exit point takes one full hour and the number of times the Ethenan may flux into or out of this position will be equal to the number of instances of (1) rolled on the dice check plus her Spirit value at the time the flux point was first established. If the Ethenan fails to roll any instances of (1) the attempt fails and she cannot try again for a full in-game hour. Once the first flux point is established, a second flux point is then made in a different

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location, requiring no dice check. Flux points always come in pairs and are wormholes connecting two points in the Entopic plane with the singular dymensions of the Web of Wyrd. While spatial distance may separate the two points in the Entopic, they are deemed to occupy precisely the same position in the Web of Wyrd. When the Ethenan passes through either point she will emerge instantly at the other. The Ethenan may only maintain a maximum two flux points at any one time, the secondary point being dependent on the first for its existence. The flux pair collapse either when the Ethenan has moved between them the maximum number of times or if the Ethenan dismisses them. If the Ethenan creates a new flux point while a pair are still active, the first of the existing pair closes and the second becomes the new partner to the new point. Using this method the Ethenan can maintain a common flux point between pairs, despite only being able to maintain one pair at a time.

Racial Combos PARTING BLOW Minimum Attacks: 2 Minimum Active Ability: 13 Acrobatics, 14 Skirmish Strength, 14 Dodge, 14 Swift. Precluding Conditions: Ethenan must be capable of flight to a height of 8ft or higher. DESCRIPTION This combo allows the Ethenan to make an attack then disengage from an enemy without retreating penalties. If she wishes, as part of the same Combo, she flies upward then drops at great speed to reengage the same or another enemy. Disengaging requires a successful passive AA Take Flight dice check. If this fails the Ethenan incurs retreating penalties as she disengages. If the Ethenan wishes to re-engage the same or a different enemy she may make another standard combat dice check. She is deemed to be engaged in a grapple as a result of this new attack.


MORCELT In the long years of wyrman exile within the fortress of the Arkhold, the immortal Vanyirborn Cormysyeth and the druidic follower of Womad, Wythydruth Pennmorch formed a union that would eventually lead to the founding of the Wythian faith. These two historic figures bore a mortal child whose name was Morcelt Num, a handsome and wise son who might have made a significant impact on the direction of Wythia had he not fallen into counsel with the Vanyirborn Wegwyr, his aunt and, eventually, his consort. Together Morcelt and Wegwyr formed the Drogen cult, a bizarre and twisted form of Motian worship venerating Mot as a spider squatting at the centre of an enormous universal web surrounded by daemonic figures whose name vaguely match the meanings of the Oak Lords of old, but whose personalities and characteristics are either greatly exaggerated or sprained in some way. Together Wegwyr and Morcelt birthed an immortal child whom they named Nar Pan (the Boy God) and whom they would indoctrinate into their strange cult and who would eventually become high priest of the order long after his father’s natural death. The cult of Drogen was eventually deemed by the wise Vanyirborn Mythyar to be a desecration and blasphemy against the memory of the Oak Lords and the spirits of Elvia and Wegwyr and Nar Pan, along with

many of their more ardent followers, were promptly ejected from the Arkhold. They were exiled into the thawing mountains of Niflhelm and the Losian region where they dwelled during the melting of the great glaciers of the Winter of Discontent and where Nar Pan became renamed Narpanum and usurped his mother as the deified paragon of the Drogen cult. Narpanum led his people out of Losia shortly after the settling of Tunturthis and the kingdom of Listholm. His people were chased across the frozen borders by the Listians and into the northeast of Morturth. There they found the ancient ruins of a city of the gods, long abandoned and derelict beneath the snow and now open to the elements for the first time in nine thousand years. Here they settled the city of Tarantel and took upon themselves the name of their divine grandfather, Morcelt. Within the central ziggurat of the city Narpanum settled his cult centre and gave firm footing to the long stateless cult of Drogen. Today the morcelt live in the land called Celtrein, within the Monigarn jungle, still ensconced within the city of Tarantel and the overgrown ziggurat of the gods. Here Narpanum and his people worship spiders and have attracted to their region many species of dangerous and poisonous arachnid, some of which they have deified and now worship as though they were living gods themselves. The morcelt are a terrifying and savage race whose religion is as grotesque as it is brutal. Living sacrifice, cannibalism and self mutilation are all commonplace within Tarantel, a city ruled without mercy or compassion by the unhinged Narpanum and his demented acolytes. In appearance the morcelt resemble muscular norwyr but are entirely devoid of hair (either foliage upon the head or the chin). Their gia absorb sunlight in the usual way but have evolved to resemble the fanned hood of a lizard. The hood rests in a closed position to either side of the head and neck, its long frontal fronds draped over the morcelt’s chest. When fully open the hood springs outward

like the wings of a bat, the membrane of the gia stretched taut between boney finger like limbs separating each fan of the hood. A single braid-like frond ending in a bulb of dimpled flesh grows from the nape of the morcelt’s neck and when the gia is sprung this frond quivers, the bulb emitting an ominous hissing sound akin to that of a rattle-snake. The morcelt wear little, a mixture of Monigarn’s tropical climate and the uncivilized nature of morcelt society necessitating minimal clothing. A loincloth or dhoti will usually be worn along with a helm formed from the shed skin of a tarantula, the legs stiffened with resin and angled to create a kind of skull clinging rim. The morcelt will traditionally decorate his face and naked body with fearsome war paint to give it a more ferocious appearance, while the flesh of his body will be pierced in multiple placed by thick pegs of wood and barbed metal hooks. Itinerant morcelt are rare, but not unheard of. Many appear on the northern borders of the Angle or Skytor, or the island kingdom of Sereth as refugees seeking shelter from the elements and the horrors of Sanas Morcorm and Niňel respectively. These exiles of Monigarn have usually fled the atrocities of their wild kin in Tarantel or have been ejected from the city for some reason. Others might be the wayward members of hunting parties who have delved too far into the wastes of Dunmonia or Sanas Morcorm, or may be survivors of deliberate raiding parties charged with attacking the Hyns-Horn railway. Even refugees of the abominations of Tarantel will appear savage and unrefined compared with the other sub-races of the wyrman nations. They lack intellectual smarts, soul and social etiquette but may make up for their simple nature with impressive strength and unfailing courage.

Details Requirements: must originate from Monigarn and Tarantel. Probable Habitat: Monigarn and Tarantel in northeast Sanas Morcorm, but itinerants may appear in the Angle, Sereth or Niňel.

The savage Morcelt of Celtrein can be found in the jungles of Monigarn 90


Cult: Drogen, which may be abandoned midgame for any other cult but which must be taken at character creation. Size Bonus: as rolled Art & Expertise: as rolled Mind & Memory: -2 Storm & Stamina: +2 Fate & Fortune: as rolled Sense & Sympathy: +1 Active Abilities: Acrobatics, Archery, Bludgeon, Brawl, Climb, Skirmish Strength, Courage, Dodge, Endurance, Firecraft, Hear a Pin Drop, Hit Bullseye, Immunity to Poison, Kinship, Leap, Might, Physical Intimidation, Pitch, Recover, Sling, Sneak, Spot Secrets, Sturdy on the Feet, Swift, Swim. Suggested Creed Options: Beast Master, Creant, Exile, Raider, Slayer, Warlock.

Racial Attributes TERRORIZE (Achievement Character Points) Terrorize is a child Active Ability of the parent Core Characteristic, Force & Form. The morcelt springs its intimidating bat-like gia hood and rattles the frond growing from the nape of its neck while fixing its enemy with a feral gaze. An opposed Terrorize dice check vs target's AA Courage is made every skirmish round. Success adds one dice per instance of (1) rolled to the morcelt's combat dice check.

Racial Combos No Racial Combos.

Like common wyrmen, norwyr gain sustenance from the sun’s energy and when they are shut off from sunlight will subsist on the staple foodstuff of sun-beets or the flesh of locally hunted sun-animals. Norwyr may or may not be more directly related to the wyrmen of the Arkhold in Niflhelm than any other race. Whether they truly are or not, they themselves are in no doubt as to the nobility of their heritage. Perhaps because of this they carry a certain air of entitlement which many of the southern races interpret as inbred arrogance. The norwyr consider the northern territories of Listholm and Niflhelm to be sacrosanct and believe they have a closer connection with the histories of the wyr struggle during the mythological age than any other race. Norwyr hair is evergreen, consisting of fern and fir ornamented with small acorns or cones. Their skin is of a darker, ruddier hue than that of the common wyrman and their frames tend to be much more muscular. As they grow older their skin whitens and their eyes take on a pale blue radiance. The Norwyr civilizations are found exclusively in the northern territories of Niflhelm and Listholm, though transient northerners, diplomats, exiles and travelers are highly likely to be encountered all over Ereth. Most norwyr who wander the southern lands will either be questing Thanes, Missions of the Motian order or exiles. Norwyr who have wearied of the Motian culture or have been expelled from Listholm often seek new lives in either the Angle or Mortun Pandi.

Details

NORWYR The norwyr (northern wyrman) resemble, in many respects, their southern cousin the common wyrman. They tend, overall, to be larger of frame, more stern and more noble in appearance and with a fierce intelligence about their features perhaps lacking in even the cleverest of their brethren race. They possess lush beards and hair of full greenery, usually of evergreen fir, but sometimes holly. As they grow old the needles of these beards turn white and the norwyr takes on a frosted appearance.

Requirements: none. Probable Habitat: Indigenous to Niflhelm and Listholm but may be encountered all over Ereth as travelers or exiles. Cult: Typically Motia, but norwyr player characters may choose to adopt any cult if their reason for doing so can be written into their character background. Size Bonus: +1 Art & Expertise: as rolled Mind & Memory: as rolled Storm & Stamina: +1

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Fate & Fortune: +1 Sense & Sympathy: as rolled Active Abilities: Allure, Archery, Bladed Weapons, Skirmish Strength, Combat Talent, Courage, General Knowledge, Intellectual Intimidate, Might, Opacity, Orphic Knowledge, Resistance to Evil, Sense Motive, Sturdy on the Feet, Swim. Suggested Creed Options: Balatron, Catharxis, Creant, Dungeon Master, Dunwytch, Ebberman, Exile, Haruspex, Journeyman, Lumbering Jack, Mission, Medicine Man, Patrician, Raider, Slayer, Soul Reaper, SpellBinder (Darklorn, White Mancer), Stonemaster, Thane, Warlock.

Racial Attributes No race based Active Abilities.

Racial Combos No racial combos.


SOWYR The sowyrmen (southern wyrmen), or sowyr, are descendants of the Gostwyth family. Their ancestors were keen miners and responsible for establishing the sprawling south Anglian mines still delved by modern sowyr clans. The Gostwyth were also responsible for importing the Erther faith into southern Angle and though this cult has changed greatly, the cult is still favoured by the sowyrmen over other local cults. The race have come to be known as The Sour Men of the South, a label derived from a natural corruption of their original name and from the typical characteristics of the male sowyr, i.e. surliness. Females are generally known as Women of Gondaras and are rarely directly associated with their male counterparts due to the disparity in personality and build. In most regions beyond those of the sowyrmen the women are thought of as a superior race unto and of themselves. Male sowyr are short, squat, ugly and invariably hostile, though they can be surprisingly loyal and selfless for all their grumpiness. They resemble short common wyrmen, but are pale by comparison, with an almost albino-like complexion similar in colour to the hickory tree and deeply rutted and dappled grey bark-like flesh. Their large oval eyes glow pink instead of white, while their heavy brow and faces etched with lines give them a fiercer countenance than the common wyr. Typically sowyr nurture leafy beards which they grow long, twisting the twigs together to create a form of braid. Southern women by contrast are muscular and taller than the male, beautiful but formidable

and predisposed to warrior creeds. Both males and females have lost their ability to convert sunlight into energy. Instead the sowyr have developed a taste for sun-flesh and the females of their race are keen hunters of sun-hog and starfawn. The meat of this game is traditionally minced, flavoured with sun-beets, seasoned with flowers and herbs then placed in a flakey pastry to create a triangular parcel which is then filled with gravy. The result is a delicacy known as a Soggy Oggin and is the staple diet of the southern miners. Sowyrmen rely far more on food than do most wyrmen because of their mining traditions and their propensity to spend long periods of time underground. The Soggy Oggin, with its thick pastry crust, is an ideal food for dungeoneering and oft copied but rarely matched elsewhere in the world. Like elkenwyr females, sowyr women are used to guarding their habitat and providing for their families while their male counterparts work in the mines. They have subsequently become proficient hunters and gatherers, highly devoted to their race and their culture. Sowyr are naturally monogamous and mate for life, but mining can be a dangerous business, claiming many lives before their time. Thus many sowyr women live solitary lives, their partners killed in the course of their work. Such widows are often welcomed into the armed forces of the Southern Angle as Grenadiers or Lenadiers where their natural hunting and survival abilities along with their aggressive prowess make them ideally suited to the military. Others choose to leave the south and seek new lives as Soul Reapers or Dungeon Masters working for mercenary groups. Most sowyr are incurable magpies, collecting whatever takes their fancy and hoarding their collections obsessively. They are drawn particularly to objects that shine and, though they would never stoop to common thievery, they have developed a keen sense for a bargain and will barter quite insistently for any trinket that happens to catch their eye, whether the trinket is for sale or not. The male gia, no longer used for absorbing sunlight, is wider and more rounded than

that of common Wyr and has become adapted to the sensing of metallic elements, while the female has adapted hers to emit a kind of sonar capable of stunning and pacifying wildlife (see Racial Attributes). Sowyrmen who turn their hand to other work besides mining or hunting tend to choose warrior professions, allowing them to use their natural strength and proficiency with bludgeoning weapons to great effect. In such Creeds the sowyrmen excel, though their apparently irresistible draw toward glittering objects invariably results in extravagant and impractical suits of heavy armour. Plate suits covered in glittering power runes are typical, shoulder plates adorned with glowing augments and helms fashioned as much to terrify the enemy as to protect the sowyr’s head from damage. Such cumbersome armour may be complemented by weapons enriched with rune spells, spitting sparks and burning with elemental fire. Sowyrmen make excellent Steamsmyths and, indeed, many make regular trips to Skytor to pick up the latest gadgets and advice from the wyrlung who live there, particularly enjoying the claustrophobic layers and chambers of The Stratum, so reminiscent, as they are, of the deep mines of home.

Details Requirements: none. Probable Habitat: Southern Angle, including Carnuntun, Gondaras, the Heath of Naderos, Allgallo, Chymblys and Avortun. A small community of sowyrmen also live in the town of Tresten. Cult: Wythia, Erth or Elvia, though this latter is rare. Size Bonus: as rolled Art & Expertise: +1 Mind & Memory: as rolled Storm & Stamina: female +2, male +1 Fate & Fortune: as rolled Sense & Sympathy: female +1, male -1 Active Abilities: Aesthete, Bladed Weapons,

The Sour Man and his counterpart, the sowyr-woman. She is usually referred to as The Woman of Gondaras. 92


Bludgeon, Brawl, Climb, Skirmish Strength, Combat Talent, Courage, Endurance, Engineer, Firecraft, Granite Skull, Might, Physical Intimidation, Pitch, Spot Secrets, Sturdy on the Feet. Creed Options: Catharxis, Dungeon Master, Exile, Geomancer, Grenadier, Journeyman, Lenadier, Loremaster, Raider, Sectan, Shamancer, Slayer, Soul Reaper, Spell-Binder (Darklorn, White Mancer), Steamsmyth, Stonemaster, Warlock, Weaver, Wyrthy, Yarnsayer.

skirmish round [Line of Sight, unskilled range 40ft, may emit stunning or pacifying pulse stun immobilizes target for 1 round per instance of (1) rolled, pacify prevents attack for 1 round, animalian targets only] -w/-k).

Racial Combos No racial combos.

Racial Attributes METAL-SENSE (Achievement CP - Male Only) Metal-Sense is a child of the parent Core Characteristic Fate & Fortune. Not only does this sense allow the sowyrman to (attempt) to locate metal seams underground it also allows him to identify different types of metal and the metallic content of a given item. A useful skill for spotting fool’s gold or accurately determining the value of a trinket. ANIMAL BEGUILE (Achievement CP - Female Only) Animal Beguile is a child of the parent Core Characteristic Sense & Sympathy. The female sowyr gia emits a rhythmic sonar which any animalian creature within range will either be drawn to or stunned and pacified by, depending on the type of pulse she chooses to emit. The pulse may only be either stunning or calming and must be focused in a single direction with a range similar to that of a wide-angle torch beam. The female sowyrman uses this ability to lull prey into a false sense of security while she aims her bow or spear, or to stun predators she suspects may be hunting her. The pulse is treated as a ranged line of sight weapon, but causes no damage. Animal Beguile (natural sonic pulse, ranged weapon (Hit Bullseye AA): b+0, 1 shot per

SKYTORIAN Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non

ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque luctus. Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Aenean eu est iaculis, aliquam tortor vitae, tempus metus. Sed ante velit, scelerisque vestibulum elit eu, molestie efficitur velit. Nullam eu sem orci. Donec mollis ac lorem in. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur

The aristocratic Skytorian male and female, models shown are typical of Skyssan culture 93


The wyrlung of Stratum are less refined but more creative than the Skytorians of Skyssa adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet. Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum, rhoncus augue et. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Aenean eu est iaculis, aliquam tortor vitae.

Details Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus. Suspendisse molestie lacus id Pellentesque est elit, ac Sed porttitor, nisl Suspendisse nec nulla Nunc pellentesque est

Morbi ac semper Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam

Racial Attributes NUNC PELLENTESQUE (Curabitur vel odio aliquam) Curabitur vel odio aliquam, auctor mi a, pretium massa. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque luctus. Interdum et malesuada fames ac ante ipsum primis in faucibus. Vivamus luctus est ut convallis cursus. Sed luctus nibh ac nulla mollis condimentum. Integer eget ante fermentum, blandit augue sit amet. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet

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vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum, rhoncus augue et. Curabitur vel odio aliquam, auctor mi a, pretium massa. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.

Racial Combos ALIQUAM AC EUISMOD Nulla laoreet nisl Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. DESCRIPTION Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae augue elementum, in semper libero vehicula. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Suspendisse nec nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor rutrum. Suspendisse molestie lacus id auctor fermentum. Sed porttitor, nisl sed volutpat sagittis, elit purus tincidunt nulla, eu tincidunt ligula est non nisl. Aenean eu est iaculis, aliquam tortor vitae, Donec neque arcu, placerat sed augue et, luctus tristique


WYRLUNG Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in, pulvinar mauris. Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo, id vulputate mauris laoreet vitae. Sed non diam eget mi sodales facilisis. Aliquam eget erat ut diam auctor iaculis. Duis vestibulum diam eget hendrerit ullamcorper. Sed quis tortor elementum, rhoncus augue et, iaculis risus. Integer interdum maximus odio ac molestie. Quisque quis venenatis ante. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae augue elementum, in

semper libero vehicula. Praesent porta metus turpis, id blandit augue pretium ut. Nunc faucibus, lacus a tempus ultrices, augue magna euismod odio, et fermentum libero quam id quam. . Proin convallis metus id augue tinc Praesent porta metus turpis, id blandit ut egestas Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt, ac gravida augue auctor. Nullam cursus auctor turpis sed scelerisque. Ut egestas ex accumsan egestas suscipit. Nullam ut hendrerit. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. Sed luctus nibh ac nulla mollis condimentum. Integer eget ante fermentum, blandit augue sit amet, dictum magna. Nunc eget enim nunc. Donec.

Details Aliquam fringilla ornare venenatis. Pellentesque habitant . Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum t. Donec neque a Mauris sagittis tortor Sed non diam Duis vestibulum cursus odio in diam Aliquam cursus Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra .

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Racial Attributes FAUCIBUS, LACUS (Inherent Ability) Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Donec non elit erat. Aenean eget volutpat nibh. Aenean eget volutpat ligula, a dictum lectus. Fusce a lacus tellus. Nulla facilisi. Maecenas eget lorem vitae enim aliquet fermentum. Aliquam ultricies nulla non ipsum pulvinar semper. Vestibulum orci quam, viverra eu ipsum eu, mattis sodales orci. Proin convallis metus id augue tincidunt. NULLA LAOREET (Ut egestas ex accumsan) Sed velit eros, pretium at mauris ut, pretium tincidunt. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla laoreet nisl eget ipsum maximus, quis tempus quam sagittis. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac habitasse platea dictumst. Sed aliquam elit vel pellentesque. INTEGER EGET ANTE (Sed pretium) Proin convallis metus id augue tinc Praesent porta metus turpis, id blandit ut egestas Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium tincidunt enim. Phasellus ut egestas felis. Aliquam ac euismod tellus. Donec non elit erat. Aenean eget volutpat nibh.

Racial Combos Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Aliquam cursus odio in diam pharetra dictum.


Note: selected parts of this chapter (certain specific creeds) are omitted (replaced with Greek text) in the free 'lite' version of Wyrd, System & Setting. The full version is available to purchase from the Forever People publisher page on RPG Now: www.rpgnow.com or Drive Thru RPG: www.drivethrurpg.com and can also be purchased as a hardback book from the Forever People website www.foreverpeople.co.uk

Creeds are preset character classes specific to the Yarnian setting. At least one creed must be chosen at character creation, though creeds can be changed mid-game and more than one creed can be mixed to produce cross-creeds. Creeds do not reflect the vast variety of actual professions and roles within Ereth, but not all professions are suited to the adventuring modus vivendi, which is the basic vocation of all player characters. Many professions, for example, are based in one location and conduct all business from that location (making for a somewhat limited game), others are loyal to their cult centre and, by definition of their post, will never travel beyond cult or self imposed borders. Such roles will greatly restrict the actions players may undertake with their characters and are therefore omitted. Creeds give the player additional boosts in the form of creed based Active Abilities and suggestions for practical attribute choices. Cross-Creed rules will allow players to combine more than one creed but these rules should be reserved until players and GM are satisfied that they are comfortable with playing the standard Creeds. When opting for a creed, players should ensure they check race, ethos and cult restrictions which may require the taking of a specific race, or even a specific gender.

CHOOSING A CREED Players may either choose a race and then a creed based on racial choice, or opt for a creed and then choose a race compatible with the creed. Some Races may not take certain creeds and vice-versa, thus the player should study both the Race and Creed chapters before deciding on a combination.

Apprentice Period “To beguile time, look like time; bear welcome in your eye, your hand, your tongue: look like the innocent flower, but be the serpent underneath.”

Creeds

Either at character creation or when a character changes their creed, the Apprentice Period is applied to the character’s Age and represents the length of time the character must spend indentured to an instructor or sponsor. Age related deterioration penalties should be applied accordingly where the apprenticeship

96

takes their Age above 35 (see page 61). If the character is changing their creed midgame, all members of the same party must wait out the apprentice period and add the same time to their own Age (see Changing Creeds below). Where the apprentice period would exceed the character’s Maximum Age value once added to his current Age, the creed cannot be taken.

Cult The character may choose any cult specified in this part of the creed description. Where the cult is specific the character is restricted only to that cult unless he can write into his character background a believable reason why his character has opted for an alternative cult. Players new to the game should either adopt the cult recommended for their chosen race or creed or play for a period without belonging to a cult before deciding which is right for their character. Dilettantes of other cults are common and prevalent, but tend not to be dedicated enough to actually join a cult. Having an interest in a specific religion or ideology need not be interpreted as membership to a cult if the player prefers not to include this aspect of the Wyrd setting in his own game.

Creed Ethos The creed ethos choices are righteous, neutral and wicked and are provided automatically with each creed. Players must adopt the ethos associated with a chosen creed when they choose that creed and may not alter the ethos at character creation. Righteous/neutral mixed groups and wicked/neutral mixed groups are allowed, but no party should ever be comprised of a mixture of righteous and wicked characters. Neutral characters who join a party containing wicked creeds immediately lose 2xd10 Spirit points (Spirit may not drop into negative values). Neutral characters who join a party containing righteous creeds may increase their maximum Spirit by one point, representing the influence of their peers.

Rune Lore Only those rune schools listed may be taken by the specific creed. Rune caster creeds may change creed mid-game to take an alternative rune-school magick creed but where the original creed is an elemental rune caster they may only take other elemental rune caster creeds. Where the creed is any school of magick other than elemental runes, the character may choose any other school except the elemental. All creeds may cast Anarchaic runes, regardless of their runic school or lack thereof and use of the Anarchaic runes are not restricted where a rune-caster changes creed.


Skill Dice Bonuses All creed specific Active Abilities, including Active Abilities unique to the creed, gain Skill Dice at character creation equal to the character's Creed Core Bonus value. For example, where Creed Core Bonus is 3, all creed Active Abilities gain +3 Skill Dice. Where the player is changing creed mid-game he only acquires Skill Dice bonuses if there is an apprentice period, in which instance he may only choose to improve a number of Active Abilities equal to Skill Dice he possesses in Learn .

Items Where the weight of combined starting equipment exceeds the character’s Burden Value or the creed starting equipment contains items the player doesn’t need, unwanted items may be converted to their respective Wealth value. At character creation, all characters must start with clothing, which should not be traded for Wealth. Where the player is changing creed midgame he only receives the Items awarded as part of the new creed if the creed has an Apprentice Period. If there is no period the character must source any required equipment himself. Any unwanted items must be retained or dropped or sold using the usual in-game method and cannot merely be converted to their respective Wealth value.

CHANGING CREED Players may opt to change their creed or choose cross-creed options at the start or end of a game session. The following restrictions apply. The character must have played his original creed for a minimum 5 in-game years before he can opt to change his creed. Righteous and wicked creeds may change to adopt neutral creeds, but not their diametric opposite (i.e. wicked may not change to righteous and vice versa). Neutral may adopt either righteous or wicked, but only if the composition of the party allows it (i.e. wicked and righteous creeds may not occupy the same party). Neutral may adopt wicked only if the character has zero Spirit at the time. Where the character is changing creed entirely, any Institutional Allegiance points previously possessed as part of the creed are lost and drop to zero. Any former creed benefits are also lost (Wealth earnings per game session etc.) In addition, Spirit is halved,

with all fractions rounded up. The character must then undertake the standard period of apprenticeship associated with his newly chosen creed and may need to relocate to a new part of the world or even change his cult in order to accommodate this. Where the character is cross-creeding he may halve the apprentice period (fractions rounded up). These latter requirements will entail setting aside the appropriate in-game time (usually years) and increasing the character’s Age accordingly. All party members will need to wait the same span of time while the character retrains and must also increase their Age respectively (Age related deteriorations must be incurred when increasing age). This may also be an ideal opportunity for other party members to train or seek employment in order to improve Active Abilities and earn Wealth. Players and GM should tot up time spent training in months so that it matches the required retraining time for the player changing his creed. Any remainders can be spent in convalescence or even as a one off game session omitting the player character whose creed is changing. In this instance it may be helpful to give the player a temporary NPC to role-play for the duration of the one off session only (under no circumstances should the player be allowed to generate a new character while waiting for an existing character to change creed or cross-creed). Creed changes are reliant upon restrictions in most cases. The GM’s discretion and decision is final in this instance. For example, where specified that only common wyrmen may take a given creed, but in-game circumstances would appear to challenge this rule, the GM should be flexible. Where this rule should be considered inflexible is with the Ethenan race whose creed choices are enormously restricted by the fact that their very racial characteristics are, in and of themselves, a form of creed and cultic adherence. Rules pertaining to rune casting should also be considered fairly stringent, but may be ignored if the GM decides they impair her game unnecessarily.

CROSS CREEDS Cross Creeding results in a penalty of -2 from the character’s Art & Expertise value and must either be taken at character creation or a minimum 5 years after the character has chosen his current creed. Where players combine more than one creed they may only choose a maximum two creeds,

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both of which must be on the cross-creed list for one or both creeds. At least one creed should be marked as the dominant one. When cross-creeding midgame this will be the original creed prior to adopting another. When cross-creeding at character creation the player should be clear about which creed is dominant and which is secondary. The character must undertake the full apprentice period for the dominant creed but only takes half the apprentice period of the secondary creed (fractions rounded up). The character may only adopt a number of improved Active Abilities from the secondary creed equal to Skill Dice he possesses in Learn. He may take all Active Ability Bonuses from the dominant Creed and where the same Active Ability is awarded a bonus Skill Dice awards stack. The character may adopt all unique Active Abilities from the dominant creed but only one unique Active Ability from the secondary creed. Combos may be adopted from the dominant and secondary creeds equally. Where a creed has an apprentice period, the character gains that creed’s Items of Equipment in full. Where it has no apprentice period the character only gains equipment in full if he is cross-creeding at character creation and not mid-game. Righteous ethos creeds may not cross-creed with wicked ethos creeds but may cross with other righteous or neutral creeds. Where this happens at character creation the righteous creed is automatically deemed to be the dominant one. Similarly, wicked ethos creeds may not crosscreed with righteous ethos creeds but may cross with other wicked or neutral creeds. Where this happens at character creation the wicked creed is automatically deemed to be the dominant one.

Cross-Creeding Rune Casters Rune-casters may only cross-Creed with other rune-caster Creeds if those Creeds practice the same rune school of magick. The exception to this rule is Anarchaic magick, which can be cast by anyone and requires no previous learning.


Creed Index The following list contains creeds available to the player for character creation and/or midgame creed changes. Only certain creeds may be taken at character creation and the player should check, before choosing a creed, that his choice is viable.

ALLUMNI This creed is available at character creation only and may not be adopted mid-game. The church of Allum in the city of Skyssa, a sprawling metropolis in the land of Skytor, is Ereth’s only monotheistic religion. Its priests and preachers are as austere as they are devout and much of its teachings are anathema to the widely held beliefs of the panopoly cults of Annarr and Morturth. The church is controlled by the Temple of Forallum, a religious power structure ruled by the Allumnist cultic organisation but also influenced heavily by The Haligentsia; both a religious group and a national authority in the Forum of Skyssa, a political authority that convenes in Haligen House, the parliamentary building of Skyssa. Above the great arched entrance to Haligen House and the arch-insignia of Allum burns the Haligfyr (the Holy Fire) known commonly as The Eternal Flame of Allumra. The flame represents the light of intellectual and spiritual illumination and awakening from dream times and when followers of Allum speak of being ‘enlightened’ they have in mind the city that sprawls beneath the flickering flame of Haligfyr. Despite its high minded beliefs and piety, the Haligentsia is repressive, austere and authoritarian, maintaining strict codes and ceremonial requirements across Skytor with an iron grip, unopposed by any competing

cult and unchallenged by any dissenting faction of its own faith. The Temple of Forallum and Haligen House are separate entities, but so closely embroiled within the same cultic ideology - collectively known as the Arch of Allum - that they seem to be one and the same thing. In reality, the Haligentsia are a governing body and the Forum of Skyssa is a tool used to suppress social dissent. The apparently non-secular nature of the parliamentary council creates a centralized authority whose policies, doctrines and system of government seem intrinsically informed by their faith. The Allumni are guardians of the Forum and the Haligentsia who also serve as paladins in the Temple of Forallum. They are a military brand of religious musketeer seen often on the streets of the city, guarding its temples or standing sentinel at the gates of Haligen House. The Allumni wear Steam Plate, daunting suits of white metallic armour inscribed with nonrunic religious scripture and symbols. Steam Plate is large and tremendously heavy, powered by fuel cells and driven by a computational valve operated machine upon its back. As the wearer moves, the many powered joints and augments of the armour whirr and clank, venting steam and spitting lubricant, the ground trembling with each footfall. In the bulky chest section of the suit, which can be opened on a hinge, a great metal crucible cradles the fuel cell that powers the suit. This burns with an orange flame, heating a crucible of water which in turn creates the steam that energizes the suit. The suit augments the Allumni’s natural strength, allowing him to wield the hefty weight of his Musket of Indignant Might and, in close combat, his Doomblade of Reckoning. This latter is an impressive bastard sword, six feet in length and nearly six inches across the flat of the blade at its widest point, one edge serrated with jagged teeth, the other razor sharp and shaped to cause maximum damage. Steam Plate is the iconic trademark of the Allumni and requires true skill to operate. The armour is powered by fuel cells (the origins of which are kept strictly secret) which are only available in Skyssa (both in Skytor) and when these run out the suit is useless. It can neither be worn, nor used and without the augmentative strength of the suit, the Allumni will no longer be able to lift his sword or his musket. One fuel cell will power the suit for 12 months and it is assumed that when the character begins the game his suit is already furnished with a fuel cell. The player will need to keep in mind the requirement to return to Skytor before his fuel cells run out in order to procure another. The fuel cell the character begins the game with will last him precisely twelve months. This assuming that he wears and uses the suit

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consistently over the course of a year and doesn’t take time out during which the suit can be powered down and the fuel cells saved. In most cases this is a sensible way to use the Steam Plate - as a form of tanking armour for periods when the player knows his character will be entering a significant period of battle. The Allumni is beholden to the church of Allum and worships Allum with enormous devotion. From the church he gains compensation for his role for so long as he performs his duty admirably. The wage is paid into a Skyssan bank account and the character will be able to access this Wealth at banking branches in most major cities. The wage is awarded at the start of each game session or in-game month (whichever comes first) as Banked Wealth points equal to Cult Allegiance x 10 Allumni are religious paladins of Allum and as such must take the cult of Allum. They are dedicated to protecting the government of Haligen House and serve as defenders of the government as well as the city. However, their true employer is the Temple of Forallum and therefore the Allumni is honour bound to serve their cult first. The Allumni’s Cult Allegiance, therefore, is to the cult of Allum - a religious cult - while his Institutional Allegiance is to the Haligentsia - a form of non-secular government. Both Allegiances must be maintained and balanced accordingly. The Allumni follows the base tenets of his faith which decree that runes and runic magick are the follies of barbarous races and heathen cults. As such he may not use runic magick or runes, nor make use of them where offered by rune casters. This restriction includes the use of potions or crystals whose magick is imbued through the use of elemental runes. The cult will not judge the Allumni where he benefits from the runic magick of another character (Blessing spell types or spells aimed at an enemy of the character or inadvertently encompassing the character) provided the benefit is not directly intended for him. Healing by runic magick, for example, is outlawed. Where the Allumni finds himself in need of medical attention he must resort to the natural methods of rest and recuperation and natural or artificial pharmaceutical and medical treatment provided by Medicine Men, or nothing at all. In an official capacity, the Haligentsia supports the Temple of Forallum in its denouncing of the barbarous runes. Unofficially, however, the Haligentsia is fascinated by certain powers inherent within runic magick and the Allumni may find he receives Haligentsian missions from time to time that contravene the base tenets of his cultic beliefs. Balancing the corruptions and schizmatic principles of the Haligentsia with the dogmatism of the Temple is a skill in which the Allumni will need to become proficient if he wishes to maintain both Allegiance values.


made technology will liberate the people of Ereth from the bondage of their own superstitions, heralding a new industrial age. No longer will the wyrmen be subject to the worship of absent deities and ambiguous spiritual beliefs from a time long passed. No longer will they be subjugated to the superstitions of barbarian cults and descendants of the Arkhold lords who hold dominion in their feudal castles. They will be free to be their own masters, served by the material innovations of the smyths, and the world will be theirs alone. Ereth will belong to the wyrmen, as was always the intention of Allum, before even the Oak Lords were abroad in Yarnia. This is the message the Allumni carries, and this is the message the higher echelons of both the Forallum and the Forum would have him convey.

Resistance to Evil

The Allumni’s Steam Plate is the property of the Haligentsia Forum and fuel cells can only be acquired from that institution. They are supplied freely to serving Allumni when it is shown that the fuel cell in his Steam Plate is about to run out (one month’s grace is acceptable, but any earlier than this and the Allumni is likely to be turned away until his cell is further along). Fuel cell sizes vary and after his initial cell runs out he will be given a new cell which will run for a number of months equal to his Institutional Allegiance value. If the Allumni’s Institutional Allegiance falls to zero, the fuel cells will be denied him until he can prove himself worthy again. If the Steam Plate is sold by the Allumni or the Allumni abandons his Creed and takes the Steam Plate, the Haligentsia will send a contingent of Allumni after the fallen paladin to recover the asset. Steam Plate is exceptionally expensive (even without a fuel cell) and the Haligentsia will be unwilling to lose either its worth or its technology to the heathen races. Indeed, if the plate is sold, the seller should be considered in dire trouble and facing a prison term (at best). As a player character the Allumni is a missionary, sent out into the wilds beyond Skytor to bring the wrath of Allum to bear on all forms of wickedness. He is vested with the authority of the Haligentsia of Skyssa to take the wisdom of Allum to the heathen savages in an attempt to enlighten them and eradicate their reliance upon rune magick.

Cult Allegiance points are gained by performing this deed admirably and by achieving any of the Righteous deeds listed in the Morality Guide. Points are lost whenever the Allumni benefits from the use of runes or rune magick or whenever he performs one of the Wicked deeds listed in the Morality Guide. It is the hope of the Temple of Forallum that the awesome might and righteous deeds of the Allumni will inspire the heathen races into recognizing Allum as the most powerful cult. It is the hope of the Forallum that by presenting the world beyond its own borders with the impressive wonder of steam tech (most notably in the form of the mighty Steam Plate armour of the roving Allumni) he will draw the southern races away from runes and toward the power of technology, thus dragging the world of wyrmen out of medievalism and into a new era of ‘enlightenment’ and freedom. Technology, steam and the incredible strength of progress are greater than the mysticisms of runic lore, so the Forallum decrees and so the Allumni will explain to any heathen he meets. Any magick the impotent gods of old can conjure with their dymensional trickery, the Steamsmyths of Skytor and Stratum can match and exceed using science. In this, the Skytorians are as gods themselves, hence they shun the traditional pantheons whose scions the Skytorians consider no more or less than peers from a former time. The Allumni thus proclaims: given time, and an awakening to the true divinity behind the cosmos, the runes of old will fade and wyr-

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As a result, perhaps, of his devotion to, on the one hand, a religious cult and on the other a corrupt and tyrannical institution the Allumni is at the mercy of certain political forces that will occasionally (or perpetually) pull him in more than one spiritual direction. The Allumni cannot add Skill Dice to AA Resistance to Evil while he remains a member of both the Temple of Forallum and the Haligentsia Forum. Leaving one will result in expulsion from the other, therefore the Allumni must instead learn to appease both masters, a state that leaves him vulnerable to frustration and disillusioned by the impositions and impact of politics on the purity of his faith.

Details Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed luctus nibh ac nulla mollis condimentum. Integer eget ante fermentum, blandit augue sit amet, dictum magna. Morbi ac semper est Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae augue elementum, in semper libero vehicula. Praesent porta metus turpis, id blandit augue pretium ut. Nunc faucibus, lacus a tempus ultrices. Nam ultrices Vestibulum placerat Luctus nibh Curabitur vel Vivamus imperdiet .


Ability Awards

Creed Attributes

Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.

STEAM PLATE (Achievement Character Points) Aenean varius maximus nisl, vel mattis est malesuada non. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum magna. Mauris enim mi, auctor non semper vel,

Inventory Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae augue elementum, in semper Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula Aliquam cursus odio in diam pharetra dictum. Mauris sagittis tortor ex, sollicitudin scelerisque sem gravida nec. Nam ultrices arcu eleifend faucibus ultrices. Vestibulum placerat urna vitae augue elementum, in semper libero vehicula. Praesent porta metus turpis, id blandit augue pretium ut. Nunc faucibus, lacus a tempus ultrices. Nunc pellentesque est elit, ac ultrices orci tempus in. Vestibulum id metus pretium, finibus risus in Curabitur vel odio aliquam, auctor mi a, pretium massa. Donec neque arcu, placerat sed augue et, luctus tristique odio. Nam pharetra pellentesque leo Nulla a mauris posuere volutpat et fringilla orci. Aenean tempus porttitor Morbi ac semper est, eget imperdiet lacus. Nullam vel ultricies ligula. Integer a erat nunc. Integer mauris risus, pretium non eleifend eu, ullamcorper vel mauris. Aliquam fringilla ornare venenatis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed velit eros, pretium at mauris ut, pretium Proin convallis metus id augue tincidunt, ac gravida augue auctor. Duis euismod enim id sapien pulvinar viverra. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed pretium erat id erat dignissim, vel interdum nibh sagittis. Vivamus at imperdiet turpis. In hac Sed aliquam elit vel pellentesque luctus. Interdum et malesuada fames ac ante ipsum primis in faucibus. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos In congue purus in magna hendrerit semper. Etiam ut venenatis dui.

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sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt. Proin aliquet augue sit amet orci feugiat, eget tempus mi porta. Etiam sed malesuada massa. Morbi posuere. Nam vitae posuere augue. Suspendisse metus


nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem. Etiam facilisis dui nec. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec.

Creed Combos RECKONING SMITE Ullamcorper neque Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. DESCRIPTION Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus.

AMONIGHT This is an advanced Creed requiring a character who has served at least four in-game years as a Grenadier and then four in-game years as a Lenadier. The Lenadier must have an Institutional Allegiance that has never dropped to zero. At the time of taking this Creed the character must have an Institutional Allegiance value of 10. Amonights (The Exalted Fighter ) are former Lenadier who have proven themselves unwaveringly loyal to their chosen Anglian house of nobility and who have, as a reward, been granted the rank of military Viscount (Sub-Count) and landlord. Viscounts are granted an estate of land with a home within the county of their noble

Conteth and will be permitted to collect rental fees from all citizens living within the estate. They are given a contingent of ten Grenadier under their command to collect monies owed and to patrol the county. In return for this free-holding, the Amonight is expected to keep law and order within his county, protect its borders and show unbridled loyalty to the noble family who own the estate. Fealty to the Grand Duke or Duchess of the Angle (the Gwelenbryal house) is also expected, but less fervently upheld than fealty to the Amonight's ruling Conteth. The Amonight dresses in finery when he is in Viscount mode, i.e. not upon the battlefield or patrolling his estate. In business mode he dons a gleaming suit of plate armour forged by Anglian smyths from pure White Satin Steel, an extremely tough form of snowy white steel which is easily moulded in the forge but hard as diamond when cool. Upon his head the Amonight wears a feathered helm with a hinged visor. He sits astride a fine thoroughbred horse and is given the service of a squire who will follow him tirelessly wherever he goes, carrying his equipment and his various weapons and always ready to supply them at a moment’s notice. On top of gear awarded at the time of achieving this Creed, the character also gains the title of Viscount and acquires the right to dwell within a mansion with gardens and surrounding estate. Within his estate will be 1xd20 additional homes/hovels and 1xd10 farms, all of which must now pay the Viscount rent and abide by the laws he sets forth. Rent is set by the Amonight himself, though a good benchmark is around 30 Wealth per house per in-game month and around 100 Wealth per farm per in-game month. The Amonight is permitted to raise this rental income as high as he likes, though his ability to collect higher rents will be dependent on his tenants’ ability to pay. 50% of everything he collects must be passed on to the Conteth within whose county he dwells. In strong economic times high rents are usually met, though tenants will likely despise the Viscount in charge of their land and will have no loyalty to or respect for him. In times of economic poverty even low rent will be a crippling imposition on tenants and the Amonight may find that members of his estate suffer greatly in their efforts to source the money he demands. The Conteth will provide his Viscount with all the food he needs, a cook, a gardener, servants for his house, a squire, a butler and they will foot the bill for all architectural repairs needed on his mansion. They will not purchase any equipment or items the Viscount requires and he receives no wage and may not undertake employment. Instead

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he earns his money either as a landlord or by way of the title of nobility (entitlement). Using entitlement the Viscount will be able to access the halls of power within all Anglian cities and will be free to dabble in the politics of high office as he sees fit. His nobility may even stretch to other lands such as Listholm or Skyssa where he may find his title and power win him access to the wealthy and the powerful there. Unquestioning loyalty to the noble house and Conteth to whom the Amonight is obliged is expected without requiring official reminders. Where loyalty falters and Institutional Allegiance drops below 5, the Amonight may find himself stripped of his Viscount title and evicted from his estate. He will retain the Amonight creed but is now deemed to be an Amonight/Exile cross-creed (see Cross-Creeds above). The Amonight is obliged to give three in-game months of service to the noble family upon whose land he dwells and this will need to be worked into the GM’s overall game. It may be that the Amonight can serve his duty by embarking upon some quest to find and recover treasures of interest to the house, or merely to boost the Conteth's coffers. Or it may simply be that the GM ticks three ingame months off the general timeline and all player characters spend the three months training, working, healing or otherwise occupying themselves as individuals apart from the group. In most cases the Amonight will merely patrol the castle, fortress or mansions of the noble house, train its armies and command its units alongside his fellow Amonights. As well as this the Amonight is likely to be called upon in times of war when/if the Grand Duke calls the various loyal houses to arms. This will happen wherever the borders of the Angle are threatened by formidable forces requiring a concerted defence. The Amonight will don his armour, mount his steed and ride in the Amonight ranks behind the standard bearer of his Conteth's house. As with the obligatory three month service, calls of duty can either be role-played or passed over as chunks of quantifiable ingame time. Campaigns against enemy forces may result in injury or even death, so at the very least the GM should create a minor skirmish with random Fell or political enemies for the Amonight player to battle. In this instance, fellow players might temporarily take on the roles of Grenadier and Lenadier units to aid the Amonight, following his orders if necessary but also offering insight into tactics and strategy. Alternatively the GM and player can agree to assume that the battle was won and wounds are inevitable. The player should roll 3xd10 and deduct the result from his Life-Force value. On a roll of double zero he also incurs one Severe Wound.


Details Requirements: minimum 16 Courage. Minimum 4 in-game years as Grenadier, then 4 in-game years as Lenadier. Must be member of Wythian or Erther cult with minimum 5 Cult Allegiance. Must have 10 Institutional Allegiance that has never dropped to zero. Apprentice Period: none. Transition from Grenadier to Amonight is immediate. Race: any, though common wyrmen, sowyrmen and elkenwyr will always be given preferential treatment over other races. Allegiance: Institutional Allegiance (to the player’s chosen house of nobility, see Guilds & Institutes). Probable Habitat: The Amonight will operate professionally within The Angle. Cult: Wythia. Ethos: neutral or righteous Style: military landlord Rune Lore: Anarchaic Cross-Creed: Medicine Man, Patrician, SpellBinder, Journeyman.

Ability Awards Hold the Lines, War Cry, Command

Inventory Anglian Chain Hauberk (medium chainmail vest, armour: b+6, 210w/80k). Anglian Thoroughbred (large horse, charger [see Steeds] 19,000w/-k).

Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Blue Velvet Belt Pouch (small belt pouch, baggage [for carrying small items, tolerance: 15k] 40w/1k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Broadsword of the Amonight (large broadsword, weapon (AA Bladed Weapons): b+8, max attacks 2, 490w/35k). Frilled Shirt of Whitest Silk (medium under shirt, garment: b+0 [Ee1 to AA Allure when worn] 185w/3k). Heater Shield of the Amonight (large shield, shield: b+18, 620w/110k). Jousting Lance (large lance: Polearm (AA Polearm): b+18 [requires wielder is mounted on a charger, see Gear & Equipment for rules and details on the use of this weapon in combat] 3230w/112k). Lance-bearer (familiar (AA Kinship to command, no dice check needed where Institutional Allegiance is 10 or more, see Familiars): 100w per month/-k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250w] 16w/25k). Long Coat of Many Buttons (medium overcoat with pockets, garment/baggage: b+0 [baggage: small items, tolerance: 20k] 1980w/26k). Mansion of the Conteth (huge four bedroom dwelling, house & estate: [estate with 2xd10 hovels/houses, 1xd10 farms] 290,000w/-k). Morning Star of the Amonight (large spiked mace, weapon (AA Bludgeon): b+12 [min +2 AA Combat Talent, requires weapon harness] 620w/63k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Polished Buckle-Boots of the Good Fellow (medium boots, garment: b+0 [Ee1 to AA Physical Intimidation when worn] 186w/12k). Red Velvet Dress Robes of the Aristocrat (medium robes, garment: b+0, 1320w/40k). Satin Cape of the Conteth (medium cape, garment: b+0, 185w,3k). Top Hat of Nobility (large top hat, garment: bonus +0 [see Gear & Equipment] 174w/5k). Tweed Breeches of the Travelling Gentry (medium trousers, garment: b+0, 98w/11k). White Satin Great Helm of the Chivalrous (large visored great helm, helm: b+12 [Ee5 to Granite Skull dice checks] 590w/68k). White Satin-plate of the Chivalrous (large plate armour, armour: b+12 [min +2 Might & +2 Skirmish Strength to wear, cannot be carried must be worn or stored in luggage] 9400w/520k). White Satin Sword Scabbard (large sword scabbard, baggage [for large swords, tolerance: 60k] 12w/6k).

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Creed Attributes HOLD THE LINES (Achievement Character Points) Hold the Lines is a child of the parent Core Characteristic Mind & Memory. Years in a commanding position has given the Amonight an air of valiance which tends to bolster the confidence of those around him. In addition he has a learned talent for strategy and tactics, allowing him to direct the battle skills of his allies even while fighting. The Amonight may make one AA Hold the Lines dice check at the start of each skirmish round in which he is either skirmishing or engaged in a grapple (not using ranged weapons, casting magick or merely observing). For every instance of (1) rolled on the check hand all allies also engaged in skirmishes or grapples gain a temporary +1 Skill Dice to their AA Combat Talent (the bonus should not be marked on the character sheet but should be noted throughout the skirmish round where allies of the Amonight oppose combat dice checks directed against them). The successful dice check does not award the Amonight himself a bouns. +1 Skill Dice through employment: none. +1 Skill Dice through training: Chieftain’s Lodge. WAR CRY (Achievement Character Points) War Cry is a child of the parent Core Characteristic Fate & Fortune. The character unleashes a rallying battle cry and all allies who hear it are immediately inspired to bring the battle to the enemy. The Amonight is allowed to make one AA War Cry dice check at the start of each skirmish round in which he is either skirmishing or engaged in a grapple (not using ranged weapons, casting magick or merely observing). For every instance of (1) rolled all allies engaged in a grapple in the same skirmish round gain a temporary +1 Skill Dice to any combat dice check they make for that round only. The bonus is not marked on the character sheet but should be noted by all players for when their turn comes in the skirmish round order. +1 Skill Dice through employment: none. +1 Skill Dice through training: none. COMMAND (Achievement Character Points) Command is a child of the parent Core Characteristic Art & Expertise. Where the Amonight has an Institutional Allegiance to his house of nobility of 10 or more he may command up to ten Grenadier soldiers to aid him in his personal endeavours. For each point lower than 10, the


Amonight loses one Grenadier from his contingent. The Grenadiers are valuable to the noble house to whom the Amonight is loyal and any loss of life resulting from his use of the soldiers will result in a loss of Institutional Allegiance (one point per lost soldier) and a fine equal to 2000 Wealth per soldier which must be paid within a seven in-game day period of the soldier's death. The Amonight makes an opposed AA Command dice check vs the highest AA Immune to Charm value of the soldiers under his command. A success indicates all soldiers acquiesce to the Amonight’s command, while a fail indicates the soldiers refuse to follow orders in this instance. Checks are only necessary in combat situations where the soldiers will be putting their lives at risk or undertaking actions contrary to their principles and not just in the execution of normal soldiering (a check is not necessary, for example, when positioning soldiers or directing them into battle unless against a particularly daunting foe). The GM should use Difficulty Dice sensibly to reflect the nature of the command. For example, where the command carries an almost certain chance of death for the Grenadiers, the GM might impose a hefty two or three Difficulty Dice. Where the command is merely likely to cause unrest such as commanding a unit to bully local citizens out of their rent or even to punish and imprison citizens who, through impoverishment and no fault of their own, are unable to pay, Difficulty Dice should be lower or may be unecessary. +1 Skill Dice through employment: Night Watchman (Commander). +1 Skill Dice through training: Chieftain’s Lodge.

Creed Combos MOUNTED TANK Minimum Attacks: 1 Minimum Active Ability: 17 Polearm. Precluding Conditions: Must be played in the first skirmish round. DESCRIPTION The fighter gives a great war cry and spurs his steed toward his enemy, lowering his lance, clods of earth flying under the thunderous hooves of his mount. An opposed AA Physical Intimidation dice check is made, adding the Physical Intimidation Skill Dice of the mount to the check hand. The check is opposed by the highest AA Courage of those individuals among the fighter's target. Typically this should be anyone grappling or skirmishing alongside one another. For every instance of (1) rolled one fighter in the group targeted disengages and flees. Retreating penalties apply.

Details

BALATRON The tradition of the Balatron stretches back to the Winter of Discontent when all the nation of the wyrmen were incarcerated within the stone walls of the Arkhold and the extent of their cultural domain was limited to the dark halls, chambers, passageways and tunnels of that grim northern fortress. Within this bleak environ, the Balatron became a crucial aid to survival by lightening dark moods and reminding the beleaguered people of the Arkhold that somewhere above the world-enveloping clouds of winter a bright sun still shone. The Balatron should not be confused with the more modern tradition of the jester, the joker or the harlequin whose acrobatics and frivolities are bedded in less profound origins. Instead, the Balatron is an all-round entertainer and warrior of bardic lore; a performer, minstrel, musician, story-teller, artist and poet. He can be winsome or insouciant and poignant, moving and heartfelt in the same stroke of a brush. His songs can lift a mood and invoke memories of better times. His stories can inspire or amuse and the music he plays upon his organistrum (musical instrument similar to both an organ and a guitar that also doubles as a musket) can enchant, mesmerize and motivate. During the Sanas Morcorm war against the wicked forces of Old Urd entire battalions of Balatron were formed against the myrman armies and marched to war under the banner of Orchestral Regiments. Their stirring compositions, rising in unison from hundreds of organistrums inspired the patriotism and holy indignation of the marching ranks and their legions were instrumental in winning many of the greater battles of that time. The modern Balatron is always a devout member of one of the righteous cults. The power for his enchanting abilities comes not only from his skills with musical instruments, the quill, the painter’s brush and the storyteller’s imagination but also from the Elvian or Wythian spirits and the gods of the Wyrd. The extent of his talent is determined both by his natural ability and his soulful connection with the Cosmos.

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Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Aenean varius maximus nisl, vel. Maecenas finibus vel velit. Nunc tortor nisi Etiam congue ante. Duis ut accumsan. Maecenas faucibus. Curae; Etiam congue Duis ut accumsan magna

Ability Awards Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros.

Inventory Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia. Quisque convallis erat tellus, ac semper nulla ornare finibus. Congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam ultricies. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget.


Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique.

Creed Attributes DONEC (In vestibulum sem) Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis. +1 Skill Dice through employment: Harlequin, Jester’s Apprentice, Painter, Sculptor’s Apprentice. +1 Skill Dice through training: Artisan's Guild, Circus Guild. PLAY ORGANISTRUM (Achievement Character Points) Play Organistrum is a child Active Ability of the parent Core Characteristic Fate & Fortune. In order to fire his Organistrum successfully the Balatron must first make a Play Organistrum dice check, aiming to produce a piece of composition that perfectly harmonizes and represents both the context of the battle and the nature of the enemy the Balatron intends to target while also evoking the spirits of Elvia, Wythia and the Wyrd. The more profound the composed piece, the more powerful the shot and the more uplifting the music will be to allies within range. The player multiplies instances of (1) rolled on the check hand by his Cult Allegiance value. The character may then add an equivalent value to the Organistrum's weapon bonus if he lands a successful blow. The Organistrum generates nuggets of spiritual plasm similar to Orphic Plasm but perfected by the beauty of the musical piece, the effectiveness of the nuggets depends on the way the instrument is played and the emotion the music invokes. Any allies within hearing range gain Evident Ease equal to instances of (1) which they apply to any combat dice check they make in the same skirmish round. If their turn in the skirmish round comes before that of the Balatron they don't benefit.

Where allies are behind walls, behind doors or otherwise out of reasonable hearing range within this set distance the GM should call for an appropriate AA Hear a Pin Drop dice check, success indicating they hear the music. +1 Skill Dice through employment: none. +1 Skill Dice through training: Order of Cosmic Light.

Creed Combos No Creed Combos.

BEAST MASTER This Creed may only be taken at character creation and cannot be adopted mid-game. The mystical Beast Master is a barbarian warrior and animal handler whose devotions to the natural world and Yarnian fauna outstrips any empathy he may have for members of his own race. The origins of the Beast Masters are uncertain, but most scholars believe they were once a native part of the Cornovish land and emerged as a breakaway form of Lumbering Jack (see Creeds) during the great war of Sanas Morcorm. They have since migrated almost entirely to the Wythian or Elvian cults but very few live within the Angle and there are still Beast Masters in the morcelt cult of Drogen who operate in Ereth. Many others have no allegiance to any cult and are merely nomadic wanderers and hermits. Today the creed is rare, but exists still in certain remote parts of the world. In civilized realms the Beast Master is particularly rare. He has a natural affinity with the wilderness and the animals who live therein and to him the cities and towns of the advanced wyrman races are repulsive and artificial. Nevertheless, sometimes a Beast Master will wander into the domain of wyrman society where his presence will be a brief novelty to the local population and the focus of much gossip until he moves on. He will usually be forced into this by necessity, requiring the purchase of something he cannot fashion himself, or accompanying fellow itinerants

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into whose company he has fallen. The Beast Master has the unique ability to call upon the Animalian Avatar of any animal provided the corporeal animal accompanies him on his travels as a familiar. For example, the Beast Master who travels with a baboon, a goat and a duck can call upon the baboon avatar Tropa, Prince of the Trees, the goat avatar, Mawgavaran, and the duck avatar, Ynaelyak. The avatars will respond depending on the character’s Spirit which is subject to the usual fluctuations but, in the case of the Beast Master, will also be dependent upon how the character treats the animals in his care and animal life generally. Spirit should be treated much as one of the Allegiance values by the GM, with points deducted where the character mistreats, feeds upon, abuses or shows disrespect to any animal and deducted in greater sums where such abuses are directed toward his own familiars. Points are regained in the usual ways. The character may call up0n each Avatar at his disposal only once per game session (or ingame month if the session covers a longer period than this), thus the more familiars the character possesses the more Avatars he can call upon. He may not call upon an Avatar more than once in any given game session if he possesses more than one familiar for that avatar. For example, if he has three cat familiars he may still only call upon Queen Lewcwynn (Avatar of cats) once per game session (or in-game month). When summoned, the Avatar appears before the Beast Master as a semi-transparent 'totem', each totem bestowing a different blessing on the Beast Master for the duration of his manifestation. The Avatar will appear for a number of skirmish rounds equal to the Beast Master's Spirit before vanishing. Any bestowed blessings will vanish with it. See Table 6 (Animalian Avatars and Blessings) for a list of the different Avatars and the blessings they bestow along with the animal the Beast-Master will need to acquire as a familiar in order to call upon the Avatar. Note: some animals are omitted as impractical for purposes of serving as a familiar. The majority of these are aquatic, making them unsuitable when moving over land.

Details Requirements: none. Apprentice Period: 10 years (assumed to be complete if this creed is chosen at character creation). Race: usually common wyr, morcelt or sowyr but any race may be chosen with a believable enough back-story. Where the player chooses morcelt at least one of his familiars is almost certain to be a spider (though the player is free to ignore this suggestion).


Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna Proin augue magna. Phasellus euismod felis. Morbi non velit Duis ac urna volutpat Nam ultricies lorem vel.

Ability Awards In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor.

Inventory Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices. Nam ac accumsan nibh, id placerat magna. Cum sociis. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed.

Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec. Duis ut accumsan magna, non interdum ipsum. Integer Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu.

Creed Attributes FUSCE FRINGILLA (Vestibulum ante ipsum) Duis vulputate est eros, sed elementum tortor aliquet faucibus. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. T Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna

facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. . In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra. semper mauris, sed tincidunt justo erat. Pellentesque euismod quam sem, ut tempus.

Creed Combos Suspendisse condimentum.

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Table 6 ~ Animalian Avatars and Blessings Familiar

Avatar

Blessing

Details

1) Alligator 2) Crocodile

1) Todynlyak the Sly 2) Lord Mawack

Stealth Among the Rushes

Maximum Evident Ease to any AA Sneak dice check the Beast Master makes or Dd2 imposed on any dice check opposed by Beast Master's AA Sneak.

Ant

The Great Mulmyrmec

Strength of the Leaf Cutter

Temporary +6 Skill Dice to AA Might to Beast Master (not to exceed maximum).

Anteater

The Shambling Oryck

Scent of Tiny Prey

Maximum Evident Ease to any AA Taste & Smell dice check made by the Beast Master and any character (ally or enemy) within 20ft of the Beast Master.

1) Antelope 2) Deer/Elk 3) Mouse

1) Prince Lancorn 2) Yrmat / Fawen 3) Lady Mythmus

Sense of the Hunted Prey

Beast Master gains maximum Evident Ease to any AA Spot Secrets, AA Hear a Pin Drop, AA Sneak or AA Taste & Smell dice checks.

1) Ape 2) Gorilla

1) Lord Wyryarn 2) Great Gigacynnmon

Drums of the Chest

Beast Master gains maximum Evident Ease to any AA Physical Intimidation dice check.

1) Armadillo 2) Cockroach 3) Crab

1) Pengros 2) Morgellgos the Black

Indomitable Shell of Brinell Bone

Beast Master gains a ubiquitous armour bonus equal to his Spirit value while the Avatar remains manifest. Armour bonus is not depleted and stacks with any normal armour the Beast Master is wearing.

1) Ass/Donkey/Mule 2) Goat

1) King Drover 2) Mawgavaran

Closed Mind of the Stubborn Friend

Beast Master gains maximum Evident Ease on any AA Intellectual Intimidate dice check and imposes Dd1 on any dice check he opposes using AA Intellectual Intimidate.

1) Baboon 2) Cockerell

1) Tropa, Prince of the Trees 2) Myttynki, Dawn Wraith

Voice of the Dawn Wailer

Beast Master's voice gains incredible volume, allowing him to shout and be heard up to 1000 metres away.

1) Badger 2) Fox 3) Hedgehog

1) The Mighty Merrbear 2) Prince Lornlowan 3) Mother Drothorn

Stealth of the Dusk Treader

Beast Master and all allies gain maximum Evident Ease on any AA Sneak, AA Hear a Pin Drop and AA Taste & Smell dice check made after sunset or in dark places.

1) Bat 2) Worm

1) Eadunlorn, Cave Dweller 2) The Burrowing Whorglos

Blessing of the Shadow Dweller

Beast Master gains ability to see perfectly in the darkness as though he were surrounded by daylight.

Bear

Enberon of the Mountains

Claws of Might

Beast Master's weapon gains a temporary +5 weapon bonus (bonus stacks with existing bonuses).

1) Beaver 2) Mole

1) Scar Tarin 2) Pa Dunbor

Builder's Blessing

Beast Master and all allies gain temporary +5 Skill Dice to AA Craft and AA Engineer (not to exceed maximum)

1) Bee 2) Dragonfly 3) Fly

1) Mother Eascar 2) Numnaderma 3) Pannaer Elgarn

Eyes of the High Flyer

Beast Master remote views his immediate location as if from a great height (only works outdoors and above ground for the bee and dragonfly, can be used underground and at night if Pannaer Elgarn is summoned).

1) Bison 2) Buffalo 3) Elephant 4) Ox

1) Great Levisund 2) Aurama the Mighty 3) Grandfather Kinkorn 4) Great Scarcorn

Lumbering Strength of the Ox

Beast Master gains temporary +10 Skill Dice to AA Might, AA Sturdy on the Feet and AA Bludgeon for duration (blessing stacks with existing Skill Dice up to maximum +12).

1) Bird 2) Gull 3) Heron/Stork

1) The Sylbrid 2) Crýbrid 3) Pan Tundrabrid

Far Sight

Increase unskilled range of any weapon within 20ft of Beast Master by double (note unskilled range also doubles).

Boar/Hog

Sounder the Rotund

Sturdiness of the Low Standing

Beast Master gains temporary +5 Skill Dice to AA Sturdy on the Feet for duration (not to exceed maximum).

1) Cat 2) Swan

1) Queen Lewcwynn 2) Whyttynbrid of the Lake

Implacable Charm

Beast Master gains temporary +12 Skill Dice to AA Allure for the duration (not to exceed maximum).

1) Caterpillar 2) Cow 3) Locust 4) Sheep

1) Father Merylingell 2) Germoe Gos 3) Mawsylorn the Insatiable 4) Wraith of Mallowgos

Food of the Fields

Beast Master and his allies may eat any vegetation and gain sustenance as though eating one point of Sun-Food. Vegetation must be immediately consumed for benefits.

1) Chicken 2) Grasshopper

1) the Phantom Pybrid 2) Crýgell

Flight of the Grounded

Beast Master gains maximum Evident Ease to any AA Leap dice check.

1) Coyote 2) Dog 3) Hyena/Jackal

1) Ulyanblýth 2) Ki Nimros 3) Mawmarow

Wiles of the Jackal

Beast Master and his allies gain maxmum Evident Ease on any AA Place in the Comsos, AA Taste & Smell and AA Spot Secrets dice check. Beast Master gains temporary +10 Skill Dice to AA Skirmish Strength for duration (blessing stacks with existing Skill Dice up to maximum +12).

1) Duck 2) Otter 3) Penguin

1) Ynaelyak 2) Lord Rinalew 3) King Ramapeng, the Caped King

Water Wings of the Paddler

Beast Master and all allies gain maximum Evident Ease in AA Swim for the duration.

1) Eagle 2)Falcon/Hawk/Kestrel

1) The Sacred Númengel 2) The Holy Elbrid

Keen Senses of the Predator

3) Falcercrop

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Beast Master gains maximum Evident Ease in AA Read Person and AA Sense Motive for the duration.


Table 6 ~ Animalian Avatars and Blessings continued Familiar

Avatar

Blessing

Details

1) Frog 2) Turtle

1) The Qulquyn King 2) Gos Cronrein

Aquatic Lungs of the Dank

Beast Master gains maximum Evident Ease in AA Hold Breath for the duration.

Goose

Queen Anserine

Rage of the Defender

Beast Master and all allies gain temporary +4 Skill Dice to AA Brawl for duration (blessing stacks with existing Skill Dice up to maximum +12).

1) Hare 2) Horse

1) Cursusann the Quick 2) Gos Panros

Speed of the Swift

Beast Master gains temporary +10 Skill Dice to AA Dodge and AA Swift for duration (blessing stacks with existing Skill Dice up to maximum +12).

1) Hippo 2) Walrus

1) Ros Merrinan 2) Meeraumer the Tusked

Tusks of Crushing Steel

Beast Master gains temporary +10 Skill Dice to AA Bludgeon for duration (blessing stacks with existing Skill Dice up to maximum +12).

1) Hornet 2) Porcupine 3) Scorpion 4) Wasp

1) Naegergin 2) Lord Fawenthorn 3) King Flay 4) Queen Draedrill

Sting of the Barbed Foil

All bladed weapons used by the Beast Master and his allies gain a value equal to the Beast Master's Spirit which is added to the weapon bonus for the duration.

1) Jaguar 2) Leopard 3) Panther

1) Prince Dunmallon 2) Lord CĂźdalew 3) Dundraed the Dark

Fury of the Leaping Fang

Beast Master doubles his Attacks. Beast Master and all allies gain maximum Evident

1) Lion 2) Tiger

1) King Rama 2) Lewyn Yirfang

Talons of the Warlord

Beast Master gains temporary +8 Skill Dice to AA Combat Talent for duration (blessing stacks with existing Skill Dice up to maximum +12).

1) Monkey 2) Squirrel

1) King Merrmallon 2) Mallonloric the Quick

Balance of Branch and Bough

Beast Master and his allies gain maximum Evident Ease in any AA Climb dice check made for the duration.

1) Mosquito 2) Rat

1) The Blodmawpan 2) King Conafink

Blessing of the Quick or the Dead

Beast Master gains temporary +8 Skill Dice to AA Dodge for duration (blessing stacks with existing Skill Dice up to maximum +12).

Owl

Queen Ulepan

Mind of the Wise and the Sly

Beast Master gains temporary +6 Skill Dice to AA General Knowledge, AA Read Person, AA Sense Motive and AA Orphic Knowledge for duration (blessing stacks with existing Skill Dice up to maximum +12).

Parrot

Dannbrid

Voice of Mighty Persuasion

Beast Master gains maximum Evident Ease on any AA Intellectual Intimidate dice check

Pelican

Chief Mawbrid

Guile of the Navigator

Beast Master and his allies gain maximum Evident Ease on any AA Place in the Comsos dice check.

Rabbit

Princess Conyngos

Wits of Grazing Prey

Beast Master and his allies gain maximum Evident Ease on any AA Swift or AA Leap dice check.

Rhino

Gos Gigacorn the Brute

Charge of the Crushing Horn

Beast Master doubles his Size Bonus when resolving base damage during combat

Skunk

Prince Haridethen

Sensory Barrier of the Befouled

Dd4 imposed on any AA Spot Secrets, AA Taste or Smell, AA Sense Motive, AA Read Person and AA Hear a Pin Drop made by anyone (ally or foe) within 100ft of the Beast Master, including the Beast Master himself.

Snail

Viakarrack the Languid

Ooze-Walk

Allows the Beast Master to walk unharmed across bogs, swamps and quicksands.

Snake

Lord Langmorch

Unseen Strike of Coiling Doom

Beast Master supercedes any ambush andgoes first in the skirmish round before his allies and his opponents. When the totem vanishes the Beast Master takes his usual position in the skirmish round order.

Spider

Gudcrop the Vile

Blessing of the Spinning Yarn

Beast Master and his allies gain maximum Evident Ease on any AA Acrobatics or AA Craft dice check.

Termite/Ticks or Mites

The Vile Borcop

Carapace of the Charmless

Beast Master gains maximum Evident Ease on any AA Immune to Charm dice check and imposes Dd2 on any dice check opposed by his AA Immune to Charm.

Toad

Goscronek the Gruesome

Toxicity of Neutrality

Beast Master gains maximum Evident Ease on any AA Immunity to Disease and AA Immunity to Poison dice check.

Vulture

The Barro Mawbrid

Gloom of the Dead and the Dying

Beast Master gains maximum Evident Ease on any AA Physical Intimidation dice check and imposes Dd2 on any dice check he makes which is subsequently opposed by AA Courage.

Wolf

Lord Beoberor

Rallying Call of the Master

The Beast Master gains the ability to howl like a wolf, the result being the immediate rallying to his side of all his familiars provided they are within 1000 metre range.

Ease in AA Leap and AA Acrobatics for the duration.

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CATHARXIS Like the Soul Reaper, the Catharxis is a product of his environment. He is a Creed who feeds not only on the chaos and lawlessness of the world outside of civilization but upon those individuals within civilization who crave chaos but can ill afford to risk the home comforts of their life. A naturally itinerant character, the Catharxis will carry with him at all times an Oberorb (which the Catharxis refers to as the Slave) into which he will record the events, emotions, feelings and experiences of his life. He will then edit the recorded data of the Slave Oberorb, transferring portions into smaller Oberorbs (Cathartic Orbs). These Orbs are then touted to buyers in any civilized location as ‘experiences’ which the buyer can access and perceive as though he were living out the experiences of the mind recorded therein himself. Buyers of Cathartic Orbs (ergos) live typically sedentary lives or lives in which they are tied down to a certain standard of culture and society which prevents them from exploring the wider world. They have no personal ability to live out the kinds of encounters and adventures the average Catharxis will experience in the daily course of his life and so they seek their thrills in the form of Cathartic Orbs. The fruits of the Catharxis vary depending on his ethos. There is always a demand for brutal, violent and depraved experiences, even (especially?) within polite society and the Catharxis of wicked or neutral erring toward Wicked ethos can expect to make a great deal of Wealth very quickly, especially if he can procure a regular clientele and particularly if he is prepared to deliberately live through the kinds of debauchery such clients crave. Ergos with sadistic and malignant tendencies are usually under the influence of Elgan corruption already and will invariably occupy positions of power and wealth within civilization, allowing them to afford the huge asking price of these Orbs. Such individuals may be attempting to satisfy the lusts of Elgan influence by feeding the dark aspects of their soul with the depraved illusions of the Cathartic Orb. Ultimately, such memories will only further corrupt the consumer, desensitizing them to horror so that they

crave ever greater depravity and fall ever further into the grasp of Elgan influence. These concerns may be of little interest to the wicked Catharxis whose sole interest is the earning of Wealth at any cost. Yet the Catharxis who forms a regular contract with one ergo is likely to find himself commanded to enter ever more extreme situations and undertake ever more perverse forms of behaviour in order to satisfy his client’s evolving tastes. Such needs will inevitably place the Catharxis himself in harms way, and in the firing line of Elgan malevolence. Catharxis products of this nature are known as Necrostats and they are uniformly illegal in all civilized lands where the wyrmen hold sway. Possession of a Necrostat can result in either imprisonment or the death penalty, depending on the severity of the recording and local legislation. It is a sad fact that most Necrostat collections are found in the possession of powerful ergos who subsequently use their influence and connections to win a lenient sentence. Where Necrostats are found on regular folk or the Catharxis himself the punishment is likely to be far more extreme. The vast majority of Cathartic Orbs are firmly in the neutral (Broadstats) or righteous (Histats) camp and these are usually the results of regular adventuring, treasure hunting, Fell-slaying and travel within the wild lands of the world. Such recordings can routinely be found in towns and cities, sold in bulk on merchant stalls or in specialist provision stores. The workaday ergo will purchase, on average, one Cathartic Orb per week, using it to inject a little adventure into his life without facing any of the dangers associated with actual adventuring. Sometimes the buyer will seek out new thrills and new experiences, but there are also those events that so capture the public’s imagination that they become popularized and re-recorded for mass consumption (Oberstats) Truly heroic, terrifying, thrilling and historically profound moments are typically those most likely to draw wide interest and where the Catharxis is able to craft such experiences he can stand to make a regular income from resale of the same memory. Along with Necrostats, Broadstats, Histats and Oberstats, there are those orbs sold through the black market which will be a mixture of Necrostats and Amorostats or, as they are more commonly known, Shuntorbs. Shuntorbs are sexual in nature and created by the Catharxis who records his wide ranging sexual encounters for the delight of those ergos whose real-life conquests may be much more limited (or non-existent). Shuntorbs are not illegal, but within most cultic societies they are frowned upon as being deviant and dangerously perverse. Most Catharxis will struggle on their own to find the time (and willing partners) to craft

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enough Shuntorbs to satisfy the market and earn a large enough return to make the effort worthwhile. For this reason most Catharxis will simply record sexual events if and when they occur and add them to any general Cathartic Orb recordings they produce. Because of the emotional nature of the Oberorb recording, faked or pornographic recordings usually fail to satisfy the consumer since the performer is aware that he or she is performing and may not even be enjoying the experience. Some producers of Shuntorbs have managed to gather together an enthusiastic enough cast of actors and actresses to make a going concern of their productions, but generally such Orbs are the cheapest and less sought after while those portraying reality in the raw prove most popular.

Making & Selling Cathartic Orbs To make and sell orbs the Catharxis will need an Oberorb (with which to record his life events), a selection of blank Cathartic Orbs (onto which he will record portions of the Oberorb’s recordings) and a magickal item called an Egograph. The Egograph resembles a heavily bound leather book which records the basic experiences recorded onto the connected Oberorb. The story is ongoing and if the character turns to the most recent point he will see the story penned as though by an invisible quill, describing him reading the


words as they appear in the Egograph. This device is required in order to edit and choose parts of the Oberorb’s data to transfer onto a Cathartic Orb. The player will need to inform the GM when he intends to create a Cathartic Orb. Each orb must be purchased and then up to one ingame hour of action recorded onto the orb from the main Oberorb. In role-play terms, the Catharxis opens the Egograph to the relevant page then reads the story aloud while holding the Oberorb in his left hand and the Cathartic Orb he wishes to record onto in his right. If the character only has one hand he will be unable to use the Egograph. The pages of the Egograph will turn automatically as the Catharxis reads. When he reaches the end of the portion he wishes to record he stops reading and uses the command word ‘transpose’. In game terms, the player should merely specify the nature of the action he wishes to record to his GM and must be specific about where the recording starts and where it ends. The recording does not need to be made in real-time as it can be copied from the main Oberorb at any later point using the Egograph, however the reading of the relevant portion requires a certain amount of time. The reading takes one in-game minute for every ten minutes of recorded action up to, but not exceeding, one hour. Once the orb has been used it cannot be overwritten with fresh action or deleted, but the contents can be copied onto additional Cathartic Orbs as many times as the player wishes. To achieve this the character holds the recorded orb in his left hand and a blank orb in his right with the Exograph open before him and utters the command word ‘transpose’ again. This takes no time and the transfer is immediate. The player/GM should consult Table 7 for likely values of created Cathartic Orbs. The GM should increase or decrease value accordingly based on how sensory, sensual, enjoyable, entertaining and exhilarating she deems the contents of the recording to be.

Details Requirements: none. Apprentice Period: none. Race: any except morcelt. Allegiance: none. Probable Habitat: any. Cult: player choice. Ethos: player choice. Style: professional adventurer. Rune Lore: Anarchaic Cross Creed: Dungeon Master, Ebberman, Exile, Journeyman, Medicine Man, Raider, Slayer, Soul Reaper, Spell-Binder.

Table 7 ~ Cathartic Orb Values Type

Contents

Value

Necrostat (Snuffer)

Sadistic torture & murder of innocent victim(s).

5000w

Necrostat (Griefer)

Torture & torment of innocent victim.

4000w

Necrostat (Lasher) or Shuntorb (Lasher)

Perverse sexual S&M or sexual humiliation.

3000w

Histat (Epic)

Extreme heroism or historical event

400w

Broadstat (Thriller)

High adventure, excitement and near-death thrills

100w

Broadstat (Chiller)

Terror, horror or frights and chills (non-wicked)

50w

Broadstat (Amuser)

General travel, exploration and dungeoneering etc.

25w

Shuntorb (Arouser)

Extremely erotic and exotic encounter

50w

Shuntorb (Tickler)

Standard sexual encounter

40w

Shuntorb (Kindler)

Sexual encounter in loving relationship

200w

Shuntorb (Faker)

Pornographic or staged sexual encounter

25w

Ability Awards Aesthete, Courage, Craft, Endurance, Learn, Read Person.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried on backpack, increase tolerance of backpack by 200k] 14w/2k). Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Belt Quiver of the Artiller (small quiver, baggage [small quarrels, tolerance: 10k] 18w/1k). Black Leather Backpack of the Night Walker (large backpack with pockets, baggage [for small/medium items, waterproof, tolerance: 200k] 130w/20k). Boot-Bodkin (small dagger, melee weapon (AA Brawl): b+0, max attacks 4, 28w/1k). Brass Byrnie of the Gladiator (large breastplate, torso armour: b+8, 190w/75k).

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Brass Oil-Lamp of the Cowled Flame (medium lantern, mundane: [covered flame, impervious to gas/weather, light radius 50ft, burns 1hr per 1 litre base oil or 4 hours per 1 litre biodiesel] 5w/8k). Capriform Helm of the Womadic Warrior (large helm, helm: b+5 [Ee2 to AA Physical Intimidation dice checks) 80w/22k). Cathartic Orb of Recording (small artefact, memory sink [records up to 1 in-game hour of Oberorb personality] 100w for one, or 20w per orb bought in bulk of 100 orbs/12k per orb). Deep Blue Sword Sheath of Opalescence (large sword scabbard, baggage [for large swords, tolerance: 60k] 12w/6k). Dungeon Master’s Jute-Rope (large coil of rope, mundane [supports 3600k/combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). Egograph (medium artefact, magickal book [records Oberorb in written form] 4000w/18k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250k] 16w/25k). Oberorb of Recording (medium artefact, memory sink [records memories from point of ownership onward] 3000w/40k). Oiled Leather Hip Satchel (medium hip-satchel, baggage [small to medium items, waterproof, tolerance: 80k] 80w/8k). One handed Lever-Action Crossbow of Ballistic Force (medium crossbow, ranged weapon (AA Hit Bullseye): b+3, 1 shot per round [Line of Sight, unskilled range 60ft] 140w/22k). One Quart Base Oil (small oil flask, mundane [one cubic litre] 5w full, 1w empty/5k full, 1k empty). Quadric Blade of the Assassin (large curved sabre, melee weapon (AA Bladed Weapons): b+3, 426w/38k). Spiked Pauldron of Defending (large shoulder plates, armour: b+4 per plate [takes up both baldric slots] 60w per plate, 28k per plate). Tanned Leather Gauntlets of Battle Dress (small gloves, garment: b+0, 40w/2k). Tartan Burlap Cloak & Cowl (medium cloak, garment: b+0, 1205w/68k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

Creed Attributes No Creed Attributes.

Creed Combos No Creed Combos.


CREANT Many are the horrors forged during the Sanas Morcorm war and many such horrors still stalk Ereth, reduced in numbers and less insidious than before, but no less gruesome and no less perilous. Few such evils are more abominable than the Creant, a wyrman acolyte of the Cult of Flies whose devotion to his own race has fallen in favour of dedication to sprained religious perversions. The Creant resembles a mummified corpse, his emaciated body bound in blackened thongs caked with dry blood and grime, pained flesh peeking between strips of leather, skin ragged with scars, pocked and puckered from years of ceaseless self-flagellation. The head and face are also encased, the natural gia appendages crushed and broken, eyes as blood red pools of rancorous light glaring from between the straps. The Creant form is skeletal beneath his bindings. He never cleans the foulness of his tainted flesh, so his wounds never heal, seeping ooze and unclean vileness, infecting the very air he occupies with the reek of decay. The Creant body is a mess of injury, infection, pain and suffering, held together by nothing more or less than the will of the Elgan gods to whom the Creant has dedicated his very existence. He doesn’t eat or drink and nor does he find sustenance in the light of the sun. He is, in many ways, a dead-thing walking, granted life by evil gods who find his brutality and strange dedication amusing. Greatly feared across all Ereth and loathed by the wyrmen both for his wicked deeds, evil appearance and twisted mind, the Creant no longer fears pain or damage (though he feels both) and will not yield in combat to pain or injury, even when his body is almost entirely destroyed. Any rule calling for a Courage dice check, or a dice check opposed by the Creant's Courage automatically succeeds or fails in the Creant's favour, with no need to roll. The Creant reveres the dark god Crewel and desires that ancient god’s return to the lands of Ereth. He considers himself an heir to those positions once held by the Engel host within Crewel’s fabled torture pits, and models himself on those ancient winged monsters of timeless mythology.

Like the Warlock or the Dunwytch, the Creant shows his devotion to the Elgan gods by way of sacrifice. But where the Warlock and Dunwytch sacrifice the lives of others, the Creant sacrifices his own life essence. His own blood, pain and misery are freely and willingly given to the Elgan gods and Engel spirits, to feed their lust for wyrman suffering and energize them in the powerless domain of the Nether Dymension. While the Creant character possesses Cult Allegiance points he self-heals on a continual basis, gaining +1 Life-Force point every skirmish round (15 in-game seconds) that he is not losing Life-Force. He cannot lose and gain Life-Force simultaneously (losing LifeForce trumps gaining Life-Force). In addition, while he maintains points in Cult Allegiance his Age value does not increase with the passing of time and he suffers no Age related deterioration. The Creant must maintain at least one point of Cult Allegiance. If he loses all Cult Allegiance he falls out of favour with the Elgan gods and his ruined body, previously held together only by their will, is abandoned to its fate and finally succumbs to the physics of reality. All scars open as fresh wounds and all infections fester as though they have already been putrefying for decades. The Creant rots and decays to his core within a matter of minutes until nothing remains but a steaming and stinking pile of bones beneath a heap of leather wraps. The soul of the Creant is then stolen into the Nether Dymension where his spirit becomes a play thing for the Elgan gods. There the Creant must spend eternity as a disembodied mind, forever tormented by the hideous malevolence of those he worshipped in life. The Creant is not invulnerable to death and can still be killed if his Life-Force is reduced to zero. He is, however, immune to the effects of aging and should be considered immortal in this respect and for so long as he maintains favour with the Elgan pantheon.

Details Requirements: fellow player characters must be of wicked ethos. Apprentice Period: if this creed is chosen at character creation the apprentice period is irrelevant. The player can assume his character has lived a long time but is ageless and his true age is indeterminable. If the Creed is chosen mid-game the character’s Age value at the time of taking the Creed is frozen. The character must undertake an apprentice period of one year in Old Urd or the underdark of Ramat in Iyfel. Race: any except ethenan. Allegiance: Cult Allegiance (Elgan) Probable Habitat: Sanas Morcorm/Old Urd but known to lurk in all parts of Ereth Cult: Cult of Flies/Elgan Cult

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Ethos: wicked Style: acolyte of the abysmal arts Rune Lore: the Craven runes Cross Creed: Dunwytch, Raider, Slayer, Warlock.

Ability Awards Bludgeon, Brawl, Skirmish Strength, Endurance, Granite Skull, Immune to Charm, Immunity to Disease, Physical Intimidation, Seeksorrow, Sneak.

Inventory Black Blade Sheath of the Craven Thug (large sword scabbard, baggage [for swords, loss of 5 Cult Allegiance & 5 Spirit if carried by righteous creed, tolerance: 80k] 45w/8k). Blood Soaked Hip Satchel of the Crypt (medium hip-satchel, baggage [for small/medium items, +1 to rune-tools once only after 24hrs, loss of 5 Cult Allegiance & 5 Spirit if carried by righteous creed, tolerance: 60k] 30w/6k. Eldritch Daggablade (medium dagger, malefic weapon (AA Bladed Weapons): b+1, 395w/3k). x10 Flesh Fletched Arrows (medium arrows: ammo: b+0, 10w per 10/10k per 10). Long Bow of Carven Bone (large long bow, weapon (AA Archery): b+2, 1 shot per round [Lob, unskilled range = 300ft] 190w/ 28k). Nail Bedded Sandals of the Seeksorrow (medium clothing, garment: b+0 [may be worn only by Creant or character with min 16 Endurance, -1 Life-Force per day worn] 8w/4k). Razor Thimble of the Tattooist (small runetool, artefact: b+3, 665w/-k). Runic Flail of Blood Letting (medium flail, malefic weapon (AA Bludgeon): b+2, [+6 weapon bonus to Creant, Warlock or Dunwytch] 40w/6k). Soul Thirst Blade of Dunethen (large long sword, malefic weapon (AA Bladed Weapons): b+2, [-1 Spirit per landed blow, where blade lands killing blow target cannot resurrect] 2000w/62k). Stenlorn’s Short-Blade Scabbard (medium scabbard, baggage [daggers only, tolerance: 6k] 6w/1k). Vampiric Staff of Sprained Bone (large staff/artefact, malefic weapon/rune-tool (AA Polearm in melee), rune b+1, weapon b+3 [drains max 12 Orphic Plasm per round] 1920w/8k). Wrapped Thongs of Dunlight (medium clothing, garment: b+0, [results in loss of 5 Cult Allegiance points and 5 Spirit points if worn by righteous creed] 4w/3k).


Creed Attributes SEEKSORROW (Magick Character Points) Seeksorrow is a child Active Ability of the parent Core Characteristic Fate & Fortune. The Creant engages in ritualistic selfflagellation and self-mutilation in order to replenish his Cult Allegiance. Each ceremony takes a minimum one in-game hour and requires the Creant lash himself with a Runic Flail of Blood Letting. The session must be performed at night and requires the Creant to sacrifice 1xd10+2 Life-Force points of damage whether the dice check is successful or not. If the ritual is performed while wearing armour the dice check is deemed to be an automatic failure. For each instance of (1) rolled on the check hand the gods grant the Creant 1 Life-Force point of healing and for each successful dice check overall the Creant gains +1 Cult Allegiance point. There is no limit to the number of ceremonies the Creant can perform in one night. Where the ritual is performed after sunrise or before sunset no gains will be made. The Creant loses all Spirit points every time he makes a Seeksorrow dice check, whether successful or not. +1 Skill Dice through employment: none. +1 Skill Dice through training: none.

Creed Combos SUICIDAL BLOW Minimum Attacks: 1 Minimum Active Ability: 14 Seeksorrow. Precluding Conditions: Requires Creant creed. Creant must be capable of incurring at least one Severe Wound without dying. Requires enemy is armed with a bladed weapon. DESCRIPTION The Creant throws himself on his foe’s weapon with the intention of causing himself massive harm, but not death. He drags himself forward onto the blade of his enemy and lands a devastating, close quarters blow. The Combo requires the Creant make a standard AA Brawl combat dice check as though unarmed. The dice check cannot be opposed. As a result the Creant incurs one impale Severe Wound as though 1 had been rolled on the Severe Wounds table (Table 5). Damage is resolved in the usual way but all landed blows are doubled before multiplying by base damage. If both combatants survive the Creant's opponent must make a successful AA Might dice check to withdraw the blade, or he may relinquish the weapon which remains embedded in the Creant (retreat penalties apply as usual). If the AA Might check fails the Creant may make another unopposed attack against his enemy. The Creant withdraws the blade himself if the weapon is relinquished but incurs another d20+10 Life-Force damage in the process.

DUNGEON MASTER There may be as much of the world of Ereth beneath the earth as there is above, and few who have ventured into the hidden realms of the underdark, as Ereth’s inner core is known, would doubt such claims. A traveler might enter a cave in the cliffs of the southernmost tip of The Angle and walk north, passing through a labyrinth of ancient tunnels so long that she might one day emerge to find herself among the snow capped mountains of Niflhelm. Or she may never emerge, for the tunnels of the underdark wind far and delve deep into the subterranean estates of the Cavernlands, a cave system so vast and complex that few who lose themselves there will ever see the light of day again. These are the many and interconnected dungeons of Ereth; the abandoned caves, mines and imperial cellars of Sanas Morcorm; the labyrinth catacombs of Drood-Cynncarn; the sacred halls beneath the Sailing Hills; the dungeon pits and morbid crypts of Iyfel, the fissures and arch-roofed canyons of Nińel and the hollow mountain cities of Niflhelm, carved by gods or the passage of aeons and abandoned by wyrmen. Into the Cavernlands over the centuries have passed many Fell and Fae denizens, monsters of Gungin and Elgan origins too vile to live under the light of the sun, driven deep into the bones of Yarnia by their hatred for all that is light and warm. In the underdark they feed upon one another and prey upon those wyrmen who stray into their domain, their lurking presence hidden by the cloak of darkness and the confusion of echoes. Many are the wyrmen and wyr-women who brave these chasmic depths, either as carvers of new spaces or explorers of the old. They are known among the wyrmen as the Dungeon Masters, and their affinity with the workings and perils of the underdark is oft sought after by those who would delve and plunder the lost secrets of the world underground. Dungeon Masters serve as guides or mineforemen, as trap keepers and caretakers of the deeping shadows. They accompany those workers doomed to t0il in the gloom, or guide those seeking treasures lost from time and

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memory as deep as they dare go before returning them to the surface, setting traps in their wake to ward off the ceaseless threat of lurking Fell and looking always ahead for those perils that claim so many lives when the inexperienced and ill-prepared venture without care where wyrmen were never meant to venture. Dungeon Masters as player characters typically have a symbiotic relationship with their fellow party members. They should request either a full share of any Wealth found during dungeon-crawls or a general wage paid for each dungeon-based expedition, their very presence on such endeavours increasing the likelihood of success. The Dungeon Master takes with him on his sojourns into the underdark many tools and items to aid him in his work, while his familiar - a featherbrained bird known for its sensitivity to subterranean gases - flutters around its copper cage, alerting the Dungeon Master to the presence of toxins and flammable gases. With his long Wythywood Caber the Dungeon Master prods and pokes at the ground ahead, testing the walls and ceiling. With this staff he can also move obstacles, jam the workings of a trap, test the depths of a stream or span a pit between ledges. With his rope he can climb or descend and with his pick, shovel and mighty hammer he can dig through loose earth, widen gaps between chambers or pound down locked doors. Dungeon Masters are skilled cartographers, able to scribe accurate maps using only estimated lengths and scales. Where the Dungeon Master player keeps a map of progress in any underground setting the GM may correct her on any errors in her map as she draws it. In addition the Dungeon Master is a skilled artisan of traps and will find opportunities for the creation and selling of his wares in most of the major cities of Ereth, including maps. The Dungeon Master player will also wish to familiarize herself with the Trap Crafting chapter in the reference section of this book.

Deover’s Gulod All Dungeon Masters may join the Delver’s Guild, a worldwide society dedicated to the upholding of Dungeon Master lore and the training of Dungeon Masters. Membership to the guild is free to this Creed with some conditions. As soon as a Dungeon Master completes his apprenticeship (a process that usually begins at a very young age and completes around the age of 20), he is granted membership as a Rank 1 Initiate and gains 5 points in Guild Allegiance, provided he is not a member of any other Guild. A Dungeon Master gains one point in Guild Allegiance every time he enters a dungeon in


the service of others (i.e. in the capacity of a guide, as the paid up or commission-based member of an adventuring party, etc.) The Master must spend a minimum of two days in the subterranean realm and during this time must make a map of his progress which should be submitted to his nearest Guild house, both as proof of his journey and as a reference for Guild cartographers. These maps are compared with existing cartographies in order to maintain an accurate database of the Cavernlands and where major discrepancies are found a cartographic crew may be dispatched to investigate.

Ability Awards Acrobatics, Climb, Craft, Dungeon Sense, Endurance, Engineer, Firecraft, General Knowledge, Hear a Pin Drop, Leap, Learn, Place in the Cosmos, Sneak, Spot Secrets, Swim, Trap Sense.

In addition the Dungeon Master is expected to forfeit 10% of all spoils found during each dungeon crawl to the guild. These donations do not increase Guild Allegiance but will ensure Guild Allegiance remains level. Officially, the guild operates an honour system whereby the Dungeon Master declares his spoils openly and makes donations accordingly. In truth the guild has a network of spies and agents who watch members under suspicion of with-holding spoils. Members found to be holding back on undisclosed treasure or gear found while crawling the underdark will not only be expelled from the guild, they will also be expected to pay twice the estimated amount owed. Like most guilds, the Delver’s Guild can bring considerable clout to bear on its defaulters and won’t hesitate to hunt down the ex-member if he tries to run or hide from outstanding debts.

Details Requirements: may not be taken by ethenan Apprentice Period: 10 years (assumed to be complete if this Creed is chosen at character creation) Race: common wyrman, elkenwyr, sowyrman, norwyr, wyrlung Allegiance: Guild Allegiance (player may choose Delver’s Guild or Artisan’s Guild, or none) Probable Habitat: Dungeon Masters are a non-location specific creed and may be found anywhere upon Ereth Cult: player choice Ethos: neutral Style: explorer & trap maker Rune Lore: Anarchaic Cross Creed: Dunwytch, Ebberman, Exile, Loremaster, Medicine Man, Raider, Soul Reaper, Spell-Binder, Steamsmyth, Stone Master, Warlock, Yarnsayer.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried on backpack, increases pack tolerance by 200k] 14w/2k). Backpack with Backframe & Shelf (large backpack, baggage [used to carry small or medium items only, waterproof, tolerance: 320k) 48w/32k). x10 Bag of Gizmos (small bag of items, gizmo: 100w per bag/3k per bag) Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Brass Compass (small compass, gizmo: 12w/1k). Brass Oil-Lamp of the Cowled Flame (medium lantern, mundane: [covered flame, impervious to gas/weather, light radius 50ft, burns 1hr per 1 litre base oil or 4 hours per 1 litre biodiesel] 5w/8k). Broad Blade Shovel (large shovel, mundane/weapon (Brawl AA): b+0, [automatically breaks where damage reduced

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by shield, armour or helm, requires backpack straps] 3w/12k). Calabash Pipe With Copper Bowl (small smoking pipe, mundane [requires tobacco] 22w/1k). Cartographer’s Gridded Parchment (small parchment sheets, mundane: 25w per sheet/1k per 10 sheets). Comfy Bedroll (medium mattress, mundane: 4w/8k). Copper Bird Cage With Carry Strap (medium bird cage, mundane [for carrying small bird familiars only, attached to backpack using backpack straps] 12w/9k). Cornovish Leathers (medium leather outfit, armour: b+1, 52w/24k). Crows tail Quill of Scribing (small quill, mundane: 5w per item/1k per 100 items). Wythywood Caber-Staff (large staff, weapon (AA Polearm): b+3, 189w/68k). Dungeon Master’s Jute-Rope (large coil of rope, mundane [25ft, supports 3600k/ combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). Featherbrain (small bird, familiar (AA Kinship to command): 8w/-k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Indelible Squid Ink (small inkpot, mundane: 10w per item/1k per 10 item). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250w] 16w/25k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). One Quart Base Oil (small oil flask, mundane [one cubic litre] 5w full, 1w empty/5k full, 1k empty). Pouch of Sowyrian Coffee (small pouch, mundane [10 cups, Ee5 to Mind & Memory based dice checks for 1hr, -1 Life-Force if more than 1 cup per day] 3w/1k). Pouch of Wodoak Cannabin (small pouch, mundane [requires pipe, 10 smokes, Ee10 to Fate & Fortune dice checks / Dd2 to Mind & Memory or Art & Expertise dice checks for 1hr] 8w/1k per pouch). Scroll Case of the Draughtsman (medium scroll case, baggage [for parchments/scrolls/ maps, waterproof, tolerance: 30k] 30w/3k). Small Ironpot (medium cauldron, mundane: 8w/22k). Tindercase (small fire lighter, mundane (AA Firecraft dice check): 5w/10k). Warpick of the Dungeon Master (large pickaxe, weapon (AA Bludgeon): b+4, [2 handed, cannot be used with shield] 38w/92k). Workman’s Tool-roll of the Tinkerer (medium tool-roll, mundane: 40w/18k).


Creed Attributes DUNGEON SENSE (Achievement Character Points) Dungeon Sense is a child Active Ability of the parent Core Characteristic Sense & Sympathy. Dungeon Sense is a catch-all attribute which the Dungeon Master may call upon during dungeon expeditions and only during dungeon expeditions. Where Dungeon Sense is used outside of the dungeon environment it should be as an indicator of specialist knowledge about dungeons and the underdark generally. Dungeon Sense can be used to spot hidden aspects of walls or rooms (replacing Spot Secrets), find a way when lost (replacing Place in the Cosmos), or to determine the workings of a door lock or the safety/danger of a particular route (replacing Learn or General Knowledge). The GM may call for a Dungeon Sense roll at random intervals from any Dungeon Master character, partly to keep players on their toes, but also when there is a possibility the natural Dungeon Sense of the character will kick in and save him and those he guides from some hidden peril only the GM is aware of. This might, for example, come in the presence of lurking enemies, a hidden pressure plate in the floor, a dangerously unsupported passage ceiling or a strange odour which the Dungeon Master will recognize as explosive or poisonous (or benign) gas or as the stench of a particular Fell enemy lurking nearby. At the same time the player may request a Dungeon Sense roll whenever he feels uneasy about a particular situation or wishes to scan a new location for signs of recent activity. Where the party are faced with some kind of puzzle or required to reach a solution based on problem solving, the GM should only give the Dungeon Master hints or clues to the solution on a successful Dungeon Sense roll rather than simply giving them the answer outright. +1 Skill Dice through employment: none. +1 Skill Dice through training: Delver’s Guild. TRAP SENSE (Achievement Character Points) Trap Sense is a child Active Ability of the parent Core Characteristic Art & Expertise. Trap Sense covers the character’s ability to recognize the workings of a trap and his ability to fix, repair, fashion or disable traps. All Trap Sense trap designs known to the Dungeon Master are specific to an underground setting, requiring the depth of solid earth and the presence of surrounding walls, ceiling and floor. The Dungeon Master might be able to fashion such a trap in a castle or similar stone building, but generally his skills should be restricted to dungeons and subterranean locations. The GM should

consider all suggested locations for the implementing of a trap, but where she feels the location is unsuitable her decision, ultimately, is final. To disable or detect a trap the Dungeon Master’s player need only roll a successful Trap Sense check. See Crafting Traps in the reference section of this book for a list of traps and the methods a Dungeon Master needs to employ to build them. +1 Skill Dice through employment: Steamsmyth’s Apprentice, Trapper’s Apprentice, Food Taster of the Crime Lord.. +1 Skill Dice through training: Assassin's Guild, Delver's Guild, Thief’s Guild.

Creed Combos No Creed Combos

explore the bowels of the Cavernlands, the dizzy heights of the highest mountains and the shaded depths of ancient forests. Thus, while the Ebberman is ultimately a scholar and eloquent practitioner of learned subjects, he is also a talented explorer, adventurer and detective - an educated wyrman and an intellectual character of high standing.

Institutional Obligations The Ebberman earns a set wage from his university, college or school which is awarded at the start of each game session or each in-game month (whichever comes first) and which is equal to the character’s Institutional Allegiance x 10. On top of these earnings the Ebberman will be awarded additional Wealth for any artefact, text, historical item, archaeological relic or other empirical evidence pertaining to the history of the wyrmen and the greater history of Yarnia. Wealth paid will be equal to the value of the item listed in the Equipment chapter or as determined by the GM at the time of acquiring the item. Mere information, rumours, hearsay, recounted stories or other non-empirical historical information will be of no interest to the institution.

EBBERMAN Heralding from one of Ereth’s various institutes of learning and scholastics, the Ebberman is an itinerant purveyor of intellectual properties, including archaeological artefacts, books, ancient texts and scrolls, statues and other items deemed to be of significant worth and educational merit to the Ebberman’s institute. In common language, the Ebberman is one who fishes under bridges in order to be sheltered from the weather, thus the title for this Creed describes one who hunts for his prize with intelligence and wisdom, seeking treasure for the noblest of causes - in order to collect important works together in one place that they can be studied and the histories of the wyrmen revealed. Ebbermen are found all over Ereth but are one of the rarer Creeds. As such, most Ebbermen know one another and will find themselves routinely competing for the same rumour, the same lost artefact or acting upon the same line of enquiry. Conflict between Ebbermen can be fierce, particularly where one or more lack moral fibre and are willing to go to any length to acquire the prize they seek. The work of an Ebberman will take him all over Ereth, perhaps even beyond Ereth and into the unknown lands of Yarnia. He will

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Allegiance to the institution is reliant upon the procuring of artefacts and texts and for each item the Ebberman acquires and sells to the institution he will gain one point of Institutional Allegiance. If the Ebberman fails to present his institution with regular scholastic offerings (at least one major artefact or text per ingame year should be considered acceptable) or if he offers his procurements to other institutions or guilds his Institutional Allegiance will fall respectively. Loyalty and the producing of exclusive results are both of paramount importance to scholastic institutions and where the Ebberman is found touting an artefact to the highest bidder, rather than offering it first to his own institution, Allegiance is likely to plummet and may even drop to zero. Where Institutional Allegiance falls to zero the Ebberman is deemed to be out of a job. He may remain a non-sponsored Ebberman, but does so without a regular wage and, where he attempts to sell the items he finds, he will likely be the target of legitimate Ebbermen who resent his unprofessionalism and encroachment upon their work. Such feuds can become brutal and are invariably supported and funded by those institutions to which the professionals are connected - the prevention of rogue traders being in both the best interests of the legitimate traders and the universities for whom they work.


Details Requirements: none Apprentice Period: 8 years (assumed to be complete if this creed is chosen at character creation) Race: any except morcelt Allegiance: Institutional Allegiance (player chooses which university, see Guilds & Institutes) Probable Habitat: anywhere in Ereth Cult: player choice Ethos: neutral, righteous or wicked Style: relic hunter Rune Lore: Anarchaic Cross Creed: Catharxis, Dungeon Master, Medicine Man, Spell-Binder, Stellamancer.

Ability Awards Allure, Climb, Dodge, Esoteria, Firecraft, General Knowledge, Intellectual Intimidate, Leap, Learn, Orphic Knowledge, Sneak, Speak/Read/Write Language, Spot Secrets, Sturdy on the Feet, Swim.

Inventory Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Black Gauntlets of the Raider (small gloves, garment: b+0 [Ee4 to AA Craft dice check made in cold conditions] 5w/2k). Brass Compass (small compass, gizmo: 12w/1k). Broadcloth Cloak of the Ranger (medium cloak & hood, garment: b+0 [Ee2 to AA Sneak in wilderness setting] 30w/52k). Capeline of the Armoured Scholar (medium skullcap, helm: b+2 [Ee1 to Granite Skull dice checks] 82w/9k). Case of Boomstick Shot (medium ammo [60 shot per case] b+0, 200w per case/4k per case). Comfy Bedroll (medium mattress, mundane: 4w/8k). Dandy Alum-Tawed Leather Keepsafe Knapsack (large backpack with pockets/backpack straps, baggage [for small/medium items, backpack straps already attached, tolerance: 450k] 284w/25k). Heavy Broad blade of the Brawler (large broadsword, melee weapon (AA Bladed Weapons or AA Bludgeon): b+8, 380w/80k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Long-Muzzled Boomstick of the Musketeer (large musket blunderbuss, ranged weapon

or melee weapon (ranged: AA Hit Bullseye, melee: AA Polearm): ranged weapon bonus+(40 - distance to target in feet) melee weapon bonus +2, 1 shot per round [Line of Sight, unskilled range 40ft, one skirmish round to reload, comes with strap & stored in one hip-satchel slot] 3000w/50k). Quilted Plastron of the Musketeer (medium padded hauberk, armour: b+5, 195w/18k). Red Velvet Dress Robes of the Aristocrat (medium robes, garment: b+0, 1320w/40k). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Scroll Case of the Draughtsman (medium scroll case, baggage [for parchments/scrolls/ maps, waterproof, tolerance: 30k] 30w/3k). Spring Loaded Sheath of the Mighty Blade (large sword sheath, baggage [for large swords, tolerance: 400k] 230w/40k). Tanner’s Knife (small folding knife, melee weapon (AA Brawl): b+0, 15w/1k). Ubiquitous Magazine Bandoleer (medium ammo baldric, baggage [for any rounds, shot or magazines for any firearm, not arrows or quarrels, tolerance: 10k] 300w/2k). Workman’s Tool-roll of the Burglar (medium tool-roll, mundane: 40w/18k).

Creed Attributes ESOTERIA (Achievement Character Points) Esoteria is an Active Ability child of the parent Core Characteristic Mind & Memory. The Ebberman possesses a sound knowledge of all things esoteric, historical, mythological and archaeological, all areas of which are covered by the Esoteria Active Ability.

ELECTRA SMYTH Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum. Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet.

Dice checks should be made when the character wishes to translate ancient texts; estimate the value of artefacts, objects or items of historical interest; place information given or discovered into historical context; and when representing the character’s general understanding of ancient history, esoteric religion and the traditions, cultures and fables of archaic Ereth.

Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur.

Esoteria replaces AA General Knowledge and AA Orphic Knowledge where the creed based Active Ability has a greater value than either of those standard abilities, but does not replace AA Intellectual Intimidate or AA Speak/Read/Write Language.

Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci.

+1 Skill Dice through employment: Librarian, Scholar’s Apprentice, Sorcerer’s Apprentice.

Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci.

+1 Skill Dice through training: Society of the Literatii.

Creed Combos No Creed Combos.

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Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.


Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus antet. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam.

Nulla pulvinar, nisl a dictum vulputate, turpis est. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus.. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet.. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices.

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Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit.

Details Nam ac accumsan nibh, id placerat magna. Cum sociis Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt,. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non


velit aliquet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque . Ut a velit Sed ullamcorper Cum sociis natoque Donec ac sapien pretium, fringilla orci semper, molestie urna.

Ability Awards Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce.

Inventory Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam. Proin vel mi libero. Nullam nec lorem eros. Nulla semper. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque In porttitor justo ut felis rhoncus, nec ultrices

massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi.

Creed Attributes QUISQUE TINCIDUNT (Cras scelerisque diam) Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis. imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et

Creed combos Maecenas non dolor.

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EMPATH Serene and mysterious, the Empath dresses in flowing robes or stitch-leaf leathers ornamented with Elvian rune forms and is instantly identifiable by the rune-patterned green-leather blindfold she wears around her eyes. Though the Empath can see, she finds the visual limitations of the eyes and the optical trickery the eyes can play on the mind a hindrance when dealing with spiritual planes. The Empath sees instead through a sixth sense filtered through the blindfold, a sense which proves far sharper than her eyes and far more adroit when it comes to spying hidden secrets or interpreting the shapes and forms of manifest avatars. The Empath is a spiritual elementalist, usually of common wyr, elken or sowyr stock and generally serene, gentle and charismatic in nature. The thick headband she wears over her eyes may cause the uninitiated to assume she is blind and in some instances the Empath may use this to her advantage. Empaths have no runic ability and, despite popular opinion and assumptions based on their mystical appearance, cannot cast the Elvian runes. Their talent lies instead with their empathy for and with the various spiritual avatars and patrons of the wider Elvian pantheon, which they can conjure from the Cosmic Cavern at will. Using elemental talismans crafted by artisans of elemental lore the Empath can invoke the spirit of any Elvian and manifest them in the Entopic Plane. Different spirits will prove useful in different situations but some spirits are more draining than others to the life essence of the Empath. In every case, the spirit form manifests from the talisman, the object warping and growing until it takes on the form of the avatar. Only one spirit may be invoked at any one time and can be dismissed by the Empath at any time back into the Spiritual Plane by making another Invoke Spirit dice check using the same talisman (where the check fails, the spirit remains at their own behest until a check succeeds). Alternatively, the spirit can return to their own Plane whenever they wish. Spirits invoked by an Empath possess undying memories and many will bear a grudge against the Empath who disturbs


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them unnecessarily or makes demands of them that might better be given to a servant (or performed by the Empath themselves) than an elemental god. The invocation ritual is reliant upon Elvian approval and the Empath must therefore be careful to maintain at least 5 points in her Cult Allegiance. The worse the Empath’s relationship with the pantheon of spirits generally, the lower her Cult Allegiance will fall. Where Cult Allegiance drops below 5, the Empath will be unable to conjure spirits until she can raise the value again. Allegiance can be regained by visiting Elvian temples, meditating in penitent prayer and generally conforming to the righteous doctrines of the cult. Spirits cannot be conjured if they are already manifest elsewhere in the world. Where the Invoke Spirit dice check fails it should be assumed that the required spirit is currently manifest elsewhere, perhaps at the behest of another Empath, or perhaps for their own reasons. The GM may also deem the spirit does not manifest if he knows the spirit is already manifest somewhere else. This should not be a random imposition where the Invoke Spirit dice check succeeds but should be a decision made with solid out-of-character knowledge by the GM. The Empath player will want to study the chapter titled Elvian Pantheon in the reference section of this book for a list of spirits and the requirements for invoking each one into the Entopic Plane.

Details Requirements: Must belong to the cult of Elvia Apprentice Period: 10 years (assumed to be complete if this Creed is chosen at character creation) Race: any but usually common wyr. Ethenans, morcelt and skytorians may not take this creed. Allegiance: Cult Allegiance (Elvia) Probable Habitat: typically originating in the city of Santun Morvagh, the Empath inevitably leaves the city in favour of a more natural life amid the elements and is likely, subsequently, to travel extensively. Cult: Elvia Ethos: righteous Style: talismanic elementalist Rune Lore: Anarchaic Cross Creed: Medicine Man, Sectan, Shamancer.

Ability Awards Allure, Dodge, Hit Bullseye, Invoke Spirit, Kinship, Loric Force (Objective Version), Meditation, Orphic Knowledge, Place in the Cosmos, Replenish, Sense Motive, Sneak, Spot Secrets, Resistance to Evil.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried, increases backpack tolerance by 200k] 14w/2k). Barkwood Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 50k, also lamp - see in dark up to 10ft] 20w/5k). Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Blindfold of the Soul Walker (small headband, garment [Ee5 to AA Invoke Spirits and Ee10 to AA Spot Secrets dice checks when worn by an Empath, Dd2 to AA Physical or Intellectual Intimidate dice checks opposing the Empath] b+0, 8w/4k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Candle Lantern (medium lantern, mundane: [covered flame, impervious to weather but not gas, light range 30ft, burns 1hr per candle] 18w/9k). Chitterling Rope (large coil of rope, mundane [30ft, support 1000k/combined Size Bonus 5, stretches 2ft per 200k or 1 Size Bonus burden] 4w per 1ft/1k per 5ft). Comfy Bedroll (medium mattress, mundane: 4w/8k). Feathered Long Pipe of the Soul Walker (small smoking pipe, mundane [requires tobacco] 140w/1k). Flowing Robes of Tranquility (medium robes, garment [Ee5 to AA Meditation while worn] b+0, 8w/4k). Ironcast Pots and Pans (medium cooking pots, mundane: 10w/35k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Pouch of Wodoak Cannabin (small pouch, mundane [requires pipe, 10 smokes, Ee10 to Fate & Fortune dice checks / Dd2 to Mind & Memory and Art & Expertise dice checks for 1hr] 8w/1k per pouch). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Talisman of Eret, Finger of Stone (small runetool, artefact: b+1, 300w/2k). Talisman of Fyrnys, Ever Burning Stave of Primal Fire (medium rune-tool, artefact: b+2, 900w/5k). Talisman of Rinan, Glass Globe of Blessed Water (small rune-tool, artefact: b+1, 400w/1k). Talisman of Syldaer, Wood-Pipes of the Runic Breeze (small rune-tool, artefact: b+1, 500w/1k). Tanner’s Knife (small folding knife, weapon (AA Brawl): b+0, 15w/1k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

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Invoking Spirits Empaths must always be aware that the spirits they summon are entities in their own right, with their own motive force, personality and desires, and in some cases, dangers. Treating a spirit as a tool is likely to create a strained relationship between Empath and spirit and remove them as an option for future conjurations. It is often good practice for the Empath to call upon spirits not only when she needs their help to get the party out of the latest dire strait, but where she feels the spirit’s presence will be of use to the greater good.

Creed Attributes LORIC FORCE - OBJECTIVE VERSION (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. Where the relevant elemental talisman for a spell being cast by a magick user of the Elemental runes is carried by the Empath she may make a passive Loric Force dice check (no Difficulty Dice). A successful check awards the target +5 points of Orphic Plasm for each instance of (1) rolled. The ability can only be directed at a target rune caster and not the Empath herself. Talismans can be found at magickal stores but those pertaining to the lesser known Elvian spirits are rare and hard to come by. The rarer the talisman, the more expensive the cost to the buyer. All Empaths begin the game with four talismans representing the four high spirits of Elvia, Earth, Fire, Air and Water. +1 Skill Dice through employment: none +1 Skill Dice through training: Order of Cosmic Light. INVOKE SPIRIT (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. Where the Empath possesses the relevant elemental talisman she can invoke the spirit of that talisman by holding it aloft, reciting the sacred invocation of the spirit in question and making a successful passive Invoke Spirit dice check (no Difficulty Dice). She must have at least 5 points in Cult Allegiance to attempt an Invoke Spirit dice check. Invoking a spirit will exhaust the Empath, reducing her Storm & Stamina and Fate &


Fortune by a number of points. Different spirits have different levels of potency and will drain different amounts, the manifest spirit drawing on the living essence of the Empath as a handhold in the real world. If Storm & Stamina is ever drained to zero the Empath will collapse and is deemed to be too exhausted to move or undertake any action. If Soul is ever drained to zero the Empath falls into a vegetative state from which she may never emerge, thus caution should be employed. Neither Storm & Stamina nor Fate & Fortune may be drained below zero even where the invocation cost is greater than the value of its respective Core Characteristic. Where either Core Characteristic is drained to zero the invocation fails. The invocation also fails if the Invoke Spirit dice check fails. In this instance Storm & Stamina is still drained but Fate & Fortune remains unaffected. Fate & Fortune is only drained to zero where the cost is greater than the Empath can afford. The invoked spirit comes to the aid of the Empath and will do everything in its power to help her, provided the spirit and Empath are on good terms and the Empath’s request is one the spirit feels qualified to help with. See The Elvian Pantheon in the reference section of this book for a list of spirits, their Core Characteristic drain costs, their required talismans and their capabilities once invoked. +1 Skill Dice through employment: none. +1 Skill Dice through training: Order of Cosmic Light. REPLENISH (Achievement Character Points) Replenish is a child Active Ability of the parent Core Characteristic Storm & Stamina. The Empath sits in quiet contemplation for one hour in order to recoup Storm & Stamina and Fate & Fortune points lost from invoking spirits. If the Empath does not make her Replenish dice check in an Elvian temple or upon hallowed Elvian ground she incurs Dd1 to the roll. If her surroundings are noisy, busy, frenetic or otherwise distracting to the Empath she incurs Dd1 (Difficulty Dice stack). Where the dice check succeeds the Empath gains points equal to her Cult Allegiance value which she may share out between her drained Core Characteristics up to, but no higher than their original values. +1 Skill Dice through employment: Shamancer’s Apprentice. +1 Skill Dice through training: Order of Cosmic Light.

Creed Combos No Creed Combo.

Rune Lore: Anarchaic Cross Creed: Balatron, Beast Master, Catharxis, Dungeon Master, Electrasmyth, Lumbering Jack, Medicine Man, Nefaromancer, Raider, Sectan, Slayer, Soul Reaper, Spell-Binder, Wyte Wytch.

Ability Awards No Ability Awards.

EXILE The unwanted, the disenfranchised, the banished and the outcast. The Exile may be that unhappy member of society whose deeds have been denounced and whose person has been ostracized as a result. Or he may have consigned himself to exile, abandoning a culture he no longer believes in, or a nation with which he can no longer identify. Alternatively he may simply be fleeing persecution, peril, shame or the threat of incarceration. Banishment beyond the borders of a land is often an option given to those accused of nonviolent crimes which would normally carry a death sentence, particularly where proof of guilt is ambiguous but innocence seems unlikely. Exiles seek alternative lives abroad and are likely to become naturally itinerant. Some may settle in new homes and embrace new societies. Others will prefer the unfettered nature of a nomadic life and will travel from place to place, never burying roots and always searching for new adventures. Where the Exile crosses paths with a local NPC from their homeland there is always a chance the local will know of the Exile and may react accordingly. The reaction may be positive or negative, depending upon whether the Exile is famous or infamous, banished or merely an immigrant. Thereafter, the NPC’s reaction will determine the outcome of any interaction the Exile has with the local (the local may recognize the Exile, but the same may not be true in reverse). Exiles may not take Family Allegiance of any kind.

Details Requirements: none Apprentice Period: none Race: any Allegiance: player choice (may not choose Family Allegiance). Probable Habitat: any Cult: player choice Ethos: any Style: homeless itinerant

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Inventory The Exile creed, when chosen at character creation, receives 400 Wealth points to spend on equipment. Unspent Wealth is lost. Where a character changes creed to that of Exile mid-way through the game they receive no equipment allowance. Any remainder Wealth at character creation may be added to the character’s Wealth value.

Creed Attributes The Exile has no specific creed based attributes and gains no creed bonus attributes if chosen mid-way through a game or as part of a cross-creed. Where Exile is chosen at character creation, as a personality with a likely former vocation, he will have previous skills which should be defined by his background. This option is not open to players who choose the Exile creed mid-game or players who cross-creed Exile at character creation or mid-game. The player may choose to boost any one of the following Core Characteristics with points equal to his Background Core Bonus value. No Core Characteristic value may exceed 12. Simple suggested character types and example backgrounds are given for each characteristic, but the player may ignore these and should feel free to embellish the character type/story given or invent their own. FORCE & FORM A manual labourer known for his physical prowess, the character’s overbearing strength and/or physical intimidation have stood him in good stead since circumstances forced him from his home and his work. Example back story The city of Drood-Cynncarn has long been a place haunted by widdershin ghosts and the lands thereabouts, once the proud domain of powerful Cornovish Jarls, has become dead and is fallen now to the howl of the wind and restless spirits. The character has been forced to flee his farmstead in the ancient land of Cornoval on the fringes of Fawen Forest after the walls he built around his estate finally succumbed to the constant attacks of desert creatures and Fell enemies taking advantage of DroodCynncarn’s desolation.


His farm was overrun, his livestock slaughtered and his crops, such as they were, destroyed. His wife of many years was lost in the final battle and the character now walks alone and homeless with only the few possessions he was able to salvage before fleeing the devastation. That he was able to keep further attacks at bay long enough to bury his wife is the only comfort he takes from his woeful experience, the memory of which will haunt him for the rest of his life. ART & EXPERTISE An ex-military character, probably a soldier disillusioned with the armed forces and wandering AWOL in the lands of Ereth, far from home. Example back story In the female dominated ranks of the Listian Thane, the norwyr male was unable to follow in his mother’s proud footsteps and fight in the same legion as she, for men are not allowed in the Thane ranks. So the character was forced to improvise, feminizing his appearance and enhancing his chest with stuffing so that recruitment officers would mistake him for a woman. Thus was he accepted into the military and thus was he able to serve, for a time, under the same standard as his mother. Inevitably his secret was discovered and the character was hauled before a court, tried with the crime of dishonouring not only his unit and his mother’s memory, but the entire military establishment. The character’s choice was simple: exile or imprisonment for life. And so he walks now, far from his homeland and the house of his mother where once he knew happiness, seeking fulfillment in the uncertainties of alien lands. MIND & MEMORY The character is a minor criminal, subversive or confidence trickster exiled for his crimes. Example back story The character made three mistakes, all youthful and born of inexperience, though he now knows the penalty he must bear far outweighs the lesson he has learned. His first error was to persuade a certain aristocrat’s wife that her infatuation for him was reciprocated in order to gain access to her bed chamber and the safe full of gold he knew to be there. His second was to take an unnecessary risk by actually making of the aristocrat’s wife a dishonest woman when she seduced him into her bed. His third mistake was getting caught in the act. Inevitably, what should have been nothing more than a local scandal developed into a vendetta. The husband was a wealthy and powerful man with friends in places high enough to pass a harsh sentence. Exile was the result, banishment from the land the character thinks of as home and into the perilous wastes of a world for which he is

ill-prepared. With only his natural wit, charisma and street-wiles he must survive as best he can and build a new life from the wasted foundations of the old. STORM & STAMINA A hard worker, perhaps in the forge or the quarry, the character is possessing of great endurance and is durable as oak. Example back story The character was once a fisherman in the cityport of Avortun in the east of the Angle. Used to long periods battling the elements of the Inland Sea. His calloused hands and swarthy, complexion tell a tale of hardships long faced and many storms weathered. Within him is an indomitable spirit of endurance which has seen him through many a terror on the high seas. All dock-folk are hardy, but some are also indolent, and it was one such individual whom the fisherman encountered in a shady dockside tavern one night following a particularly trying day at sea. An argument broke out; a petty quarrel over a girl, or a drink, or perhaps a game of dice. The fisherman’s voice was raised and his antagonist reacted. The pair struggled and a blade was drawn. The fisherman threw a punch and the antagonist fell onto his own dagger, bleeding to death upon the sawdust covered floor. Facing a charge of murder, but under circumstances too muddy for local law keepers to confidently pass sentence, the fisherman has instead been stripped of his profession and banished forthwith from the city, to return only upon pain of death. FATE & FORTUNE A character born with a deep sense of creativity, artistry and the need to express his natural talent leaves his homeland to escape backward mentality and persecution. Example back story The promethean character has long struggled to fit the mould of conventional society. His ways are ridiculed, his workmanship goes unappreciated and his devotion to his craft is ignored. After one too many disparaging comments, mockeries and perhaps even the spiteful breaking of his latest design, the artisan packs the tools of his trade and walks away from his antagonists. He seeks instead a place where his skill and craftsmanship will be appreciated, feeling certain he will fall in with like-minded fellows if he walks long and far enough beyond the walls of his homeland.

Creed Combos No Creed Combos.

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GEOMANCER This Creed may only be taken at character creation, unless the character was formerly a Dungeon Master or Stone Master and wishes to cross-Creed mid-game. In the city of Santun Morvagh the Geomancers (wizards of the sorcerous stone) have risen as an alternative authority to that of the Morvanian Wytch, the Abbraxian School of Geomancy being the second largest institute within the city after the Elvian priesthood. Less religious, less pious and more relaxed than the priests of Elvia, the Geomancers operate in shops and market stalls rather than temples and shrines and hide the potency of their power and influence under a veil of industry and in the guise of merchants. The Geomancer is a sorcerer who imbues the crystalline structure of certain precious stones with magickal and mystical properties by carving runes into their surface. Geomancy itself is a licensed art form, unique to and only taught within the city of Santun Morvagh in Mortun Pandi and known only to a privileged few. Admittance to the school and the secrets of the art form are almost impossible for anyone originating from outside the city, and graduation then qualification as a licensed Geomancer comes with numerous unbreakable indentures. Only the Dungeon Masters and Stonemasters, experts on the marrow bones of the earth, are ever welcomed into the Geomantic fold as kindred spirits, though they must often prove themselves before they are allowed into the Abbraxian school and its arcane libraries. All permanence required for geomantic magick is sourced from The Fetish, the huge crystal Heartstone of Santun Morvagh embedded in the earth at the heart of the city. About this monolithic stone the School of Abbraxia and the Forfend, a towering defensive wall surrounded by a maze, have been constructed. Wherever the Geomancer practices his art, be it mere yards from the stone or upon the far side of the world, the Fetish powers his creations. Orphic plasm must still be injected into the rune inscriptions carved onto the stones at the time of creation, but the true power of the stones comes from the Fetish, hence their often enormous potency. Only outside the


Entopic Plane does the stone’s energy fail and the Geomancer lose all his powers. Access to the Fetish is controlled by school elders and the Fetish itself is closely guarded within the Forfend wall by elite guardsmen of the Elvian cult. They are dedicated to its protection and will be found patrolling the grounds and guarding the maze and gates leading to the school. Where the student brings the school or the art of Geomancy into disrespect or breaks the strict laws of the school, access to the Fetish can be broken by the elders, rendering the Geomancer impotent in his ability to make more stones (though those he has already made will continue to function). The process of making Abbraxian crystals requires perfect polishing of the stone followed by precise carving of runic forms into the stone’s surface using a Talon Thimble of Gem Carving. This the Geomancer wears on his carving finger at all times and thus the thimble has become the recognized mark and icon of the qualified Geomancer. Crystals can harbour different energies, properties and powers depending on the runic forms scribed upon their surface. Usually the crystals are then engineered into other artefacts to imbue the object with power, but some crystals are also used as stand-alone magickal items in and of themselves. The Geomancer is not usually a skilled mineralist and needs to purchase the raw material of his art from those who are. Within civilized realms the Geomancer will find numerous sources for this material, from small town mining communities to large cities where litheries (Geomantic provision stores) are likely to operate. Alternatively he may employ the skills of a Stone Master to source the best minerals on the proviso that he remain the master’s exclusive customer. Once crystals are complete the Geomancer will swaddle them individually in gauze and keep them in a leather pouch or case until such time as he needs them or finds a buyer. In cities and towns outside Santun Morvagh most armourers and weaponsmyths will look over the wares of the Geomancer, particularly if he has a high Institutional Allegiance score (representing his reliability and reputation among his peers and those who work in the industry). Prices will tend to be higher than within the city of Santun Morvagh where competition between Geomancers drives prices down. The greater the Geomancer’s Institutional Allegiance, the more he will be able to charge for his creations. The Geomancer player will want to familiarize themselves with the chapter titled The Sorcerous Stones in the reference section of this book. As well as his obligations to the School of Abbraxia, the Geomancer is also deemed to be allied to the city of Santun Morvagh and the city’s needs are his needs. He must spend at least one year out of every five within the city,

and during this period he must set up shop somewhere therein and sell his wares. In preparation for this he will need to create a store of wares to the value of 3,000 Wealth points. How much of this the Geomancer sells is immaterial. That he opens shop with an amount no less than this value is crucial to his maintaining Institutional Allegiance. See also Guilds & Institutes, the Abbraxian School of Geomancy.

previous experience. The GM must decide if the school will accept a race from outside Santun Morvagh.

Details

Cult: the School of Abbraxia only accepts students from the Elvian cult or no cult.

Requirements: creed must be taken at character creation unless the character was formerly a Dungeon Master or Stone Master and only then if the player wishes to crosscreed Geomancer with his respective former creed. Apprentice Period: 6 years at the School of Abbraxia (assumed to be complete if this Creed is chosen at character creation). Race: any race may apply for entry into the school, but few existing creeds will be considered unless they are Dungeon Masters. The school prefers to teach its students the way of the Geomancer without first undoing the erroneous ideologies learned from years of

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Allegiance: Institutional Allegiance (the School of Abbraxia). Probable Habitat: The Geomancer will be based originally in Santun Morvagh in Mortun Pandi but is free to travel provided he returns for a minimum one out of every five years.

Ethos: neutral or righteous Style: gemsmyth Rune Lore: Anarchaic (The Geomancer cannot cast Elemental rune magick from the Elemental Spell Book even though he uses the elemental runes to empower his creations) Cross-Creed: Dungeon Master, Medicine Man, Stonemaster.

Ability Awards Aesthete, Craft, Firecraft, General Knowledge, Infuse Crystal, Learn, Orphic Knowledge, Rune Scribing, Speak/Read/Write Language.


Inventory Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Blue Velvet Belt Pouch x 5 (small belt pouch, baggage [for carrying small items, tolerance: 15k] 40w/1k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Sweeping Velvet Robes of the Moon and the Sun (medium robes, garment: b+0, 1230w/35k). Talon Thimble of Gem Carving (small runetool, artefact: b+3, 465w/1k per 30 items). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k). Workman’s Tool-roll of the Craftsman (medium tool-roll, mundane: 40w/18k).

Creed Attributes INFUSE CRYSTAL (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. A passive AA Rune Scribing dice check is made prior to any Infuse Crystal dice check. For each instance of (1) rolled the Geomancer gains one Evident Ease die for his AA Infuse Crystal dice check. For example, if the player rolls three instances of (1) for AA Rune Scribing he gains Ee3 for his AA Infuse Crystal dice check and may replace three d6 with three d4. Skill Dice can be increased with rune tool bonuses as usual in all instances. Each dice check made using Infuse Crystal determines the success or failure of the attempted rune scribing and takes a set amount of in-game time to complete (see individual crystal designs for times). The attempt must be made in a quiet setting, preferably a temple or shrine, but an empty room or quiet campsite will do. Where the attempt fails the player may try again but additional attempts take the same in-game time to complete and cost the same amount of Orphic Plasm. Difficulty Dice may apply, depending on the crystal the character is attempting to work with. Details are listed alongside the crystal descriptions in the chapter headed Sorcerous Stones, in the reference section of this book. Additional Difficulty Dice should be imposed by the GM where the Geomancer is

attempting their craft in a noisy environment or under duress (external condition based Difficulty Dice can be removed if the player opts first for an AA Zone Out Noise or AA Meditation dice check). When crafting stones in the School of Abbraxia itself the Geomancer gains maximum Evident Ease and does not need to make a prior Rune Scribing dice check. +1 Skill Dice through employment: Mason’s Apprentice. +1 Skill Dice through training: Artisan’s Guild.

Creed combos No Creed Combos.

GRENADIER The Grenadier reservist is usually a citizen of the Angle who opts to enter military service rather than pay annual taxes on his earnings. Players wishing to adopt this Creed during game play rather than during character creation will need to put aside six in-game months to train and a further six in-game months of immediate service duty with the Ducal Grenadiers (one year total). This period will need to be added to the character’s Age value. The Grenadiers are trained exclusively in Verdandi, capital city of the Angle, and this is where the character will be stationed during his one year period of training and duty. Thereafter he will be assigned to one of the various noble houses of the Angle who will then assign him to the ranks of a Viscount's personal unit (each unit comprised of ten Grenadier). At character creation this year of training and duty are assumed to be complete but the player and GM may confer as to the region where the Grenadier is regimented and the noble house for whom he works. The Grenadier is obliged to give one in-game year of service to the Anglian military out of every three years (one year on, two years off) and this will need to be worked into the GM’s overall game. In most cases it is advisable to take one year out of the in-game calendar for all characters to focus on training, employment or recuperation, allowing the Grenadier to perform his duty in one chunk while other players improve their character skills or heal. As well as this, the Grenadier is likely to be

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called upon in the course of his adventuring to perform ‘favours’ for his commanding Conteth. This might translate as the odd bit of espionage or spying while abroad, the recovery of an artifact desired by the Anglian nobility, the delivery of an item or letter to a nobleman abroad, or even something as simple as the carrying and protecting of a valuable trade item to the party’s intended destination. On occasion the duties required of the Grenadier will be less salubrious. He may be assigned to tax collection duties or to law keeping assignments within the county of his master. Such work can be souldestroying where the object of the assignment is a poor farmer or peasant whose family are destitute and unable to meet their debts. Refusal to perform any of the duties expected of the Grenadier will result in either expulsion from his regiment (loss of this Creed and the automatic adoption of the Exile Creed) or loss of Institutional Allegiance points. When Allegiance drops to zero, the character is dishonourably discharged from the Grenadier reserves and will be expected to return uniform, weapons and items provided at start-up. He will also find his name tarnished in the eyes of his unit and where he encounters the Grenadier or Lenadier soldiery he will be greeted with a hostile reception. Such characters must take the Exile Creed. The player should familiarize themselves with the Guilds & Institutes chapter in the reference section of this book. Each Grenadier unit is stationed with and ultimately beholden to one of the ruling families of The Angle and immediately answerable to the Conteth in command of their regiment. The player should choose one of these families which will give him a base of operations for all military duty and a location where he is known and welcomed as a member of the soldiery. Loyalty to the chosen noble house will determine the character’s Institutional Allegiance. The reserve Grenadier gains military training and even military support from his base of operations and during his tour of duty. During his year of service the Grenadier automatically gains +1 Skill Dice to AA Archery, Bladed Weapons, Skirmish Strength, Combat Talent, Courage, Dodge, Endurance, Firecraft, Polearm, Spot Secrets and Two Weapon Combat. Any Fell threat detected within the borders of The Angle, particularly if it is located close to the base of operations, can be reported to the ruling family or commanding Conteth who may then send a supporting unit to aid the player group in dealing with the enemy threat. Such events usually result in a monetary reward from Verdandi for the ruling family which trickles down to the player character himself as a Wealth bonus. The GM may increase the bonus amount for larger scale events, but for most minor events the character gains Wealth points equivalent to 1xd10 x Institutional Allegiance. As well as these bonuses the character is exempt from paying any tax, either annual or surplus on goods he buys, money he earns, or


employment or training he undertakes within the Angle. There is no regular wage payment for reserve Grenadiers but during his one year of service he will be barracked, watered, fed and all basic needs will be catered for.

Details Requirements: based in The Angle. The character will be obliged to give one year of service to the Anglian military out of every three Apprentice Period: 1 year (assumed to be complete if this Creed is chosen at character creation) Race: any, except ethenan, morcelt and norwyr (unless norwyr cross-creeds with Exile) Allegiance: Institutional Allegiance (the player/GM’s choice of Anglian House of Nobility, see Guilds & Institutes) Probable Habitat: the origins of the Grenadier are unimportant but the Grenadier will operate professionally within the Angle. During his one year service he must be based not only in the Angle but in the estate of his commanding Conteth. During his two years out of service he may travel wherever he likes but may need to return promptly to the Angle if his Conteth needs him for some kind of emergency. He is exempt from tax only within the Angle and not if he travels outside the borders of that country. Cult: any, but typically Wythia. Ethos: neutral or righteous Style: foot soldier Rune Lore: Anarchaic Cross-Creed: Balatron, Medicine Man.

Ability Awards Archery, Bladed Weapons, Combat Talent, Courage, Polearm.

Inventory Anglian Chain Hauberk (medium chainmail vest, armour: b+6, 210w/80k). Anglian Grenadier’s Tabard (large tabard, garment: b+2, 40w/18k). Backpack with Backframe & Shelf (large backpack, baggage [used to carry small or medium items only, waterproof, tolerance: 320k) 48w/32k). Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Blue Velvet Belt Pouch x 5 (small belt pouch, baggage [for carrying small items, tolerance: 15k] 40w/1k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Bronze Great Helm of the Anglian Reserves (large great helm, helm: b+6 Ee5 to Granite Skull dice checks] 290w/58k).

Burnished Leather Sword Scabbard (large sword scabbard, baggage [for swords, tolerance: 30k] 12w/3k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Kite Shield of the Anglian Reserves (large shield, shield: b+8, 250w/96k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Pikestaff of the Forward Ranks (large polearm, weapon (AA Polearm): b+2, 112w/75k). Sweord of the Reserve Guard (large sword, weapon (AA Bladed Weapon): b+1, 85w/28k). Tanner’s Knife (small folding knife, weapon (AA Brawl): b+0, 15w/1k).

Creed Attributes No Creed Attributes.

Creed combos No Creed Combos.

HARUSPEX Haruspex are a universally loathed form of Dunwytch (dark witch) whose particularly bloody method of rune casting is despised, especially by those who cast the Runes of Oak. Her use of the Orphic Metazoan are deemed to be blasphemous and cruel by the righteous cults of Ereth, particularly as the organs and viscera of the creatures she uses are typically torn from the body while the unhappy victim still lives. Sinister and unholy, the Haruspex is a caster of Craven runes who has developed a method of powering her magick without relying on the Orphic Plasm of those she can vampirize. Instead the Haruspex hunts and traps Orphic Metazoan, those animalian and fae creatures of Ereth (among whom the wyrmen number) who possess a natural inner-well of Orphic Plasm. These she slices open, removing their entrails and using the resulting gore to craft the shape of the Craven Runes. Her magic is more potent if the organs of those she

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disembowels are still vital with life, thus the Haruspex prefers to keep her victims alive, at least until the magick is cast. Where the Haruspex cannot make use of a living host, the victim is trapped then ritually butchered, their entrails stored in a special waterproof pouch for later use (see Bloody Entrails of the Orphic Metazoan below). The entrails are laid out on the ground or a suitable surface to form the required runes. The Orphic energy required to power the spell is inherent within the entrails. For each Orphic Plasm point required to cast the desired spell the Haruspex must use up 1k in weight of Bloody Entrails. Once used, the entrails are deemed spent. The entrails double as the rune-tool and possess a natural rune bonus of +3 for Animalian, +5 for Fae and +10 for wyrman (this bonus does not stack depending on the amount of entrails used but is doubled where the runes are formed from the entrails of a still living creature). The Haruspex must expend one skirmish round (15 in-game seconds) for every 5k of entrails she lays down. Nudge points are based entirely on Cult Allegiance and are renewed every time the Haruspex casts a successful rune spell. For each point the Haruspex possesses in Cult Allegiance she gains 1 Nudge point. For example, where the Haruspex has a Cult Allegiance value of 10, she gains 10 Nudge points every time she casts a successful spell. As with normal spell casting, any remaining Nudge Points are carried over into the Nudge Bank and may be added to the next set of Nudge Points and the next spell cast (see the chapter entitled Magick). The Haruspex must source and slaughter her own victims, using either her trapping ability, her Disembowel Combo or by purchasing the relevant kinds of animal from other trappers. The spells available to the Haruspex are limited to those which can be cast using her messy and cumbersome method. For example, spells using runic tattoos or delicate tracing of the runes in mid-air cannot be employed. Only those that can be created by laying down the entrails can be chosen, requiring a surface upon which to work and the time in which to perform the ritual.

Details Requirements: none. Apprentice Period: 10 years in Gungingeth or city of Old Urd (assumed to be complete if this Creed is chosen at character creation) Race: any except ethenan or elkenwyr Allegiance: Cult (Elgan) Probable Habitat: Sanas Morcorm, Gungingeth, Hammer Dwale, Nińel, Old Urd and known to lurk in all parts of Ereth and particularly in the Cavernlands where she feels most at home


Cult: Elgan Ethos: wicked Style: sorcerer of the arcane Rune Lore: The Craven Runes Cross Creed: Dunwytch, Warlock, Wyte Wytch.

Ability Awards Aesthete, Bladed Weapons, General Knowledge, Ghastly Rite, Immune to Charm, Orphic Knowledge, Rune Scribing, Sneak, Trapping.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried on backpack, increase tolerance of backpack by 200k] 14w/2k). x10 Beeswax Candle (small candle, mundane [burns for 1hr, light radius to 9ft] 2w/1k per 10 items). Black Gauntlets of the Raider (small gloves, garment: b+0 [Ee4 to AA Craft dice check made in cold conditions] 5w/2k). Black Robes of Dunlight (medium robes, garment: armour bonus +0, [results in loss of 5 Cult Allegiance points and 5 Spirit points if worn by righteous creed] 20,600w/30k). Blood Soaked Hip Satchel of the Crypt (medium hip-satchel, baggage [for small/medium items, +1 to rune-tools once only after 24hrs, loss of 5 Cult Allegiance & 5 Spirit if carried by righteous creed, tolerance:

60k] 30w/6k. x5 Bloody Entrails of the Orphic Metazoan (small rune tool, artefact: b+3, 45w/2k). Candle Lantern (medium lantern, mundane: [covered flame, impervious to weather but not gas, light radius to 30ft, burns 1hr per candle] 18w/9k). Chitterling Rope (large coil of rope, mundane [30ft, support 1000k/combined Size Bonus 5, stretches 2ft per 200k or 1 Size Bonus burden] 4w per 1ft/1k per 5ft). Copper Bird Cage With Carry Strap (medium bird cage, mundane [for carrying small bird familiars only, attached to backpack using backpack straps] 12w/9k). Hook-Edged Blade of the Disemboweler (large sword, malefic weapon (AA Bladed Weapons): b+5, 395w/3k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Stenlorn’s Short-Blade Scabbard (medium scabbard, baggage [daggers only, tolerance: 6k] 6w/1k). Tanner’s Knife (small folding knife, weapon (AA Brawl): b+0, 15w/1k). Trapper’s Cage of Bleating Prey (large cage on wheels, mundane [store any creature with Size Bonus 3 or less, min +2 Endurance and +2 Might] 155w/28k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items tolerance: 25k, waterproof inside and out] 22w/2k). Workman’s Tool-roll of the Carpenter (medium tool-roll, mundane: 40w/18k). Workman’s Tool-roll of the Butcher (medium tool-roll, mundane: 40w/18k).

Creed Attributes GHASTLY RITE (Magick Character Points) Ghastly Rite is an Active Ability child of the parent Core Characteristic Fate & Fortune. The Haruspex engages in a ritualistic ceremony in order to maintain or increase her Cult Allegiance. For every day the Haruspex fails to perform the rite, she loses 1 point of Cult Allegiance. Each successful ceremony takes a minimum one in-game hour and requires the Haruspex to engage in unholy rituals. The session must be performed at night and requires a sacrificial offering of Orphic Metazoan (see the Wyrd Pandemonium, the bestiary accompanying the Wyrd core

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rulebooks). The Haruspex must source these victims either by purchasing or trapping them. Where the Haruspex sacrifices a wyrman during the rite she gains +1 Cult Allegiance. +1 Skill Dice through employment: none. +1 Skill Dice through training: none. TRAPPING (Achievement Character Points) Trapping is an Active Ability child of the Core Characteristic Art & Expertise. The Haruspex may use this ability with a passive dice check whenever she wishes to hunt and trap animals for use in sacrifice. Her methods are natural and usually entail the construction of some kind of wooden trap fashioned from undergrowth and flora. Traps are baited with sun-food only (one point per trap), specifically in order to attract Orphic Metazoan which the Haruspex requires in order to cast her magic. For each instance of (1) rolled on the check hand the Haruspex captures one Orphic Metazoan animal. The Haruspex may make one Trapping dice check per hour of waiting for the trap to be sprung. If she fails the dice check she must wait another in-game hour and try again. Once the dice check is successful the trap must be re-armed and the Haruspex must wait another one in-game hour for a result. +1 Skill Dice through employment: Trapper’s Apprentice (the Haruspex must adopt a secret

identity during employment. No self respecting trapper will knowingly employ a Haruspex). +1 Skill Dice through training: none.

Creed Combos DISEMBOWEL Minimum Attacks: 4 Minimum Active Ability: 12 Bladed Weapons, 16 Skirmish Strength. Precluding Conditions: target must be engaged in a grapple with the attacker. Target must be a form of Orphic Metazoan (a creature with inner Orphic Plasm, i.e. a wyrman). The attacker must be armed with Hook-Edged Blade of the Disemboweler. DESCRIPTION The attacker makes a standard AA Bladed Weapons combat dice check, opposed in the usual way. If she succeeds she inflicts an automatic impale Severe Wound as though 1 had been rolled on the Severe Wounds table. The attacker withdraws her blade, disembowelling the enemy for an additional 2d20+20 Life-Force damage. She then hooks the viscera with her hook-edged blade and curls it into rune-forms. Any rune spell thus cast automatically succeeds, requiring no dice roll.


Journeymen often come across as naïve in the ways of the world, yet simultaneously aloof; dangerously daring and unmindful of evil, yet righteous in their thoughts and possessing of stentorian bearing. They lack street-smarts, but boast an erudite knowledge when it comes to understanding the motives and labyrinthine complexities of the rich and the corrupt in power.

JOURNEYMAN The ruling class of Skyssa in Skytor is such that much of that large and technologically progressive city is now given over to the needs of aristocracy and nobility. Where workaday folk exist they do so in relative wealth, either serving in the homes of the gentry or as tradesmen and small business owners in the markets and vibrant provision stores of the city. The true labour powering Skyssa exists in the form of the great industrial centre of Stratum. There the true underclass of Skytor live far from the opulence of Skytorian wealth, out of sight and out of mind for the convenience of the super rich and the super powerful. Tranquility and opulence appear to prevail in Skyssa, and this has led to a somewhat priveleged lifestyle and sedentary pace, with the religious cult of Allum and the Temple of Forallum along with the political Haligentsia Forum imposing often despotic checks to maintain the status quo. An oft puritanical society breeds either subservience and acquiescence or quiet rebellion and where the latter manifests it does so in characteristically gallant form, the Creed of the Journeyman being a most typical example.

The Journeyman has the support of his noble heritage and may use his connections to call to his aid an expeditionary force of soldiers, fighters or mercenaries paid for by the family. The number of fighters available is equal to the Journeyman’s Family Allegiance (Nobility) value. Distance from the Journeyman’s place of origin should always be a consideration. It is customary for the Journeyman of Skyssa, for example, to send a message via his arrow hawk (a trained carrier and homing bird). The further away the character is, the longer it will take for the expeditionary force to reach his position. Once dispatched, all forces are liable to be recalled at any moment and may not even reach the Journeyman, depending on the nature of the recall order. Where war threatens the borders of the family estate or an aristocrat of higher standing than the Journeyman is in need of military aid, they might never set off or could turn back (or alter course, or even become lost). The GM should make one Spirit dice check on behalf of the Journeyman’s player for every day the soldiers are en-route. On a failed check the soldiers turn back or alter course. The player won’t know if the soldiers are coming or not until the day established as their estimated arrival date. The Journeyman also has the financial support of the noble family to which he belongs. An allowance is awarded at the

Thus most Journeymen are usually well bred, well dressed, wealthy members of Skytorian high society who, having grown frustrated with the autocratic mentality of their peers and the restricting laws and regulations of the city, take themselves out into the lands beyond the safe haven of Skyssa in search of freedom, adventure and excitement. Journeymen do not always hail from Skyssa and there are many noble families in the districts of the Angle, Santun Morvagh and even in the denizen under-classes of Gungingeth (the Merrgin for example) who spawn, or are themselves unorthodox enough to embrace the Journeyman Creed. Where an heir becomes bored with the responsibilities, airs and graces of aristocracy or the customs and consuetude of noble tradition and seeks adventure in the great beyond, he falls into the Journeyman category and thus will he be known wherever he travels.

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start of each game session as Wealth points equal to the character’s Family Allegiance x 10. Wealth is paid either into a Runic deposit account at Rivage & Shore or where the Journeyman is Skyssan in origin, into an alternate national bank with branches all over Ereth (the Skyssans disapprove of Rivage & Shore on the grounds of its reliance upon runic magick). Allowance payments do not automatically go straight to the character’s carried Wealth but are instead recorded in Banked Wealth.

Allegiance Obligations Allegiance is to the family whom the Journeyman represents on his travels. Evil deeds, poor displays of etiquette and good manners, a scruffy demeanour and any other improper behaviour likely to bring the Journeyman’s family into disrepute will see not only a drop in Family Allegiance but a drop in the amount of Wealth held in the character’s coffers. He will also lose the respect of his peers and betters if he fails to behave in a befitting way, invokes his family name to get himself out of scandalous trouble or implicates his family in some way in some kind of nefarious, criminal or negligent dealing or perilous situation. Truly heinous behaviour resulting in zero Family Allegiance will leave the character locked out of his own bank account, his allowance cut off and any Banked Wealth lost. It is unlikely, even if his Allegiance rises above zero again, he will ever regain access to his original account and savings. In this instance the Journeyman will need to return to the family seat and humble himself before his elders and betters with some explanation at the ready for his unbecoming behaviour while abroad.


Details Requirements: must hail from a wealthy background. Apprentice Period: none Race: any Allegiance: Family Allegiance (Nobility for righteous or neutral ethos and Mafia for wicked ethos) Probable Habitat: most Journeymen hail from the city of Skyssa in Skytor and travel extensively. Journeymen may, however, come from the upper-caste of any civilized society Cult: any Ethos: player choice Style: aristocratic itinerant Rune Lore: any Cross Creed: Allumni, Catharxis, Ebberman, Medicine Man, Patrician, Spell-Binder.

Ability Awards Aesthete, Allure, Bladed Weapon, Skirmish Strength, General Knowledge, Hit Bullseye, Intellectual Intimidate, Immune to Charm, Opacity, Read Person, Sense Motive, Spot Secrets, Swift, Weight of Office.

Inventory Arrow Hawk (medium bird, familiar [see Bestiary, perches on shoulder, opposed AA Kinship dice check vs hawk’s AA Immune to Charm with Ee1 per year hawk is owned] 1970w/-k). Case of Boomstick Shot (medium ammo [60 shot per case] b+0, 200w per case/4k per case). Cloud Cape of the Yeoman (medium cape, garment: b+0, 85w,3k). Concealed Swordstick of the Gentry (large sword-cane, mundane/weapon (AA Bladed Weapons): b+2 [when unsheathed in first skirmish round of combat wielder adds d20 to Skirmish Smarts; must be carried in hand at time] 585w/5k). Dandy Alum-Tawed Leather Keepsafe Knapsack (large backpack with pockets/backpack straps, baggage [for small/medium items, backpack straps already attached, tolerance: 450k] 284w/25k). Document of Office (small parchment scroll, artefact: -w/-k). x2 Frilled Shirt of Whitest Silk (medium under shirt, garment: b+0 [Ee1 to AA Allure when worn] 185w/3k). Goggles of Spectroscopic Glass (small goggles, garment: b+0 [see in dark up to 50ft] 360w/2k). Long Coat of Many Buttons (medium overcoat with pockets, garment/baggage: b+0 [baggage: small items, tolerance: 20k] 1980w/26k).

One Quart Biodiesel (small oil flask, mundane [one cubic litre] 28w full, 1w empty/5k full, 1k empty). Polished Buckle-Boots of the Good Fellow (medium boots, garment: b+0 [Ee1 to AA Physical Intimidation when worn] 186w/12k). Snakeskin Holster (medium pistol holster, baggage [medium pistola or revolvers, tolerance: 30k] 280w/3k). Tanned Leather Gauntlets of Battle Dress (small gloves, garment: b+0, 40w/2k). Three Barrel Pocket Pistola (medium pistol, weapon (AA Hit Bullseye): b+20, 3 shots per round [Line of Sight, unskilled range 60ft, one skirmish round to reload] 6865w/22k). Top Hat of Nobility (large top hat, garment: bonus +0 [see Gear & Equipment] 174w/5k). Tweed Breeches of the Travelling Gentry (medium trousers, garment: b+0, 98w/11k).

Creed Attributes WEIGHT OF OFFICE (Achievement Character Points)

Skytorian Journeymen Only

Weight of Office is an Active Ability child of the parent Core Characteristic Mind & Memory. All Skytorian Journeymen carry about their person a Document of Office, a certificate carrying the seal of the Haligentsia and a detailed, often menacing, letter explaining the powers of the carrier and the potential consequences facing anyone who dares to oppose him or stand in his way. As an aristocrat and noble of Skytorian society, the Journeyman has behind him the full support of the Skyssan power structure and possesses the ability to call upon an expeditionary force of soldiers who will do his bidding without question. An opposed AA Weight of Office dice check with maximum Evident Ease vs the target’s AA Intellectual Intimidate is used when the document is presented to an NPC to determine whether or not the NPC is suitably impressed and intimidated. The GM should describe particularly favourable outcomes where the attribute is used after a successful Intellectual Intimidate dice check. A failed check indicates that the document fails to impress the NPC who either disbelieves the character’s suggestion that he can bring the wrath of Skyssa down upon the NPC’s head, or doesn’t care whether he can or not. +1 Skill Dice through employment: Barrister’s Apprentice. +1 Skill Dice through training: none.

Creed Combos No Creed Combos.

LENADIER The mounted Lenadier reservist is a citizen of the Angle who opts to enter military service rather than pay taxes. Lenadiers possess a greater status and garner more respect generally than the Grenadier foot soldiers, however their commitment to the military is greater and they are required, by Anglian law, to be members of the Wythian cult and indigenous to the Angle. As with the Grenadier, players wishing to adopt the Lenadier Creed during game play rather than during character creation will need to put aside six in-game months to train and a further six months of immediate service duty with the Ducal Lenadiers (one year total). The Lenadiers train exclusively in Pelgallo in the south of the Angle and this is where the character will be stationed during his one year period of training and duty. At character creation this year of training and duty are assumed to be complete. The Lenadier is obliged to give one year of service to the Anglian military for every three years of in-game time, and this will need to be worked into the GM’s overall game. It may be that the player group spend two years adventuring then one year advancing skills, working, training or recuperating while the Lenadier performs his duties. Unlike the Grenadier Creed, the Lenadier with an Age value of 40 or less may choose to perform his tri-annual duty concurrently provided his term of service is undertaken before the period of non-service. Thus he may work for two concurrent years and then enjoy four years of non-service (2 out of 6 total), or three concurrent years followed by six years of nonservice (3 out of 9 total). He may work no more than six years concurrently. At age 40 the Lenadier is retired and awarded a small house, rent-free and within the estate of his commanding Conteth. Continued ownership of the house is dependent upon the character maintaining at least 10 points in Institutional Allegiance (to the noble house of the player’s choice), with eviction occurring where the value drops below 10. Once evicted, the character cannot regain his house. During terms of service the Lenadier character cannot undertake any other actions,

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such as adventuring or travel. He will be based within the barracks of his ruling Conteth and beholden to the noble house to which the Conteth himself is loyal. At the end of his tour of duty the Lenadier automatically gains +1 Skill Dice in AA Allure, Bladed Weapons, Skirmish Strength, Combat Talent, Courage, Kinship, Polearm, Sense Motive, Two Weapon Combat and Physical Intimidation. As well as his tri-annual duties, the Lenadier is likely to be called upon in the course of his adventuring to perform ‘favours’ for the Anglian military. This might translate as carrying messages to distant lands, the accompanying of royal caravans on long journeys or the guarding of trade caravans as they travel dangerous routes. At least once in his career, the Lenadier will be called upon to accompany the Hyns-Horn train as it travels from Verdandi to Listholm across the perilous wastes of Sanas Morcorm. There the Lenadier, along with others of his unit, will almost certainly be required to defend the train from natives of Sanas Morcorm’s dangerous wastes, morcelt raiding parties or wandering Fell enemies, battles the GM may wish to include as role-play and combat aspects of his game. Where the Lenadier refuses to perform any of the duties expected of him, he will lose significant (if not all) Institutional Allegiance points and loss of earnings made for extracurricular favours to the crown. Similarly, behaviour deemed to bring the Lenadier as a military force into disrepute or displays of behaviour contrary to the Wythian faith will also lose the Lenadier Institutional Allegiance points, thus loss of Cult Allegiance should be matched by loss of Institutional Allegiance. The Lenadier ethos is Righteous, so the Morality Guide should be used to determine which deeds are considered disreputable and which are considered reputable. When either Cult or Institutional Allegiance drops to zero, the character is dishonourably discharged from the Lenadier reserves and will be expected to return uniform, weapons and the steed provided at start-up. He will also find his name tarnished in the eyes of his unit and where he encounters the Lenadier soldiery he will be given a hostile reception. Characters who lose all Cult Allegiance but retain Institutional Allegiance may change creed to that of Grenadier if they wish with no apprentice period incurred with the creed change. Though training takes place at Pelgallo, each Lenadier unit will subsequently be assigned to one of the noble houses of The Angle immediately their training period is complete (see Guilds & Institutes). The player should choose one of the noble families listed under Institutions which will provide his character with a base of operations for all military duties and a location where he is known and welcomed as a member of the soldiery.

The reserve Lenadier has high standing in the military chain of command and can give orders to Grenadiers that they must follow. Any alert he sends regarding Fell threats within or on the borders of The Angle will be taken very seriously, with back-up cavalry of Lenadier dispatched as soon as his warning arrives at one of The Angle’s numerous fortifications. Such events always result in a monetary reward from Verdandi for the ruling family. Such rewards will then trickle down to the player character as a Wealth bonus. The GM may increase the bonus amount for larger scale events, but for most minor events the character gains Wealth points equal to his Institutional Allegiance x 10. As well as these bonuses the character is exempt from paying any tax, either annual or surplus on goods he buys and moneys he earns, while he lives in The Angle. Where he undertakes employment or training he is also exempt from paying tax. There is no regular wage payment for reserve Lenadiers.

Details Requirements: minimum Attacks value of 3. Must be a member of the Wythian cult with a minimum Cult Allegiance of 10 at time of taking Creed. Must be common wyrman race and born in the Angle Apprentice Period: one year, assumed to be complete if taken at character creation Race: common wyrman only Allegiance: Cult Allegiance (Wythia), Institutional Allegiance (Noble House of the Angle - player chooses which) Probable Habitat: the Lenadier will operate professionally within the Angle but during his non-service years is likely to travel extensively Cult: Wythia Ethos: righteous Style: cavalry knight Rune Lore: Anarchaic Cross Creed: Medicine Man

Ability Awards Bladed Weapons, Skirmish Strength, Combat Talent, Courage, Kinship, Polearm, Resistance to Evil, Two Weapon Combat.

Inventory Almond Shield of the Anglian Reserves (large shield, shield: b+6, 220w/72k). Anglian Chain Hauberk (medium chainmail vest, armour: b+6, 210w/80k). Anglian Lenadier’s Tabard (large tabard,

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garment: b+2, 40w/18k). Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Blue Velvet Belt Pouch x 5 (small belt pouch, baggage [for carrying small items, tolerance: 15k] 40w/1k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Bronze Great Helm of the Anglian Reserves (large great helm, helm: b+6, Ee5 to AA Granite Skull dice checks] 290w/58k). Burnished Leather Sword Scabbard (large sword scabbard, baggage [for swords, tolerance: 30k] 12w/3k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Pikestaff of the Mounted Cavalry + Leather Saddle-cup (large pikestaff: melee polearm (AA Polearm): b+9 [requires wielder is mounted on a steed, must be carried in hand or attached to weapon harness] 360w/84k). Stallion of the Anglian Plains (large horse, charger, 8000w/-k). Sweord of the Reserve Guard (large sword, weapon (AA Bladed Weapon): b+1, 85w/28k). Tanner’s Knife (small folding knife, weapon (AA Brawl): b+0, 15w/1k).

Creed Attributes No Creed Attributes.

Creed Combos MOUNTED TANK Minimum Attacks: 1 Minimum Active Ability: 17 Polearm. Precluding Conditions: Must be played in the first skirmish round. DESCRIPTION The fighter gives a great war cry and spurs his steed toward his enemy, lowering his pikestaff, clods of earth flying under the thunderous hooves of his mount. An opposed AA Physical Intimidation dice check is made, adding the Physical Intimidation Skill Dice of the mount to the check hand. The check is opposed by the highest AA Courage of those individuals among the fighter's target. Typically this should be anyone grappling or skirmishing alongside one another. For every instance of (1) rolled one fighter in the group targeted disengages and flees. Retreating penalties apply.


LOREMASTER This creed can only be chosen at character creation and may not be adopted mid-game. The Loremasters are a form of talismanic elementalist and mortal enemy of the Fell whose origins can be traced to the emergence of the Elvian cult in the Anglian region of Elowen. They were once the male acolytes of Loren Elowen, brother of the wytch-queen Morvagh (whose own people would eventually settle the city of Santun Morvagh and whose acolytes, the Morvanian Wytches, now dominate the east coast of Mortun Pandi). During the Anglian civil war, Loren and his sister were persecuted for refusing to show suitable fealty to the ducal throne and were chased out of the kingdom. They fled into Mortun Pandi, aiming for the shaft of Yrmynsyl in hope of discovering there a promised land of gods. Instead they found only the creeping terrors of the Gungin Gap and the emergent horror of Gungingeth. Brother and sister, wytch and loremaster were separated. The followers of Loren fled the Fell of Gungin in favour of sanctuary in the shadow of Dwarro Wood, while the latter followers of Morvagh chose to stand firm by the roots of Yrmynsyl and settle a town in the enclave of the Grail Mountains - a mighty crater bordering the Gungin Gap, scooped out of the flatlands by the detonation of Merrlith. The people of Loren built hamlets and towns from the foundation ruins of ancient structures once belonging to the original wyrmen of old. Here they existed for a time in a land that commonly came to be known as Lorel, but before long they faced bitter hardship and daily attacks as a ceaseless tide of monstrosities fell upon them from Gungin. Santun Morvagh meanwhile was risen as a seat of great power in the east, and Loren looked to his sister for military aid. But Morvagh saw no sense in the waging of an endless war against the Fell and refused to protect the exposed towns and villages of Lorel. Instead she invited Loren and the loremasters into Santun Morvagh, to live freely and safely behind the indomitable mountains of Grail. But Loren stubbornly refused, clinging to the

estate he had built and refusing to admit defeat, even as his people perished upon the swords, claws and fangs of the Fell. The monstrosities of Gungingeth have long since claimed the land of Lorel and the homes of the original Loremasters are now destroyed or stand in ruin. Loren is vanished from the world, believed to be dead, while the people who spawned the modern Loremaster Creed are now either transient upon the Helterlands of Mortun Pandi where they wage an endless campaign against the Fell, or sheltering as refugees behind the harbouring mountains of Santun Morvagh. The culture of Lore is one of dispossessed rangers and stateless wanderers, crusaders and bandits, whose cultural roots have long been diluted by the overwhelming potency of the main Elvian cult but whose hatred for the Fell of Gungin corrupts their hearts. Loremasters are therefore a form of exiled creed with no land to call their own and no base from which to operate beyond the wastes of Mortun Pandi’s ravaged plains and wasteland regions. They have embraced many different faiths, favour many different cultures and can be found now in all parts of Ereth. The Loremaster is most prevalent in the Angle and Mortun Pandi but can also be found wandering the lands of Sanas Morcorm and the barrens of Niùel. They are rarely encountered dwelling for long within the borders of Listholm or Skytor, where prejudice and isolationist racisms make them natural targets for discrimination. They may pass through Listholm, however, on the way further north or may be seen travelling across the eastern coast of Skytor as they make for the more accepting and generally pluralist setting of Stratum. The ethos of the Loremaster is capricious, determined largely by the clan with which he grew up or his personal experiences as an exile. Some Loremasters uphold the righteous traditions of old and are true to Loren Elowen's original visions. Others live only to revenge the destruction of their homeland, while others still are truly disenfranchised, loitering in

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the treeline of Dwarro, the snows of Mount Ushership, the caves and dells of Felgin-Gal and the craggy hills of Xenolith. These are the bandits of Mortun Pandi who hold no specific allegiance to any race or state. Some have fallen so far that they even mingle with the hated Scarfer, working as dark magick users for slave caravans, betraying their origins, their heritage and the very essence of lore.

Talismanic Magick Loremasters are proficient in the use of magickal talismans and these form the cornerstone of their sorcery. Talismans are variously shaped rune-tools whose properties are specific to the Elvian spirit to which each is dedicated. All Loremasters begin the game with the primary talismans: o the Talisman of Eret, a flint-wand of impervious strength; o the Talisman of Rinan, a glass globe containing an animated scene (traditionally a storm-wracked ship at sea, or a village in the midst of a blizzard) which, when flicked, sprinkles everrenewing blessed water from its surface; o the Talisman of Syldaer, pan-pipes carved with the runic symbols of air and wind; o the Talisman of Fyrnys, a stave that burns with a primal flame, never extinguished and impervious to damage. The fire of this last talisman is purely spiritual and cannot spread, nor burn any who touch it, though it will cast light in darkness. With these talismans the Loremaster may cast any related spell from the Elemental Runes and where the spell is successfully cast may make a subsequent AA Loric Force dice check. On a successful roll the Loremaster replenishes his Orphic Plasm by 5xd10 points up to, but not exceeding, his maximum. Any other spell in the Elemental spell range can be cast by the Loremaster if he can procure the required elemental talisman for that spell. All of these exist, but most are rare and either hard to come by or expensive to acquire when found. Some are more sought after than others, thus occasionally will a talisman be found languishing on the shelf of a mansic store or unrecognized by some travelling merchant and offered at a random price. Most will need to be sourced by following rumours of their existence, or by delving into the forgotten parts of Ereth where such artefacts may lie amid the abandoned treasure of forgotten times. The Loremaster Creed gives players the opportunity to use elemental magick without the restrictions imposed by Elvian religion (adherence to the cult of


Elvia is not required). The Loremaster’s ability to use all of the elemental spells is lessened by the absence of the necessary talismans, but finding and hunting for those talismans the player lacks can become an exciting and compelling part of his general game. For a complete list of all talismans available to the Loremaster, see Equipment & Gear.

Details Requirements: none Apprentice Period: it is assumed the character has spent his life training as a Loremaster and no value need be added to his Age. Race: most probably common wyr, sowyr or elkenwyr Allegiance: player choice Probable Habitat: Mortun Pandi, but may be found in any part of Ereth. Cult: any but most probably Elvia Ethos: neutral or righteous Style: talismanic elementalist. Rune Lore: the Elemental runes Cross Creed: Dungeon Master, Medicine Man, Raider, Slayer, Soul Reaper.

Ability Awards

Creed Attributes LORIC FORCE - SUBJECTIVE VERSION (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. Whenever the Loremaster casts one of the elemental rune spells he may make a passive Loric Force dice check (no Difficulty Dice). Where the caster succeeds and he possesses a talisman representing the elemental spirit associated with the spell cast, he gains 5d10 points of Orphic Plasm (plasm gained may not exceed the character's maximum capacity). Talismans can be found at magickal stores (mansic stores) but those pertaining to the lesser known Elvian spirits are rare and hard to come by. The rarer the talisman, the more expensive the cost to the buyer, if it can be bought at all. All Loremasters begin the game with four talismans representing the four high spirits of Elvia; Earth, Fire, Air and Water and with which a handful of spells can be cast. +1 Skill Dice through employment: none. +1 Skill Dice through training: Order of Cosmic Light.

Creed Combos No Creed Combos.

Allure, Kinship, Learn, Loric Force - Subjective Version, Orphic Knowledge, Spot Secrets.

Inventory Wythywood Caber-Staff (large staff, melee weapon (AA Polearm): b+3, 189w/68k). Duskfall Pantaloons of the Pilgrim (medium pantaloons, garment: b+0, 200w/16k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Rainbow Robes of the Loremaster (medium robes, garment: b+0, 390w/12k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Talisman of Eret, Finger of Stone (small runetool, artefact: b+1, 300w/2k). Talisman of Fyrnys, Ever Burning Stave of Primal Fire (medium rune-tool, artefact: b+2, 900w/5k). Talisman of Rinan, Glass Globe of Blessed Water (small rune-tool, artefact: b+1, 400w/1k). Talisman of Syldaer, Wood-Pipes of the Runic Breeze (small rune-tool, artefact: b+1, 500w/1k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

LORIC MAGE The Loric Mage is a creed exclusive to the southern Angle and the race of the elkenwyr, a society of wyrmen originating from the city of Carnuntun in the Anglian region of Gondaras. Loric Magery is unique to male members of the elken race whose natural affinity with bludgeoning weapons is matched only by their connection to the runic sorceries of oak, the natural environment and their love for (usually) low-brow festivity and fun. Generally the elken are less intelligent than other races of the wyr and for this reason make less than perfect rune casters, but what they lack in magick they make up for in good humour and an often infectious desire to live life to the fullest. They are dedicated less to their clumsy elemental interpretation of the

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Erthian faith than they are to the sanctity of Dwarro Wood, the Wythywyr trees, the spirits of the Elvia and the imbibing of large quantities of alcohol, the consuming of large quantities of hallucinogenic mushrooms and the smoking of mind altering leaf. In the Loric Mage is found none of the power lusts, drives, ambition and political posturing of the Wythian Weaver, for the Loric has no need nor hope for such things. His sense of transcendence comes from the external environment and the natural world within which he dwells, and not the indulgences or demanding voice of his ego. He is by no means above self-gratification where such gratification is a celebration of the natural world of which he considers himself a part, but to expend a life chasing the trappings of power, wealth and ambition only to then perish and leave it all behind in a pointless heap when all is said and done seems, to the Loric, a strange but simultaneously hilarious way to expend the years of a life. For the Loric the enhancing of core emotion through artificial means, or the recognizing of those same emotions in their natural state, is an integral part of appreciating Womad's charm and the principle task for living mind with brains enough to figure it out. To cherish beauty, to enjoy the scent of flowers, to take time to stop and listen to the dawn-song of birds and to stand on a high place at sunset and behold the spectacle of the day fading in shades of vivid colour; or simply to spread joy, encourage fun and hold good feeling in highest esteem as the manifestation of love in its rawest form - all are simply ways to give thanks to Womad for the gift of life. The Loric Mage is avowed against the use or abuse of living wood and is a devoted vegetarian, eating only vegetable based sun foods and fasting regularly in order to maximize the amount of solar energy he absorbs and uses. He venerates Womad, but does not worship that most paramount Elvian spirit as a god. Instead the Loric holds Womad as a paragon of all that is sacred and holy in the world, in particular the natural order of things and the need to embrace and celebrate the miracle of life and vitality. The Loric is highly spiritual and well guarded against the devious nature of those dark spirits who dwell in the shadowy recesses of the Wyrd, despite his apparent lack of devotion to the Erther cult. His lifestyle may take him within range of dangerous influences and dark powers and so the Loric considers it his duty as a creation of Womad to be wary of corruption. Womad's blessing (or the perception thereof) gives the Loric a certain indomitability against the kinds of corroding processes that indulgence and selfgratification would lead to in other creeds. For this reason, at the start of every game session, the Loric's Spirit recovers to its maximum value, irrespective of his Destiny Core Bonus. The Loric may make a Loric Force dice check once per game session at any time


Ability Awards Allure, Bludgeon, Erther Lore, Kinship, Nature's Call, Place in the Cosmos, Resistance to Evil, Sense Motive, Sneak, Spot Secrets, Swim, Taste & Smell.

Inventory

during play and, where successful, gains one point of Spirit for every instance of (1) rolled (up to but not exceeding maximum Spirit). The way of the Loric requires not only an abandoned celebration of life but strict adherence to an almost contradicting austerity, the nature of which probably serves as a shield against corruption and misdeed. Along with righteous deeds found in the Morality Guide additional transgressions likely to reduce Allegiance may include the use of living wood as a tool or fashioned object, or the use of living wood to light fires. Killing and eating animals is an unforgivable transgression, as is using an enchanted animal to perform wicked deeds or actions likely to cause harm or death to the animal. The Loric will lose Cult Allegiance if he knowingly destroys or damages any form of natural ecosystem for his own benefit or amusement. The Loric allows himself to eat vegetables and wheat grown specifically for the purpose (i.e. harvested from farms or vegetable patches) and to drink beverages also harvested for the express purpose of brewing alcohol, but will not eat wild fruits, vegetables or flora. Where the Loric benefits unknowingly and second hand from the use of harvested living wood, or the destruction of any natural lore; where, for example, a party member chops down a living tree and uses the wood to light a

fire that subsequently warms the Loric but tells the Loric the wood was taken from the forest floor, the Cult Allegiance loss should be greatly diminished or waived by the GM altogether. Cult Allegiance loss comes not from the disfavour of godly forces or promulgation of religious authority but from the elkenwyr’s own conscience and sense of self-worth. In short all Cult Allegiance is lost or gained based on the elkenwyr’s own inner voice whose understanding of right and wrong is required to be impeccable. If Cult Allegiance drops to zero, the Loric Mage is not deemed to be exiled from his cult, but he will suffer the damning judgement and disapproval of other Lorics and other members of the Erther cult and his ability to influence wild animals will fail. Points are regained in the usual way and once regained, the Loric’s standing with his peers and his affinity with animals will improve.

Details Requirements: Must be elkenwyr and must be male Apprentice Period: 4 years (assumed to be complete if this creed is chosen at character creation) Race: elkenwyr Allegiance: Cult (Erth) Probable Habitat: traditionally found in the south of the Angle within the city of Carnuntun or any of the southern regions around Gondaras, but in latter days the Loric Mage is encountered all over Ereth as a nomadic traveler exploring the world and protecting the natural order Cult: Erth Ethos: righteous Style: hedonist Rune Lore: the Runes of Oak Cross Creed: Medicine Man, Slayer, Soul Reaper, Wyrthy.

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Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Cotton Loincloth (small loincloth, garment: b+0, 1w/1k). Ironcast Pots and Pans (medium cooking pots, mundane: 10w/35k). Megamace of Banded Iron (large mace, melee weapon (AA Bludgeon): b+9, [two handed, cannot be used with shield, min +2 AA Might Skill Dice to wield, needs weapon harness to carry] 190w/150k). Sackcloth Hip-Satchel of the Itinerant (large hip-satchel, baggage [for small/medium items, tolerance: 200k, minimum 10 Force & Form to use, Dd1 to Art & Expertise based dice checks] 34w/20k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Shrine of Erth (medium shrine, artefact: 2w/28k). Thick Cloth Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 200w] 16w/20k). Weavewand of Ancient Bone (small rune-tool, artefact: b+1, 125w/1k).

Creed Attributes ERTHER LORE (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. The Loric Mage practices the ritualistic Erther ceremonies and lore as often as possible in order to honour the name of Womad. Rituals usually take up to one hour and may include chanting, meditation, rune carving and worship at some form of shrine (usually made of earth, stone, soil and small carvings made from naturally dead wood and preferably from drift wood washed up on the shore of Gondaras coast). The Mage gains +5 points of Orphic Plasm and +1 point of Cult Allegiance for every successful Erther Lore dice check he makes, though he may make only one dice check in any 24 in-game period and he must do so while using his shrine. Ee1 is awarded if the Mage performs his rituals on consecrated ground and maximum Evident Ease if he performs the ritual in the midst of Dwarro Wood. Where the Mage tries to perform his rituals under duress (in the heat of battle, for example) Difficulty Dice should be incurred. +1 Skill Dice through employment: none. +1 Skill Dice through training: The Craft.


NATURE’S CALL (Achievement Character Point) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The Loric’s affinity with nature is so strong that he has gained the enviable ability to call upon the creatures of nature as allies. The Loric stands motionless, arms outstretched, eyes glazed as though in a trance. Where the mage makes a successful Nature’s Call dice check, one animalian creature for every point the Loric possesses in Cult Allegiance will answer. If the Loric prefers he may allocate points as he wishes to any Animalian enemies already attacking or threatening him and his party. One animal per allocated point will immediately break off the attack and become docile and motionless, sitting beside the Loric as they become kindred to his emanating spirit. They can be used by the Loric in any way he deems necessary, but he must remember to respect their lives and their safety whenever he calls on their help in combat or in perilous situations. Animals who answer the Loric’s call are similarly in his thrall for a period of one ingame minute or 4 skirmish rounds, after which he must make an additional Nature’s Call dice check. All animals called must be allocated a point of Cult Allegiance with each dice check or they will turn and wander back into the wilderness from whence they were summoned. Dangerous or hostile animals will not attack the Loric once the effect of Nature’s Call wears off but they may attack his allies. Controlled animals can be directed to attack enemies or perform any other action provided the action does not require more of them than they are capable of giving (for example, a bear cannot speak and a lion cannot manipulate a door handle). Where they are injured as a result of the Loric’s commands he should lose Cult Allegiance accordingly. If death befalls animals controlled by Nature’s Call as a direct result of commands given by the character he will lose 10 points of Cult Allegiance for every animal killed. Animals summoned should be chosen from the relevant animalian encounter tables found in the Wyrd Pandemonium - the Yarnian bestiary. There are no guarantees that animals who answer Nature’s Call will prove useful to the Loric. +1 Skill Dice through employment: none. +1 Skill Dice through training: The Craft.

Creed Combos No Creed Combo.

LUMBERING JACK When once the mighty Fawen Forest covered all of the land now known ubiquitously as Sanas Morcorm much of its vastness fell within the domain of ancient Cornoval. In those days of yore, Cornoval was led by Cormysyeth Num, the immortal Vanyirborn, and her rule was just, her followers righteous. The realm of Fawen was venerated and protected by the Cornovish, its swift growth in the wake of the retreating ice-age interpreted as a symbol of the land’s refusal to perish from those wounds inflicted by the Winter of Discontent. In that age of idealistic vision and esoteric wisdom the Fawna Beech, principle tree of Fawen, was harvested responsibly. The people of Cornoval consumed only those quantities of timber needed to fuel and build their civilization, with every fallen hectare replaced immediately by fresh saplings. Great care and attention was taken to ensure a minimum of collateral damage to indigenous wildlife and those woodsmen vested with the continued protection of the forest became as high priests among their kith and kin. Jacks, they were called, meaning The Elevated, or the Hoisted, for much of their time was spent in the canopy of Fawen, tending to the trees as surgeons tend to the sick or the ailing, dangling on their swings and trapeze ropes between the branches of the Fawna. Before any tree was felled the Jacks would scurry into the heights, removing eeries of nestling birds and rescuing entire communities of insect and animal life from the wood-cutter’s axe. These they would re-house in safer parts of the forest where they would tend to the animalian refugees like adopting parents. The term Lumbering Jack may have origins in the term lumber, meaning harvested wood, but most likely comes from tall stilts worn in later times by the Jacks which themselves probably led to the term lumber being associated with timber. The stilts would elevate the Jack above the forest floor and bring the flora of the trees into easy reach without the need for hoists, ropes and swings. On these stilts the Jacks would stride through the woods, lumbering like giants through their leafy domain, safe from the feral fauna

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of the woodland floor and within easy reach of their treetop domain. At this time they were affectionately known as the Ents, an ancient Cornovish term meaning Trees That Walk, herdsmen of the woodland and guardians of the forest realm and a name from which many modern terms (ent-wine, ent-angle, enter) take their meaning. Even today, the common term strive, derived from the word stride, is used to describe those who work toward some laborious goal, while the name of Jack still has origins in the meaning of the common fellow, or fellow of the commons - the lumbering one who attends to all that is lush and green in the world. There are also many faery tales and legends surrounding the Jacks, not least of which is the famous tale of Jack the Giant Slayer who clambered into the high branches of a Fawna Beech to save a family of birds from the greedy clutches of a giant Fell beast. Jack was rewarded by the birds who were revealed to lay golden eggs. Such tales are told as lessons to the youth of modern Anglian civilization in an effort to impart the importance of helping others selflessly in order to reap karmic rewards. In modern Ereth the creed of the Lumbering Jack is much changed. No longer do the Jacks stride about on stilts within sacred woodlands, though they do retain the enviable clambering and acrobatic abilities of their ancient namesakes and where they enter rural districts will likely be treated like characters out of legend. Nor are they called Ents, a name which itself has taken on new legends, most of which exclude the wyrman altogether. The ways of the old Lumbering Jacks of Fawen were trampled underfoot with the destruction of Fawen by the evils of Old Urd during the Sanas Morcorm war. The forest was ravaged to supply wood and fuel for the Urdian war machine and those Jacks who refused to flee were recklessly slaughtered. Today the Lumbering Jack is a worker of wood and lover of nature. Though he maintains a


certain level of mystical connection with the trees he harvests, he retains very little of the original creed’s integrity when it comes to the veneration of nature and may himself have little to no knowledge of his creed’s ancient origins, the founders long deceased and their ideologies buried with them. Legend says that the original survivors of Fawen’s destruction fled into the deep south and there evolved to become the elkenwyr; the Loric Mage being closer to the ethos of the Jacks of old than the modern Lumbering Jack creed itself. Legend claims that the stilts formed the long wooden legs of the elkenwyr and his affinity with the trees caused branchlike antlers to sprout from his head - in essence the Ent became the elkenwyr. Whether this is true remains to be seen, but the likelihood that the elkenwyr are related to the Jacks seems slim. Most were killed in the war and those who survived were likely then forced into the lands of Iyfel and the glaciers of Mortun Pandi by the persecution of DroodCynncarn’s ruthless Jarls. The modern Lumbering Jack is probably an ex-worker from Trestun Mill in the south of Sanas Morcorm. Weary of toiling in harsh conditions under the capricious rule of the nearby Anglian Count of Darras Castle, he has taken up his axe and his leathers and trudged off to find alternative employment in lands beyond the horizon. As a disenfranchised character the Lumbering Jack gains no Allegiance-based benefits. However he is versed in woodland knowledge and survival and possesses a unique affinity with the trees that may stand him in good stead on certain adventures. In addition he has inherited much of the natural acrobatic and clambering abilities of forefathers whose memory is today but a distant rumour.

Opportunities for Employment Most civilized locations will offer the Lumbering Jack opportunities to trade on his craft. Players can make Wealth by building furniture, repairing buildings and other structures or constructing the passage struts and supports for local mine-works (all passive AA Craft dice checks with Difficulty Dice applied depending on the size and complexity of the job). To source these odd-jobs, the GM should request a passive Spirit roll from the Lumbering Jack player with a success indicating a local has something he needs repairing, a piece of furniture he needs building or a tree he wants felling and preparing as lumber. The number of weeks work available is equal to instances of (1) rolled. Rolls should only be made where the Lumbering Jack enters an area of civilization and where the GM determines there may be

available work. The successful roll will then require one AA Craft dice check for every week the character works, with Wealth earnings equal to a flat rate 10 Wealth per week, plus 10 Wealth per instance of 1 rolled on the check hand. Where any instance of double zero is rolled the final Wealth earning for that week is doubled. Time should be set aside for the character to earn his Wealth during which period he may not undertake additional work, training, travel or adventure. When undertaking AA Craft dice checks in this way Character Points are awarded for all rolls combined as though they were one dice check, the combined rolls encompassing the overall period of work. For example, where the Jack works for eight weeks and makes 8 successful AA Craft dice checks he acquires only one Achievement Character Point for all rolls combined, regardless of instances of (1) rolled.

Details Requirements: none Apprentice Period: 6 years (assumed to be complete if this Creed is chosen at character creation. Where the Creed is adopted midgame Ability Awards are not gained as these assume some racial connection with Lumbering Jack ancestry) Race: common wyr, sowyr or elkenwyr only Allegiance: none Probable Habitat: the indigenous Lumbering Jacks of Ereth hail from the old Cornovish empire in southern Sanas Morcorm. Players who choose to adopt this Creed mid-game may come from any background and are assumed to find work at Trestun Mill in the south of Sanas Morcorm where they learn their Creed over the course of 6 years apprenticeship. Cult: player choice Ethos: neutral Style: woodsman Rune Lore: Anarchaic Cross Creed: Exile, Medicine Man, Stonemaster.

Ability Awards Acrobatics, Aesthete, Climb, Craft, Endurance, Hit Bullseye, Kinship, Leap, Place in the Cosmos, Resistance to Evil, Sneak, Swim, Wood Sense.

Inventory Backpack with Backframe & Shelf (large backpack, baggage [used to carry small or medium items only, waterproof, tolerance: 320k) 48w/32k). x10 Beeswax Candle (small candle, mundane

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[burns for 1hr, light reach up to 10ft] 1w/1k per 10 candles). Belt Quiver of the Artiller (small quiver, baggage [small quarrels, tolerance: 10k] 18w/1k). 20 x Blackwood Quarrel (small bolt, ammo: b+0, 1w per quarrel/1k per 20). Broadcloth Cloak of the Ranger (medium cloak & hood, garment: b+0 [Ee1 to Sneak in any wilderness setting] 30w/52k). Calabash Pipe With Copper Bowl (small smoking pipe, mundane [requires tobacco] 22w/1k). Candle Lantern (medium lantern, mundane: [covered flame, impervious to weather but not gas, light radius to 30ft, burns 1hr per candle] 18w/9k). Comfy Bedroll (medium mattress, mundane: 4w/8k). Cornovish Leathers (medium leather outfit, armour: b+1, 52w/24k). Dungeon Master’s Jute-Rope (large coil of rope, mundane [supports 3600k/ combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). Heavy Rune Axe (large axe, divine melee weapon (AA Bludgeon): b+8 vs Fell, b+3 vs all other enemies, [2 handed, cannot be used with shield, cleaves wood like butter] 38w/78k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Ironcast Pots and Pans (medium cooking pots, mundane: 10w/35k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250w] 16w/25k). Oiled Leather Hip Satchel (medium hipsatchel, baggage [small to medium items, waterproof, tolerance: 80k] 80w/8k). Pouch of Sowyrian Coffee (small pouch, mundane [10 cups, Ee5 to Mind & Memory based dice checks for 1hr, -1 Life-Force point if more than 1 cup per day] 3w/1k). Roble Lever-Action Crossbow of the Woodsman (large crossbow, ranged weapon (AA Hit Bullseye): b+8, 2 shots per round [Line of Sight, unskilled range = 54ft] 382w/28k). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Tanned Leather Gauntlets of Battle Dress (small gloves, garment: b+0, 40w/2k). Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Wood Whittler's Blade (small folding knife, weapon (AA Brawl): b+0, 10w/1k). Workman’s Tool-roll of the Carpenter (medium tool-roll, mundane: 40w/18k).


Cult: any Ethos: neutral or righteous Style: medic Rune Lore: Anarchaic Cross Creed: any except Creant, Haruspex or Raider.

Creed Attributes WOOD SENSE (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Sense & Sympathy. In his natural environment, the forests and the woodlands of Ereth, the character is in his element. His affinity with the woods and the surprises they can spring give him an edge when it comes to survival. The GM should call for a dice check if the player finds his character in the woods and danger is near or the party become lost. A successful roll indicates the character intuits the danger and has plenty of time to prepare or divert his direction to avoid trouble, or that he intuits direction relative to the required destination. Wood Sense can also be used as a catch-all survival check for woodland living, sourcing sun food, making shelters, collecting water and making a fire within a woodland setting. The player may call for a passive Wood Sense check if he suspects trouble while travelling through woodland. The player needs no suspicious grounds to request the check, but as a rule of thumb one check should cover a set amount of ground and time so the player doesn’t feel the need to make a check too often.. +1 Skill Dice through employment: Shamancer's Apprentice, Woodsman, Woodsman's Apprentice. +1 Skill Dice through training: Forester's Guild.

Creed Combos No Creed Combos.

Ability Awards MEDICINE MAN The Medicine Man will often find himself in dangerous places treating horrific injuries while coming under fire or attack from Fell enemies and is likely to gain precious little by way of kudos from his fellow adventurers when it comes to the glory of battle. His chosen path, however, is one of the most widely respected of all those upon which a wyrman may embark. As a result, the Medicine Man enjoys the kind of special treatment usually reserved only for celebrity or aristocracy whenever he enters the civilized districts of Ereth. Upon entering any waterhole tavern of wyrman patronage, all drinks will be supplied for free, all food served in steaming heaps on the best crockery. His stories will be listened to with rapt interest and his clothing will be washed for him, his gear polished, his every need attended to. Every wyr-woman of the peasantry dreams of marrying a Medicine Man. The creed is highly romanticized in songs and poetry and there are even ceremonies and ritual holidays where the green robed Medicine Man takes iconic centre-stage, either as a symbol of good-health or as a kind of heroic champion to all. Outside of civilization, the Medicine Man is simply a skilled herbologist and biologist, versed in the ways of healing but as vulnerable and as hated by the Fell and daemonic enemies of the wyr as all his kind. He is generally given little of the preferential treatment he receives in civilized places by his fellow travelers but will typically be protected where danger rears its head since all members of the group will be reliant upon the Medicine Man for his medical skills.

Details Requirements: none Apprentice Period: 3 years (assumed to be complete if this Creed is chosen at character creation) Race: any Allegiance: any Probable Habitat: any

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Allure, Craft, Endurance, Firecraft, General Knowledge, Immunity to Disease, Intellectual Intimidate, Kinship, Learn, Pharmaecology, Read Person, Salve, Speak/Read/Write Language, Surgery, Taste & Smell.

Inventory Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Belt Quiver of the Artiller (small quiver, baggage [small quarrels, tolerance: 10k] 18w/1k). x20 Blackwood Quarrel (small bolt, ammo: b+0, 1w per quarrel/1k per 20). Blankets of Warmth & Comfort (medium blankets, mundane [+2 Spirit when wrapped by a Medicine Man immediately after injury to Life-Force] 5w/40k). Brass Oil-Lamp of the Cowled Flame (medium lantern, mundane: [covered flame, impervious to gas/weather, light radius 50ft, burns 1hr per 1 litre base oil or 4 hours per 1 litre biodiesel] 5w/8k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Comfy Bedroll (medium mattress, mundane: 4w/8k). Cowled Robes of Leaf and Flora (medium robes, garment: b+0 [see Gear & Equipment] 18w/22k). Dandy Alum-Tawed Leather Keepsafe Knapsack (large backpack with pockets/backpack straps, baggage [for small/medium items, backpack straps already attached, tolerance: 450k] 284w/25k). Dull-edged Club of the Trapper (medium club, melee weapon (AA Bludgeon): b+0, [can be stored in baggage] 12w/6k). Feathered Long Pipe of the Soul Walker (small smoking pipe, mundane [requires tobacco] 140w/1k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Kit-bag of the Medicine Man (medium medical kit in hip-satchel, mundane/baggage [for small items, waterproof, tolerance: 80k] 398w/28k). Lacerating Blade of the Cut-Throat (small cutthroat razor, melee weapon (AA Brawl): b+2, 25w/1k). Mace of Propugnation (medium mace, melee weapon (AA Bludgeon): b+2, 12w/38k).


One Quart Base Oil (small oil flask, mundane [one cubic litre] 5w full, 1w empty/5k full, 1k empty). x10 Pouch of Ingredients (small pouch of alchemical ingredient, mundane: 10w/1k). Pouch of Wodoak Cannabin (small pouch, mundane [requires pipe, 10 smokes, Ee10 to Fate & Fortune / Dd2 to Mind & Memory or Art & Expertise dice checks for 1hr] 8w/1k per pouch). Roble Lever-Action Crossbow of the Woodsman (large crossbow, ranged weapon (AA Hit Bullseye): b+8, 2 shots per round [Line of Sight, unskilled range = 60ft] 382w/28k). Sackcloth Hip-Satchel of the Unburdened (medium hip-satchel, baggage [for small/medium items, tolerance: 70k] 3w/7k). Small Ironpot (medium cauldron, mundane: 8w/22k). Tarnished Apparatus of Mixing in Walnut Chest (large apparatus, mundane: 135w/44k). Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Workman’s Tool-roll of the Butcher (medium tool-roll, mundane: 40w/18k).

Creed Attributes SALVE (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. The Medicine Man’s profession is twofold. First, he lays-on-hands to heal those who are injured or wounded using techniques passed down from generation to generation. These techniques are not magickal or runic in nature but merely practical, used in conjunction with various herbology-based medicines - which the Medicine Man is capable of mixing and creating himself - and combined with the Medicine Man’s understanding of biology. Salve is used where an immediate treatment is required. Anyone suffering from a Severe Wound gains an immediate 5 Life-Force point recovery if treated by a Medicine Man with a successful passive Salve dice check within four skirmish rounds (one in-game minute) of incurring the wound, though the Severe Wound itself is not cured. Where the Medicine Man is treating more long term Life-Force loss (in other words, where the character is helping an injured friend or paying a client to recover lost health) a successful check must be made every subsequent day the patient is in the Medicine Man’s care. Every day after the initial 5 point recovery, 1 Life-Force point is healed for every instance of (1) rolled in the attribute check up to, but not exceeding, the character’s maximum Life-Force value. When treating virus or disease using Salve the

dice check is boosted by any Skill Dice the patient possesses in AA Immunity to Disease. When treating poison or exposure to toxins Salve is boosted by any Skill Dice the patient possesses in AA Immunity to Poison. Use of Salve is conditional to the Medicine Man possessing a Kit-bag of the Medicine Man, without which he cannot treat injuries or illness. Use of medicines will boost the use of this Active Ability (see Tinctures of the Medicine Man). Severe Wounds cannot be healed with Salving Ability but their effects on Life-Force can be. +1 Skill Dice through employment: Medicine Man’s Apprentice, Militia Service. +1 Skill Dice through training: Salver’s Guild. SURGERY (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. In cases of Severe Wounds, the Medicine Man places the patient in an induced coma and operates upon the wound using surgical tools then patches up the patient with poultice and recovering agents (if he has them). Coma is induced by feeding the victim a dose of Imbibed Ether, then one smoke of a pipe filled with Cannabin. While the Cannabin kills all pain and calms the patient, the ether sedates the patient enough that he falls into a deep meditative trance-state. Where the Surgery check is successful the patient may lose one Severe Wound from those he has incurred and recovers Life-Force points equal to instances of (1) rolled in the check hand (up to, but not exceeding maximum Life-Force value). Where the surgery check fails the patient loses Life-Force equal to 30 minus his AA Recover value and Severe Wounds are not healed. Each instance of surgery requires one smoke of Wodoak Cannabin, one dose of Imbibed Ether, one dose of Curative Draught and one application of Curative Poultice. Use of Surgery is conditional to the Medicine Man possessing a Kit-bag of the Medicine Man and a pipe of some description along with the required ether and tobaccos, it is also conditional to the patient being able to drink the ether and smoke the pipe. In most instances where this is not possible, the victim will be unconscious, in which case sedation and anaesthesia are unnecessary. Where surgery must be made without anaesthetic the patient incurs 3xd10+10 LifeForce points damage and must make one passive AA Endurance dice check (aiming to fail). If he fails the check the patient blacks out for the rest of the surgery and awakes as though he had been given anaesthetic. If he succeeds the check he endures the pain but is left emotionally traumatised and suffers one Psychic Wound. Regardless of this, the surgery removes one Severe Wound and

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thereafter the character’s Life-Force value heals by one point per in-game day up to but not exceeding his maximum value. After any kind of surgery the dressings should be changed once every in-game day and where the Medicine Man player forgets to do this the GM should impose a 30 minus AA Immunity to Disease Life-Force point penalty on the patient for infection and bloodpoisoning. +1 Skill Dice through employment: Medicine Man’s Apprentice, Militia Service, Painter. +1 Skill Dice through training: Salver’s Guild. PHARMAECOLOGY (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Mind & Memory. The Medicine Man is skilled in mixing and forming pharmaceutical concoctions using herbs, plants, extracts and minerals. Pharmacology represents his ability to both source ingredients (in the wild) and combine them. See The Medicine Man’s Tinctures chapter in the reference section of this volume. +1 Skill Dice through employment: Medicine Man's Apprentice, Shamancer’s Apprentice, Woodsman, Woodsman's Apprentice. +1 Skill Dice through training: Forester's Guild, Order of Cosmic Light, Salver's Guild.

Creed Combos No Creed Combos.

MISSION Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum et dolor pellentesque porttitor quis sit amet augue. Nam ultricies lorem vel magna congue, ac


aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum magna. Praesent aliquam libero in tortor. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet. Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes. Vivamus eget odio in ante egestas. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra

eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales.

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Details Phasellus a malesuada mauris Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada Phasellus a malesuada Proin vel mi libero. Nullam nec lorem eros. Nulla Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum Etiam sit amet Aenean non Aenean non lectus. Donec ac sapien Phasellus a malesu

Ability Awards Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse.

Inventory Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent. Nam vitae posuere augue. Suspendisse metus nulla, consectetur. Aenean varius maximus nisl, vel mattis est malesuada non. Cum sociis natoque penatibus et magnis dis parturient. Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id.


Vestibulum ante ipsum primis in faucibus orci luctus et. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer. Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet.. Aenean varius maximus nisl, vel mattis est malesuada non.

Creed Attributes CLASS APTE (Maecenas faucibus ornare) Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla.. Vestibulum ante ipsum primis. MAECENAS ALIQUAM (Aenean varius maximus) Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis . DONEC (Fusce fermentum quam) Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin

eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt. Proin aliquet augue sit amet. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis. Morbi aliquet ipsum id tellus rhoncus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas .

Creed Combos Vestibulum ante ipsum.

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MORVANIAN WYTCH This Creed can only be taken at character creation and cannot be adopted mid-game. In the shadow of great Yrmynsyl stands the city-port of Santun Morvagh, wherein the Elvian cult is based. The city lies within the basin of the Valley of Cataclysm, surrounded on three sides by the walls of a mighty crater (the Grail Mountains) and on its eastern side by the coast of the East Inland Sea. The mountains form a more impenetrable curtain wall than any made by the hands of wyrmen, and such is the need of the Morvanians. For the land beyond is infested by the chaotic Fell, monstrous denizens of the Gungin Gap, a chasm whose bottomless depths lie mere yards from the roots of the Grail Mountains. Morvanians are a hardened people, used to living in constant peril from the dangers of the wilderness and toughened by the requirements of their sea-going culture and their proximity to the Gap. The Elvian cult is similarly hard, with temples formed upon slabs of granite and priestesses with shaved heads and scowling eyes whose matronly doctrine keeps an otherwise motley population under some semblance of control. The Morvanian Wytch is a beldame of Elvian lore, powerful matriarch of the temple of Elvia and greatly respected by the people of Santun Morvagh for her shamanistic expertise and ability to connect with and manipulate the elements. The Wytches chase away the hurricanes when they threaten to come rolling in from the Endeleas. They stand upon the watch towers and keep at bay the persistent threat of attack from Fell enemies. They purify the city’s water, keep the streetlamps burning, clean the air of smog and disease and keep firm the bedrock upon which the city stands. The Wytch wears little, her lithe body exposed to the element of air, the mass of her twig-like hair wild with flowers and leaves, her eyes glowing with the flame of elemental spirit. In one hand she clutches her nickel javelin, both a weapon and a travelling staff, while the tools of her magick dangle from a slim belt of leather at her hip. With her feathered wand


bolstering the Wytch’s natural karmic force. Wytches firm in their loyalty to the city will thus find themselves well defended against the dark shadows that lurk between the strands of the Web of Wyrd. To maintain loyalty the wytch must return to the city regularly and therein aid the people and the culture by performing her magicks for the community. The wytch must do this at least once every six months to maintain Institutional Allegiance, or once every month to increase Institutional Allegiance by one per month.

Details Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque. Donec elit lectus, eleifend. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus Donec elit Fusce suscipit Donec risus arcu Nunc tortor nisi, laoreet vel libero Donec ac sapien pretium she carves runes into the soil, the surface of the water, the flames of the fire or the air before her. With her Tinder-wand she ignites flaming runes upon any surface, the fire never spreading nor consuming, only opening the way to the spirit of Fyrnys. With her Vial of Purity she flicks patterns of water, to make the runes of Rinan and with her Rune-flute of invocation she plays runes into being, invoking the spirit of Syldaer. Rune gems are scattered to call upon the runic power of Eret and so the tools of the Wytch’s art are utilized. Wytches as player characters are roving individuals who seek excitement and adventure beyond the confines of Santun Morvagh. Such is their choice as free Morvanians, but they are bound forever to the city and the cult to which they belong, regardless of how far they travel. Morvanian Wytches are bound to the lore of the elements and respectful of the laws of fate and destiny. They are obligated by the nature of their faith to protect and nurture fire, water, air and earth and the forests of the world, but also the wyrmen, children of the spirit of Womad and of Yrmynsyl itself. Thus determining priorities or whether to leave a situation to resolve itself can often be a difficult task. Where fire springs the Wytch will not douse it unless the fire threatens the lives of the wyr. Where earth is dry and of the desert, the Wytch embraces the dust and the sand as

fated by Eret, but where the lives of the wyr struggle to survive she will bring forth wells of Rinan’s water and nurture trees and oasis in the midst of the sand. Always the Wytch is balanced on a knife edge, torn between protecting her people and the delicate balances of nature. Any erroneous decision that harms the elements or the spirits of the elements, the race of the wyr, the trees, or anything sacred to the Elvian faith, will cause a loss of Cult Allegiance. The Wytch’s personal behaviour may be neutral, and even chaotic (for Gungin himself is an element) but where her behaviour causes strife for those she purports to protect the GM should impose loss of Allegiance.

Santun Morvagh The Morvanian Wytch is connected inextricably Santun Morvagh. Even where she travels to the furthest reaches of the world, her heart will always belong to the city. At the start of each game session, provided the character’s Institutional Allegiance score is 10 or higher, the character’s Spirit is automatically increased to maximum, regardless of her Destiny value (may not exceed maximum Spirit value). This represents the strength of the spirit of the city and the magic of the Fetish at its heart

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Ability Awards Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin.

Inventory Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae


sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget

were created in the autumn years of Dysraeli’s life, many of his original followers dismissed the group as a manifestation of the old wyr founder’s senility while others had, by then, translated Numinism in transcendent ways and saw the New Romantics (and even their own founder) as outdated idealists.

Creed Attributes PROIN SCELERISQUE (Maecenas aliquam laoreet) In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet. Mauris at urna euismod mauris pharetra. Phasellus euismod felis.

Creed Combos Duis congue sollicitudin.

NEFARO MANCER This Creed may only be taken at character creation and cannot be adopted mid-game. The Romantics of Numinar, or Bards of the Swallow-Tailed-Tongue as they are often known (in honour of their ability to speak wisdom veiled as evil - or vice versa depending on the audience’s point of view), the Nefaromancer is a stateless nomadic wanderer and caster of Runes. Immediately identifiable by his long black robes, sallow expression and the tattoos that adorn his face, the Nefaromancer is often (mistakenly) identified as a servant of the Elgan cult and a practitioner of evil sorcery. He is invariably chased away or arrested for practicing dark arts in civilized lands and may find himself hunted by those who have set themselves upon righteous paths of holy retribution. In fact, the Nefaromancer belongs firmly to the Cult of Numinar, though many Numinarians would refute any association with him. He does not belong to the refutionist category of Numinism but instead to the uber-philosophical sect and is perhaps one of the most fundamental of the Numinists since his kin were directly informed by the founder of the cult. The Nefaromancer believes that the wyr can progress beyond the simple feudal systems of life in the southern lands and become technologically proficient by embracing many of the ideologies of Skytorian custom and innovation. But unlike, for example, the Steamsmyths of the north, he does not believe that runes, nor the esoteric, need be an alienating factor in the realization of his utopian dream. Indeed, as a magick user, he casts runes freely both to enhance his system of beliefs and as a snub to the oppressive laws of the tyrrants of Skyssa (as he sees them). The Nefaromancers were a group founded by Dysraeli Numinar. Named originally as the New Romantics, they were formed and taught by Dysraeli in his later years as an antidote to what he saw as the widespread mis-interpretation of his theories along dangerous and divisive lines. Because the sect (as they are now identified)

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Today the sect and its Creed is disparate, its practitioners living a lonely existence as the grandchildren of those original members who long ago drifted apart and lost sight of the original vision. They are typically victims of character assassination by Haligentsian propagandists and outcast even by their own people. Indoctrinated at birth by parents who were themselves indoctrinated by the original founders, the Nefaromancer has typically endured long, lonely years of isolation, prejudice and abuse and as a result will be wary and untrusting of most cultures, suspicious by default but dogmatic in his opinions. Each Nefaromancer has his or her own interpretation of religious belief, thus do they rarely collect in groups. The common seam tends to be devotion to the Runes of Naming, belief that medievalist politics and the inherent corruption therein are holding back the wyr, and a tendency to distrust the very race they seem so eager to improve. It is common for the Nefaromancer to rebel against the assumptions and prejudices of his fellow wyr by adorning himself with tattoos venerating the Elgan house. Such controversies may include images of flies depicted as victorious over battlefields covered with dead spiders or spiders entangled in their own web, limbs enmeshed as elemental avatars clamber over the corpse and feed on its flesh. These tattoos, the Nefaromancer will claim, are ironic symbols of the common wyrman’s tendency to categorize right and wrong and place emphasis almost exclusively on the power of gods and spirits. The power to change, the Nefaromancer may preach, lies in recognition of the self; the nurturing of inner spirit and caretaking of the individual’s needs; an aspect of the sect that many interpret as the veneration of the selfish and the shunning of society and culture. Nefaromancers are naturally drawn to unconventional ideas and repulsed by custom and tradition. Many are known to sympathize with the mythologies of the Elgan house and most have no belief in the concept of good and evil, right and wrong, morality and immorality but instead believe in balance and the necessity for occasional suffering in order to better appreciate bliss. Uselyorn, the Nefaromancer may claim, was a patrician and progressionist, eager to turn Ereth into a futuristic utopia of technology, law and order but held back by the medievalist notions of his barbarian brother, Mot, and the political ambitions of his father, Seth. His failures upon the throne of Ereth were a result of corrupted ideologies and his disillusionment with the power structure of the Haligvalt. He


was not evil, though the myths of the northern lands of Niflhelm and Listholm have painted him as such. Rather, he was misunderstood and then maligned by enemies who, as sole survivors of the Winter of Discontent, have naturally adopted the role of historical revisionists. Ideas like this have earned the modern Nefaromancer Creed little respect in traditional wyr culture and in many places they are feared and loathed as suspected agents of the Cult of Flies.

Details

Ability Awards

Requirements: must be taken at character creation. Can be changed for a different creed but may not be adopted mid-game.

Bladed Weapons, General Knowledge, Immune to Charm, Intellectual Intimidate, Orphic Knowledge, Rune Scribing, Sense Motive, Sneak.

Apprentice Period: the character’s life to this point. Race: wyrlung or Skytorian. Allegiance: Cult (Numinar, but no particular cult benefits)

The benefits of the Nefaromancer are few and far between. The creed is one forced upon the individual at a very early age and not a path many would choose of their own volition.

Probable Habitat: Nefaromancers are nomadic and travel as a matter of course. They will only settle where they are accepted without prejudice.

The ability to cast Runes of Naming or Runes of Weaving freely, without being obligated to Motian or Wythian law is probably the greatest benefit, but there are no rewards based on Allegiance and the Nefaromancer enjoys few allies beyond the loyalty of any adventuring party he joins.

Cult: Numinar

Indeed most locations will cast a dim view on the Nefaromancer’s presence and the larger civilized cities may even attempt to imprison and try him if he attempts to preach his controversial beliefs within their realm.

Cross Creed: Electrasmyth, Exile, Medicine Man.

Ethos: neutral. Style: nomadic rune caster Rune Lore: Runes of Naming, Runes of Weaving and Anarchaic.

Inventory Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Black Gauntlets of the Raider (small gloves, garment: b+0 [Ee4 to AA Craft dice checks made in cold conditions] 5w/2k). Black Leather Backpack of the Night Walker (large backpack with pockets, baggage [for small/medium items, waterproof, tolerance: 200k] 130w/20k). Burnished Leather Sword Scabbard (large sword scabbard, baggage [for swords, tolerance: 30k] 12w/3k). Cowled Robes of Shadow and Mire (medium robes, (see Gear & Equipment) garment: b+0, 2w/14k). Goggles of Spectroscopic Glass (small goggles, garment: b+0 [see in dark up to 50ft] 360w/2k). Great Staff of Name Carving (large rune tool/staff, artefact/weapon (AA Polearm): Runes of Naming b+4, all other runes b+1; melee weapon b+1 [2 handed, cannot be used with shield] 3,000w/52k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Iron Helved Sword of Gun-metal Black (large sword, weapon (AA Bladed Weapons): b+1, 230w/21k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Oiled Leather Hip Satchel (medium hipsatchel, baggage [small to medium items, waterproof, tolerance: 80k] 80w/8k). Tanner’s Knife (small knife, weapon (AA Brawl): b+0, 15w/1k). Wand of Weaving (small rune-tool, artefact: Runes of Weaving b+2, all other runes b+1, 90w/1k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

Creed Attributes No Creed Attributes.

Creed Combos No Creed Combos.

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PATRICIAN This creed may only be chosen at character creation and cannot be adopted mid-game. Aristocracy can be found in all the civilized nations of Ereth, from the Evergreen Clan of Listholm in the far north to the Ducal lords of The Angle in the far south, they dwell in their castles, their palaces and their ivory towers and hold sway over the plebeian serfs of their various wards. Aristocratic families sometimes enjoy their status in life by chance, perhaps born into a family inheritance, or married into wealth by a sheer stroke of fate. But most preside over their houses and land because they possess a unique ability. The ability to manipulate others and realize their ambitions of power. Monarchies and their lineage are not forged by chance but by war and games of political intrigue. The individuals who rise to the top and the families who share in their glory, do so because they are blessed with an understanding of power that most simple folk will never grasp. This understanding filters down through the ages and manifests in the form of Patricians; professional manipulators of hearts and minds with the instincts of politicians and the ruthlessness of the thoroughbred ruler. Patrician player characters are moneyed and connected. They may lack the physical prowess to win battles or the mystical ability to cast rune magick; they may not have the tinkering smarts of the Steamsmyth or the esoteric knowledge of the Weaver, yet still they will somehow become leaders of whatever group they join and somehow command a level of respect even the most muscular and battle-worn hero cannot achieve. Patricians hail from all the civilized lands of Ereth and can be found in great abundance in the halls of power of Erethian cities and the political landscapes of international diplomacy. Their eye is always firmly on the leverage, but where they become loyal to an ally, such as a player character group, they will always reward those who are loyal to them in turn. Only their enemies need tremble, though there can be a fine line between friendship and enmity. The Patrician gains financial support from the noble or politically powerful family to which he belongs and upon taking this Creed the player automatically gains free Family Allegiance (Nobility). The noble family wealth has been accumulated through political posturing and games of power so the family are no strangers

to the necessity for rule-bending and the throwing about of noble weight (and money), but where the good name of the family is openly used by a Patrician showing poor judgement, political weakness or the leaking of information that might expose the family to trouble or a loss of face, the punishment will be harsh. The Patrician gains one point of Family Allegiance for every powerful ally he gains (interpreted as every +1 Skill Dice in AA Name Drop). The GM should also award Family Allegiance points where the Patrician’s player performs notable instances of political cunning. The cleverer the manipulation of others and the greater the resulting reward in terms of wealth, power and increased status, the higher the reward should be. Where the opposite rings true and the GM deems the character’s behaviour to smack of desperation (where the character uses AA Name Drop, for example, to get himself and his friends out of a torturer’s chair or out of a prison cell) Family Allegiance should be lost. Inevitably the family will hear of their name being used to gain favours in which the family as a whole does not benefit. This should only be true where AA Name Drop or AA Do You Know Who I Am? is used to get the character out of a sticky situation. AA Byzantine Cunning is a more generic attribute and has less to do with the character’s connections than with his ability to turn a bad situation to his benefit. If a Patrician’s Family Allegiance falls to zero he will need to visit a patriarchal or matriarchal member of his family and explain himself to them in order to regain even one point. The GM should role-play such sessions and ensure the family elder in question is suitably fearsome. Groveling and apologies are rarely met by such families with anything but contempt and will likely result in the Patrician’s permanent exile. Instead he should employ his cunning and sense of entitlement to explain why his deeds were necessary, why he was forced to use the family name and what he has gained as a result of his apparent transgression. Wealth gains and power gains will be met with great admiration and immediate points regained in Family Allegiance, particularly if some tangible product of those gains is then gifted to the head of the family.

Commanding the Party The Patrician benefits by leading the player character group. It should be emphasised that this is a system of game mechanics designed to reward cooperation and does not encourage one player to assume or attempt to assume control of the others. Where the Patrician has at least 5 points in Family Allegiance and makes a successful dice check (passive or opposed) using an Active Ability child of Art & Expertise, Mind & Memory or Fate & Fortune, all player characters in the group (excluding the

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Patrician himself) gain one point of Spirit (not to exceed maximum Spirit value). In addition, no one player character in the Patrician’s group can decrease their Spirit below the level of the Patrician’s Family Allegiance value. For example, where the Patrician possesses a Family Allegiance value of 7, the minimum Spirit value of all other players is 7. Where the Patrician’s Family Allegiance value rises and other player character Spirit values are now less than the new value, their values also rise. Spirit values may not rise above maximum where the Patrician’s Family Allegiance is higher but nor can they decrease. Player characters in the Patrician's group making any AA Intellectual Intimidate or AA Physical Intimidation dice check gain a number of Evident Ease dice equal to the Patrician’s Family Allegiance value. For example, where the Patrician has a Family Allegiance value of 10 and another character wishes to make an Intellectual Intimidate dice check, the other character gains Ee10 on the check hand, converting ten dice to the next dice level down (d6 to d4 etc).

Details Requirements: Must have a noble background and come from a family of wealth, notability (or notoriety, but not a criminal organisation) and social standing. Apprentice Period: none. The character’s background is crucial, but does not prevent Creed change provided the player’s original


character concept included a background in nobility and wealth Race: any except morcelt Allegiance: Family (Nobility) Probable Habitat: any, though their origins must be linked with the story of their nobility and therefore based in some civilization of note. Cult: any Ethos: wicked, neutral or righteous Style: political aristocrat Rune Lore: Anarchaic Cross Creed: Amonight, Journeyman, SpellBinder, Nefaromancer.

Ability Awards Aesthete, Allure, General Knowledge, Immune to Charm, Intellectual Intimidate, Opacity, Physical Intimidation, Read Person, Sense Motive, Sneak, Spot Secrets.

Inventory The Patrician begins the game with an equipment allowance of 4000 Wealth which he may spend on any items he wishes before the game begins. Any Wealth left over is added to either his Carried Wealth or Banked Wealth. At least some of the Wealth must be used to equip the character with clothing.

Creed Attributes BYZANTINE CUNNING (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Sense & Sympathy. Byzantine Cunning is a catch-all attribute used when the player is trying to orate in a way that sounds convincing, pull the wool over somebody’s eyes, use confidence trickery, read body language, command and lead, and generally work his way around a direct problem in an indirect way, all with a firm eye on what he stands to gain from the outcome. When and where Byzantine Cunning comes into play will become apparent as the player and GM settle into the campaign. The player will probably have some idea of the character he wishes to create in taking on the role of Patrician and the GM should try to be accommodating when allowing the use of Byzantine Cunning with this in mind. It is above all a measurement of the character’s political cunning and ability to use his personality and social status to influence those around him, thus (where the value is higher) Byzantine Cunning can be favoured in place of AA Intellectual Intimidate and can be considered representative of the character's persuasive, intimidation, debating and subterfuge skills. The outcome of successful dice rolls should be favourable to the player character, gaining him allies, opening doors that are otherwise closed, awarding him respect and admiration and sometimes even wealth in the form of bribes. +1 Skill Dice through employment: Barrister’s

Apprentice, Politician’s Apprentice, Scholar’s Apprentice. +1 Skill Dice through training: Chieftain's Lodge. NAME DROP (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. The character uses his connections and background to impress, intimidate and overawe the target. He might invoke the name of his father, a noble lord of a large estate with the power to crush anyone who dares oppose his progeny. Or he might speak of his aunt, a lady of profound lineage whose bloodline can be traced to the Vanyirborn themselves. The person standing before the target is no mere man, but the descendant of demi-gods and deserving of appropriate respect. For every Skill Dice the character acquires in Name Drop it should be assumed he has gained another powerful ally. Name Drop cannot be improved using Character Points and must instead be increased using employment or training. +1 Skill Dice through employment: Politician’s Apprentice. +1 Skill Dice through training: Chieftain’s Lodge. DO YOU KNOW WHO I AM? (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Mind & Memory. The Patrician holds himself well, has an air about him that most common serfs will recognize as elevated in some way and a voice rich with the tone and timbre of one accustomed to getting what he wants when he demands it. This intrinsic sense can be played in the character’s favour using Do You Know Who I Am? The attribute can be rolled at any time, even during combat, when the character wishes to intimidate an enemy. A successful roll will, at the very least, give the enemy pause for thought. In a setting where an NPC is proving stubborn, argumentative or downright hostile the successful roll will force him to lower his eyes, stoop his shoulders in acquiescence and agree to the Patrician’s demands without thought. However, these effects are temporary. There is no real substance to this aspect of the Patrician. It is, at its core, merely a sudden and stunning imposition of authority, based entirely on self-confidence and the Patrician’s own knowledge that he is who he says he is. The effect is designed to confuse as much as to enforce authority. As soon as the target NPC takes stock he will rapidly reach the conclusion that nothing can be gained from submission and there is no real reason he should submit. Do You Know Who I Am? is always made as an opposed roll vs the target's AA Courage. The effects, when successful, last for a number of skirmish rounds (15 in-game seconds per round) equal to the Patrician's AA Intellectual

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Intimidate value minus the target's AA Immune to Charm value. As soon as the effect wears off the target will come to his senses and any further attempt to impose authority using any kind of intimidation ability will add Dd4 to the Patrician’s check hand. +1 Skill Dice through employment: Night Watchman (Commander), Politician’s Apprentice. +1 Skill Dice through training: Chieftain’s Lodge.

Creed Combos No Creed Combos.

PREMANCER Beyond the mountain shelter of the city of Santun Morvagh lie the Fell regions of Mortun Pandi and the dark city of Gungingeth. Here are lands completely overrun by Fell of all shapes and sizes whose chaotic nature have turned once arable fields into desolate plains of dust and death. Where the runic magicks of the Morvanian Wytch fail to suppress this Fell threat, the people of Santun Morvagh turn either to the Geomancers or to the alchemical Premancers potion makers, chemists and mixers of tinctures both strange and powerful - to protect them. The Premancers are prevalent within the city and there are few streets where a Premancery does not serve the passing multitudes their alchemical needs. From liquids with which to purify water to liquids that start fires or put them out, liquids to sharpen the blades of weapons and liquids to melt them, the Premanceries stock them all. Premancers are actually a form of priest and belong firmly to the cult of Elvia. Though they do not involve themselves with the ritual or ceremony of the priesthood, they draw nonetheless upon the same elemental power in the crafting of their mystical potions and are therefore allied with Elvian lore. The Premancer’s appearance sets him aside from the general population, from his naked body, modesty maintained by a loincloth, his flesh patterned with the swirls and weaving lines of runic forms, to his chain veil and belt bristling with an array of rune-carving implements. The travelling Premancer will


also be laden down with pots, phials, beakers, tubes and all manner of apparatus crucial in blending the various formulas of his art. Most Premancers wear a black head-dress with a chain mail faceplate covering the upper portion of their face from the upper lip to the crown of the head. Feathers, thin wooden staves and wicker braids woven with gemstones then flow down from the sides and back of the head-dress, catching the light and giving the Premancer a larger-than-life, shambolic appearance. From his side of the veil the Premancer can see quite well, while his features remain hidden to those looking in. The Morwoven veil is a traditional aspect of the Premancer’s formative history when he performed his art in the northwestern region of the Angle, contravening the laws of that land so that a mask was essential in hiding his true identity. Modern Premancers have no real need to conceal their identity, yet it has become a matter of honour that they do so. Even close friends and family may never see the face of the Premancer again once he is qualified in his craft. The Premancer is an elementalist but uses the Elemental Runes only in order to create his potions and cannot use them in the same way as the Morvanian Wytch or the Geomancer. The price he pays for this is an inability to convert Soul Stones into Orphic Plasm, a side effect of the spiritual method he uses to drain his own essence in order to energize his creations. Thus the Premancer is reliant upon the raw stuff of spirit, his own righteous essence as acquired through adherence to Elvian ideology, to morality and to the serving of a greater good, in order to craft his potions. The Premancer cannot generate Orphic Plasm in any way except by converting Spirit. For every point of Spirit he sacrifices he gains 5 points of Orphic Plasm (not to exceed maximum). The absorption of Soul Stones can be used to replenish Spirit, but will not imbue the Premancer with Orphic Plasm in the usual way. The Orphic Plasm is then invested into the essence of the potion.

crafting only - the Premancer has no ability to create rune magick from the Elemental spell book but may use Anarchaic runes in the usual way). Cross Creed: Medicine Man, Sectan.

Details

Creed Attributes

ingredient has been reduced to its smallest possible size and, to the layman, would appear to be entirely diluted. In fact a trace of the element remains - usually deemed to be one part to several million of water. The finished potion is then imbued with elemental magick using runic lore. Using a runewand the Premancer marks runes upon the surface of the liquid as it bubbles over the fires of Fyrnys and the resulting reduced liquid is poured into vials. The Premancer must use Pouches of Ingredient which usually cost around 10w for ten in civilized lands or can be harvested in wilderness settings using the special Active Ability described below. Each Alchemic Talent check determines the success or failure of the attempted potion and each attempt associated with a dice check takes a minimum one in-game hour to complete (see individual potions for actual times). The attempt must be made in a quiet setting, preferably a temple or shrine, but an empty room or quiet campsite will do. Where mixing is attempted elsewhere the GM should impose Difficulty Dice. The amount of Orphic Plasm required for the chosen creation must be available as converted Spirit as soon as the dice check is made. If the Premancer lacks enough Spirit, the attempt fails but the Spirit is drained anyway. The dice check is awarded a number of Evident Ease dice equal to any rune bonus associated with the rune tool used to stir the potion. The default tool is the runewand (so the bonus is Ee1), but if this is lost or damaged the Premancer can as effectively mix the potion with a stick as another rune-tool. Only the bonus makes the rune-tool a more attractive instrument for the purpose. Where the attempt fails the player may try again. Additional attempts take the same in-game time to complete but do not require additional ingredients or Orphic Plasm investments. Creation of potions is conditional to the Premancer possessing the Tarnished Apparatus of Mixing in Walnut Chest item and the Runcible Spoons. Without these items he cannot practice his art. See also Alchemical Potions. +1 Skill Dice through employment: Shamancer’s Apprentice. +1 Skill Dice through training: Artisan's Guild, The Craft, Salver’s Guild.

ALCHEMIC TALENT (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The Premancer can take any element and mix it with others to form a recipe from which alchemical potions can be made. The mixing requires precise measurements made using a collection of tiny measuring spoons, vials and pipettes known as Runcible Spoons of Measuring. Without these the Premancer cannot perform his art. Often the mixture requires only the smallest droplet of water combined with the tiniest speck of ingredient, watered down again and again until such point that the element of the

HERBOLOGY (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Mind & Memory. Used in a wilderness setting Herbology allows the Premancer to range around looking for the natural minerals, plants or herbs he requires for his potion making. Dd4 should be imposed in barren settings (deserts or wastelands), Dd3 in towns and cities (assuming the Premancer is trying to locate an ingredient naturally, not purchase an ingredient at a Premancery), Dd2 in mountainous locations, and Dd1 in any other kind of wilderness setting that is not either a forest or a swamp. In forests and swamps no Difficulty Dice are incurred and

Requirements: must be a member of the Elvian cult Apprentice Period: 5 years (assumed to be complete if this creed is chosen at character creation) Race: common wyr, norwyr (must be Exile cross-Creed), elkenwyr, wyrlung, sowyrman Allegiance: Cult (Elvia) Probable Habitat: the Premancer will be based originally in Santun Morvagh in Mortun Pandi but travels extensively. Cult: Elvia Ethos: righteous Style: alchemist Rune Lore: The Elemental Runes (potion

Ability Awards Aesthete, Alchemic Talent, Allure, Craft, Firecraft, General Knowledge, Herbology, Kinship, Learn, Opacity, Orphic Knowledge, Speak/Read/Write Language, Taste & Smell.

Inventory Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Shortstaff of Burning Wrath (large magickal staff, melee weapon (AA Bludgeon or AA Polearm): weapon bonus = wielder's AA Skirmish Strength, 870w/19k). Ironcast Pots and Pans (medium cooking pots, mundane: 10w/35k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Loincloth of Bound Leather (small loincloth, garment: b+0, 21w/3k). Morwoven Head-dress and Veil (medium veil, garment: b+0, 62w/6k). x10 Pouch of Ingredients (small pouch of alchemical ingredient, mundane: 10w/1k per 10). Runcible Spoons of Measuring (small spoons, mundane: 8w/2k). Runewand of Elemental Lore (small rune-tool, artefact: Elemental Runes b+1, other runes b+0, 62,1k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Scimitar of Syldaer (medium magickal sword, melee weapon (AA Bladed Weapon): b+6 [see Gear and Equipment] 1900w/2k). Small Ironpot (medium cauldron, mundane: 8w/22k). Tarnished Apparatus of Mixing in Walnut Chest (large apparatus, mundane: 135w/44k).

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in sub-tropical or tropical jungle regions the GM should award maximum Evident Ease. This ability primarily covers the Premancer’s knowledge of his ingredients and his ability to match what he sees growing or lying around on the ground with the named ingredient he needs. For each instance of (1) rolled on the dice check the Premancer is able to gather enough ingredients to create ten pouches of ingredients: x10 Pouch of Ingredients (small pouch of alchemical ingredient, mundane: 10w/1k per 10). +1 Skill Dice through employment: Medicine Man's Apprentice, Woodsman, Woodsman's Apprentice, Scholar’s Apprentice, Shamancer’s Apprentice. +1 Skill Dice through training: Forester's Guild, Order of Cosmic Light, Salver's Guild.

Creed Combos No Creed Combos.

nothing if the Raider is not backed up by the might of either the Assassin’s Guild or the Thief’s Guild. Raiders are a powerful ally for any party to include, but they can also be capricious, greedy and unpredictable, liable to turn on the rest of the party if the stakes are high enough. All Raiders begin the game with a Spirit value of 1. Spirit can be increased if the Raider joins a Guild (either at the start of the game or once the game is in progress). This will, in turn, increase the Raider’s luck and ability to get away with the risks he has to take as part of his profession. Raiders may join either the Slayer’s, Assassin’s or Thief’s Guild depending on personal preference and ethos. Not only does the Raider’s Spirit increase by 1d6 points as soon as he joins, he will also gain access to training and guild facilities (see Guilds & Institutes).

Details

RAIDER There are many raiders in the employ of military machines, governments, monarchies and even cults. They are usually nondescript in appearance, cloaked in unimpressive brown, their faces hidden beneath heavy cowls. They earn a meagre living performing knife-work for others or as snipers concealed in high places during military battles. The Raider is a character of dubious ethics and low to zero morality; a mercenary who takes whatever work he can regardless of the victim’s identity or nature. Some Raiders belong to institutions or criminal organisations and may find work coming to them from there. Others try to ingratiate themselves with nobility or military and put the word out that their services are available. Most will gain the work they require by joining the Assassin’s Guild. Where work is sparse (and it often is) the Raider will make his living picking pockets, burglarizing temples and the homes of the wealthy or putting his lawless skills to work for a party of adventurers in the wild lands and dungeons of the realm. Most Raiders who join a party will require a contractual deal to be drawn up with regard to spoils, the details of which will mean

Requirements: none. Apprentice Period: 2 years in the service of a government, monarchy or military, assumed to be complete if taken at character creation. If taken mid-game the former Creed must be either Grenadier, Lenadier, Allumni, Amonight or Mission. Race: any except ethenan. Allegiance: Guild (Assassin’s Guild, Thief’s Guild or Slayer’s Guild) Probable Habitat: found anywhere on Ereth. Cult: any. Ethos: neutral or wicked (player choice) Style: rogue. Rune Lore: Anarchaic. Cross Creed: Catharxis, Creant, Dungeon Master, Exile, Loremaster, Slayer, Soul Reaper, Spell-Binder (Darklorn only).

Ability Awards Acrobatics, Assassinate, Bladed Weapons, Brawl, Skirmish Strength, Combat Talent, Dodge, Hear a Pin Drop, Hit Bullseye, Polearm, Reave, Sneak, Spot Secrets, Swift.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried on backpack, increase tolerance of backpack by 200k] 14w/2k). Black Gauntlets of the Raider (small gloves, garment: b+0 [Ee4 to AA Craft dice checks made in cold conditions 5w/2k). Black Leather Backpack of the Night Walker (large backpack with pockets, baggage [for small/medium items, waterproof, tolerance: 200k (+200k for backpack straps)] 130w/20k).

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Brass Oil-Lamp of the Cowled Flame (medium lantern, mundane: [covered flame, impervious to gas/weather, light radius 50ft, burns 1hr per 1 litre base oil or 4 hours per 1 litre biodiesel] 5w/8k). Case of 16 Myrdyrgun Rounds (medium rounds, ammo: b+2, 2000 per case/18k per case). Cowled Robes of Shadow and Mire (medium robes, garment: b+0 [see Gear and Equipment] 2w/14k). Crampons of Climbing (medium crampons, mundane [Ee6 to AA Climb for wooden/pliant surfaces] 48w/6k). 25ft Dungeon Master’s Jute-Rope (large coil of rope, mundane [supports 3600k/ combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). Grappling Hook of the Burglar (large grappling hook [AA Sling with Dd2 to latch onto outcrop, requires backpack straps or weapon harness, requires rope] 295w/115k). Lacerating Blade of the Cut-Throat (small cutthroat razor, melee weapon (AA Brawl): b+2, 25w/1k). Lacquered leather armour (medium leather hauberk, armour: b+2, 65w/20k). Leather Wrapped Leggings of the Raider (small leggings, garment: b+0 [see Gear and Equipment] 4w/8k). Myrdyrgun of the Assassin’s Creed (large machine gun, ranged weapon (AA Hit


Bullseye): b+20, up to 8 shots per round, reload after 8, two skirmish rounds to reload [Line of Sight, unskilled range 36ft, see also Gear and Equipment] 7000w/48k). 2 x One Quart Base Oil (small oil flask, mundane [one cubic litre] 5w full, 1w empty/5k full, 1k empty). Quadric Blade of the Assassin (large curved sabre, malefic weapon (AA Bladed Weapons): b+3, 426w/38k). Tail Worn Hip-Satchel of the Thief (medium hipsatchel, baggage [small to medium items, waterproof, tolerance: 80k] 80w/8k). Talon Thimble of Gem Carving (small rune-tool, artefact: b+3, 465w/1k per 30 items). Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Workman’s Tool-roll of the Burglar (medium toolroll, mundane: 40w/18k).

assumed the Raider has ample time to choose a vulnerable spot with no armour protection. No allies of either the Raider or the target may join in this initial skirmish round. If the target survives he is now aware of the Raider and engaged in a grapple automatically. From this point forward combat proceeds in the usual way, though the Raider is deemed to have achieved a successful ambush (see Combat). The Raider continues to use Assassinate in place of any weapon-based Active Ability throughout the subsequent combat. Whether the target is killed outright or as a result of the subsequent combat the Raider gains only one Battle Character Point. +1 Skill Dice through employment: CutThroat, Hired Goon. +1 Skill Dice through training: Assassin’s Guild.

Creed Attributes

REAVE (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. The Raider is adept in the art of sneaking, breaking and entering and engaging in clandestine activities without being detected. Reave can be used specifically where the Raider is attempting to pick a lock, pick a pocket, search a room quickly for the most valuable item without making too much noise or it may be used in place of AA Sneak (where the Raider is trying to move silently while burglarizing or otherwise). The Raider can be undertaking some form of burglary or thieving activity in order to properly utilize Reave but the ability can also be used for sneaking up on targets, tip-toeing silently past guards, quietly picking the lock on a cell door, identifying the best way to break into a building and so on. +1 Skill Dice through employment: Burglar, Industrial Spy. +1 Skill Dice through training: Thieves Guild.

ASSASSINATE (Battle Character Points) This Active Ability is a child of the parent Core Characteristic Art & Expertise. The Raider can lurk unseen, close to his target until that opportune moment arrives when a killing blow can be struck. A successful Assassinate check is reliant upon decent nearby cover. Cover can be linear, in the form of undergrowth, a built up area of low walls or a room with furniture etc, or it can be more abstract; a busy crowd of people, thick fog or a deliberate bank of smoke, for example. The Raider targets one individual who must be unaware of the Raider’s presence. An initial opposed AA Assassinate dice checks vs the target’s AA Spot Secrets ensures the Raider remains unseen and then a second AA Assassinate vs AA Hear a Pin Drop will allow the Raider to move into proximity without being heard. Where the target is in the open with no cover, a well lit area and no other people in proximity the GM should impose Dd4. In an area with light cover but well lit and no other people the GM should impose Dd3. Where there is little cover but other people to cover the Raider's approach (assuming a crowd and not guards or allies looking out for the target) the GM should impose Dd2 and in a highly crowded area with no cover Dd1. Where there is plenty of linear cover and a good reason to assume the target won't be anticipating an attack there should be no Difficulty Dice imposition. Where the target is asleep or meditating the GM should award Evident Ease. Evident Ease or reduced Difficulty Dice can also be awarded to each individual dice check. In a darkened room, for example, chances are good that the Raider will remain unseen but does not improve his chances of remaining unheard. Two successful Assassinate dice checks indicate the Raider is within striking proximity. Each instance of (1) rolled on the two combined checks equates to a landed blow, with damage resolved accordingly. Armour does not reduced damage as it is

Creed Combos ASSASSIN'S RAZOR MAUL Minimum Attacks: 3 Minimum Active Ability: 16 Assassinate, 12 Leap Precluding Conditions: Requires target has a throat/is humanoid and is unarmoured. Requires fighter is armed with a dagger or knife with a minimum weapon bonus of +2. DESCRIPTION The assassin leaps forward, blade held sharp edge outward, blunt edge fast against the back of his forearm, and slashes the blade across the jugular of his target. He makes a standard AA Assassinate combat dice check, opposed by his opponent's AA Combat Talent in the usual way. If successful the attacker inflicts a Severe Wound as though 10 had been rolled on the Severe Wounds table (Table 5) but the victim had succeeded a Spirit roll.

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SECTAN The Sectan is an unusual rune casting Creed of the Elvian cult. Scholarly, dogmatic and highly devout, he has embraced one of the specific sects of the Elvian following, focusing all his dedication to just one of the spirits of the pantheon rather than all. The Sectan may cast any spell from the Elemental spell list provided the spell belongs to the Elvian spirit the Sectan worships. For example, the Sectan devoted to Rinan, Spirit of Flowing Rain, will be able to cast only those spells that call upon water as the base element. In theory, the Sectan may belong to any sect, but in practice the player will wish to maximize the number of spells he can cast, either by selecting one of the more popular sects, or - for the player who wishes to create a somewhat obscure Sectan - one of the single-spell ‘fringe’ spirits. This might be appropriate where the player character’s background embroils him within the ranks of a specific sect. Players who choose a fringe spirit gain 4 extra Background Core Bonus points as a result. Sectans must have maximum Spirit in order to cast their magic. If they lose even one point of Spirit, they may not use rune casting again until the value returns to maximum.

Popular Sects The majority of Sectans are dedicated to Rinan, spirit of flowing rain (the Temple of Tears) or Syldaer, spirit of the reaching sky (the Church of Welkin’s Eye), both of which gain a spell list of five rune-spells. Within the city of Santun Morvagh these two are by far the most well supported and powerful sects of the Elvian cult. Stenlorn, spirit of metal (Temple of the Hammered Forge), also has a fairly large following of Sectan rune casters, as does Wyrdorph, spirit of sorcery (The Parthenon of Thaumatics). Rune casting is performed in the usual way, but the Sectan does not need to draw upon Orphic Plasm and when matching rune-strings may choose the best/closest match of two rolls. His devotion to the spirit in question is such that the spirit graces the caster with its own energetic power and blessing.

Fringe Sects Most of the fringe sects allow members to cast


only one or two spells from the elemental spell list, however when the spell is cast success is guaranteed (no rolls required) and the character does not expend Orphic Plasm. The most popular of the fringe sects include those of Ancor, spirit of the reaching moon (Sect of Sacred Dusk) and Hellior, spirit of the burning sun (Temple of the Sun) not because their spell list is greater but because they possess more followers and are closer in making an impact on the overall Elvian cult than other fringe sects. Eret, spirit of the deeping earth (Chapel of Clay) and Fyrnys, spirit of the primal fire (Lords of the Primal Fire) are generally second in terms of popularity, being the two base elements after water and air. Ascorn, spirit of the core (Church of the Nuclei), Brume, spirit of mist and fog (the Miasmics), Forge, spirit of molten stone, (Temple of Brimstone), Jardisfroth, spirit of winter and ice (Abbey of the White Queen), Kaldyr, spirit of winter’s coming (Abbey of the Grey Veil), Lürmyth, spirit of gravity’s pull (Beadles of the Centrobaric) Nabunum, spirit of words (Heretics of the Rune), Oyldun, spirit of oil (Sacristans of the Holy Vial), Voltamerr, spirit of the halls of power (Ecclesiasts of the Storm-fire), Womad, spirit of life & vitality (The Womadic Church of Morvagh) and Yneur, spirit of time and the Spindle of Fire (Temple of the Burning Loom), make up the rest of the fringe sects. Gungin, spirit of chaos, also has a sect who name themselves the Lodge of Abhorists, but this is something of an underground sub-cult, frowned upon by the main Elvian temple as a dangerous form of near-Elgan worship. The Gungin sectans are known to be sympathetic toward Fell breeds, approving of the city of Gungingeth and liable to spectacular falls from grace. The Lodge is not considered a fringe sect and choosing Gungin does not award the player an extra 4 points in his Background Core Bonus.

Details Requirements: none Apprentice Period: 5 years (assumed to be complete if chosen at character creation). Race: any but most probably common wyr Allegiance: Cult (Elvia) Probable Habitat: Santun Morvagh in Mortun Pandi, but may be found in any part of Ereth. Cult: Elvia Ethos: Neutral Style: Partisan Elementalist. Rune Lore: The Elemental Runes (see description above) Cross Creed: Exile, Empath, Medicine Man, Premancer, Stellamancer.

Ability Awards Intellectual Intimidate, Kinship, Place in the Cosmos.

The following Ability Awards apply depending

on the chosen sect. The Creed Bonus is applied in the usual way:

Inventory

Ancor, spirit of the reaching moon: Immune to Charm, Opacity, Place in the Cosmos, Read Person, Sneak, Spot Secrets. Ascorn, spirit of the source: Endurance, Immunity to Disease, Immunity to Poison, Recover. Brume, spirit of mist and fog: Brawl, Dodge, +2 Hold Breath, Sneak, Swift. Eret, spirit of the deeping earth: Bludgeon, Climb, Skirmish Strength, Endurance, Granite Skull, Kinship, Pitch, Sneak, Spot Secrets, Sturdy on the Feet. Forge, spirit of molten stone: Craft, Engineer, Firecraft, Bludgeon, Might, Sturdy on the Feet. Jardisfroth, spirit of winter: Skirmish Strength, Endurance, Hold Breath, Immunity to Disease, Immunity to Poison, Recover. Fyrnys, spirit of the primal fire: Brawl, Skirmish Strength, Craft, Endurance, Engineer, Firecraft, Immune to Charm, Opacity, Physical Intimidation. Gungin, spirit of chaos: Brawl, Dodge, Immune to Charm, Leap, Opacity, Sneak. Hellor, spirit of the burning sun: Aesthete, Allure, Kinship, Meditation, Physical Intimidation, Place in the Cosmos, Recover, Resistance to Evil, Sense Motive, Swift. Kaldyr, spirit of winter’s coming: Brawl, Skirmish Strength, Immune to Charm, Intellectual Intimidate, Physical Intimidation, Sneak. Lürmyth, spirit of gravity’s pull: Acrobatics, Allure, Climb, Leap, Place in the Cosmos, Sturdy on the Feet. Nabunum, spirit of words: Aesthete, General Knowledge, Intellectual Intimidate, Learn, Orphic Knowledge, Speak/Read/Write Language. Oyldun, spirit of oil: Dodge, Engineer, Firecraft, Immunity to Poison, Opacity, Spot Secrets. Rinan, spirit of flowing rain: Swim. Stenlorn, spirit of metal: Bladed Weapons, Combat Talent, Skirmish Strength, Courage. Syldaer, spirit of the reaching sky: Swift. Voltamerr, spirit of the halls of power: Skirmish Strength, Intellectual Intimidation, Opacity, Physical Intimidation, Read Person, Sense Motive. Womad, spirit of life & vitality: Allure, Kinship, Learn, Meditation, Resistance to Evil, Taste & Smell. Wyrdorph, spirit of sorcery: Meditation, Orphic Effect, Orphic Knowledge, Orphic Talent. Yneur, spirit of time and the Wheel of Fire: Acrobatics, Dodge, Hit Bullseye, Place in the Cosmos, Recover, Swift.

Wythywood Caber-Staff (large staff, melee weapon (AA Polearm): b+3, 189w/68k). Duskfall Pantaloons of the Pilgrim (medium pantaloons, garment: b+0, 200w/16k). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Rainbow Robes of the Loremaster (medium robes, garment: b+0, 390w/12k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

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Creed Attributes No Creed Attributes.

Creed Combos No Creed Combos.

SHAMANCER The Shamancer is a self-styled walker of the Cosmic Cavern, a character who seeks enlightenment and experience beyond the mundane and desires to not only follow the byways of the spirit world but to meet and converse with the spirits themselves, usually on their home ground. The Shamancer achieves this through soul walking, a common term applied to the psychedelic shamantic trance, ‘soul journey’, ‘souljourn’ or ‘trip’ induced by magick or the eating/smoking of hallucinogens. Shamancers exist at the grass roots druidic end of the Wythian and Elvian spectrum and possess an affinity with the cosmic, the strange and the mystical that may unnerve regular folk. This kinship with planes beyond and above the Entopic makes them naturally gifted wanderers of spiritual roads. As a result the Shamancer comes to know the ways of the Wyrd as well as most wyrmen know the roads of their own home town.


Using the Guru Active Ability the Shamancer can find the right recipe of roots, herbs and other common flora to make a concoction which, when sprinkled on a campfire and inhaled, will take all who breathe it on soul journeys into alternative planes (see The Wyrd Dymensions). The extent of these ‘trips’ and their results is left entirely to the discretion of the GM. The result may be as simple as a visit from one of the Elvian spirits and a possibly insightful conversation with them, or as complex as a protracted journey into one of the dymensions beyond the Entopic Plane where all party members who inhale the concoction experience the same mutual ‘out of body experience’ and adventure in strange planes.

Tribes of Wisdom The character attends an audience with his elder teacher upon qualifying as a Shamancer and during this mystic ceremony is given a totem, itself given to the teacher during a trip into the Web of Wyrd by one of the chief Elvian spirits or gods of Oak. Totems are small animal statuettes of solidified Orphic Plasm that fit easily into the palm of a hand. The totem is indelible and impervious to damage, being a magickal construct forged outside the boundaries of the Entopic Plane. A convenient hole through the upper part of the totem allows them to be threaded with twine or a chain and worn around the character’s neck. Each totem is both a recording device and an identification mark. The totem identifies the soul of the Shamancer as belonging to a Tribe of Wisdom. These are spiritual groups who (so the Shamancers believe) manifest within the physical form of the Shamancer in order to experience the dichotomy of life and to gain wisdom through that experience. This wisdom is absorbed by the totem and, at the end of the Shamancer’s life, the totem then vanishes into the Wyrd where it’s contents are played upon the resonating strands of the web as a form of cosmic music. The totem is guarded by the Shamancer as though his life depended upon it, and indeed this may be the case. If the Shamancer loses his totem, he is disconnected from his tribe and his physical form. His soul is deemed to have lost its connection with the material plane. Whenever he tries to return to the material plane from a spiritual trip he returns not to his body but to his totem and if the totem is moved far from his body his spirit will wander at the location of the totem with no ability to locate the body. When a player takes the Shamancer creed he should choose one Core Characteristic and elevate it to a value of 12. All other Core Characteristics (except Form) are rolled using d6+4 instead of the usual d6+6. Unless the player chooses to elevate Form that Core Characteristic is reduced by 2 points. The totem for each Tribe is given to the character by his elder teacher and cannot be exchanged or chosen freely at will. Which totem

the character is given will depend upon the type of character the player has chosen to generate. The Shamancer is expected to follow the tenets of his awarded totem. Where the totem represents wisdom, for example, the Shamancer must try to follow the path of the wise. Deviating from the tenets of the Shamancer’s totem results in Spirit loss, while application of the tenets results in Spirit gains. The Shamancer also gains the ability to transform into his totem animal at will where he possesses a Spirit value of one or more. The Shamancer gains the Force & Form, Art & Expertise and Storm & Stamina attributes of the animal (see The Wyrd Pandemonium, the Yarnian bestiary accompanying the core rulebooks, for details) and must remove any clothing, gear, armour, etc. carried at the time of transfiguration. The totem need not be removed as it merges with the Shamancer’s body when he transforms. The Shamancer retains his own Mind & Memory, Fate & Fortune and Sense & Sympathy values and all Supporting Stats and Core Bonuses associated with his original character except for Size Bonus (which is halved, fractions rounded up). For every in-game minute the character remains in animal form (after a free period determined by his Spirit value - see below) he rolls 1d4. On a roll of 1 he temporarily loses one point from his Mind & Memory, on a roll of 2 the point is taken from Fate & Fortune and on a roll of 3 from Sense & Sympathy. On a roll of 4 no Core Characteristic loss occurs. If any of the Core Characteristic values drop to zero, the Shamancer is locked permanently in his animal body and becomes the animal. He loses all knowledge and memory of his life before the transfiguration and will become feral, a process that cannot be reversed. The free duration of the transformation before Core Characteristic points begin to decrease lasts for a number of in-game minutes (4 skirmish rounds per in-game minute) equal to the character’s Spirit value. Once the character retransfigures into his normal body all lost Core Characteristic values are restored to their previous levels.

Tribe of the Wise, The Owl Any character with a CC Mind & Memory value of 12 belongs to the Tribe of the Wise. The character gains Skill Dice in the following Active Abilities, each equal to his Creed Core Bonus: AA General Knowledge, AA Orphic Knowledge AA Learn. The wise must follow the path of enlightenment, seeking knowledge and answers, helping others to find answers to mysteries that trouble them and collecting books, scrolls and information that might aid the Shamancer in performing this service. They are thus ideally suited to cross-creeding with the Ebberman creed.

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The Shamancer of the Owl must be thoughtful and mindful of others, respectful to all birds and give regular blessing to his patron spirit, Syldaer. In addition the Shamancer of the Owl gains the ability to speak to birds of any kind. When the Shamancer of the Owl transforms he changes into a snowy white owl.

Tribe of Artisans, The Fish Any character with a CC Art & Expertise value of 12 belongs to the Tribe of Artisans. The character gains Skill Dice in the following Active Abilities, each equal to his Creed Core Bonus: AA Aesthete, AA Craft, AA Engineer and AA Swim. Blessed with a natural ability to create stunning works of painted or sculpted art, music or theatrics, the Fish is the totem the gods choose to bestow upon the talented. The creative Shamancer should seek to create and not to destroy, his magick should be artful and eye-catching, his philosophies entwined in the visual aesthete. Beauty of form and study of composition should be of great importance to him. Also of principle concern should be those individuals who display meekness, shyness or elements of vulnerability. The character finds himself naturally empathic to such personalities. The Fish Shamancer can legitimately earn Wealth or other gains by selling his creations. The creation itself requires a combined AA Craft and AA Aesthete dice check with stacking Skill Dice. The value of the piece is deemed to be 10 points of Wealth for every instance of (1) rolled in the dice check. The artist may then make a Spirit dice check and if successful may multiply the value of the piece by 10. The Shamancer belonging to the Tribe of Artisans may transform into a salmon. The Shamancer must be immersed in fresh water when he transforms.

Tribe of the Warrior Code, The Wolf Any character with a CC Force & Form value of 12 belongs to the Tribe of the Warrior Code. The character gains Skill Dice in the following Active Abilities, each equal to his Creed Core Bonus: AA Skirmish Strength, AA Combat Talent and AA Courage. The warrior, blessed with the strength and courage to protect those who are unable to protect themselves, seeks not to inflict harm, but to deflect harm from the weak or the frightened. He seeks not to wage war against an enemy but to guard that which is sacred and fragile from the aggression of his enemy. He seeks not to invade, but to repel. He does not seek victory in battle but a solution but one which can only be found through conflict. This Shamancer follows the path of the


guardian and is a sworn protector of all who are unable to protect themselves. Strong, patient and loyal but also ferocious when roused, the Totem of the Guardian belongs to the spirit tribe charged with protecting the Cosmic Cavern against the demonic evils of the Plane of Sere and the Plane of the Outer Threshold. Those who belong to the Tribe of the Warrior Code may transform into an Ulyan Wolf.

Tribe of Death, The Spider Any character with a CC Fate & Fortune value of 12 belongs to the Tribe of Death. The character gains Skill Dice in the following Active Abilities, each equal to his Creed Core Bonus: AA Guru, AA Place in the Cosmos and AA Resistance to Evil. Souls from the Tribe of Death are blessed with the sacred duty of guiding the dead into the spiritual plane. The tenets of this order are empathy with those who grieve, understanding of the solemnity of death, of the preparation of the dead, of ritual and practical processes (preparation of the body for viewing by relatives for example) and of the importance of speaking blessings over the body of the recently deceased and incantations as the body burns upon its pyre or is lowered into its cairn. When the Shamancer uses his AA Guru ability in this capacity he merely speaks the departing spirit through the process of entering the Web of Wyrd and does not visit there himself. A failed dice check indicates the spirit becomes lost and returns to the site of its death as a Revenant Spirit (see The Wyrd Pandemonium). For every soul the Shamancer guides into the afterlife he gains 10 Spirit points and for every soul he fails to guide successfully he loses 1 Spirit point. He can also gain points by performing any of the ceremonial or ritual methods described above, though he gains only 5 points when performing a burial service. The Shamancer belonging to the Tribe of Death may transform into a small spider. In this form he poses no threat but is capable of slipping through small cracks and reaching areas larger, more cumbersome forms cannot reach. He can also spin web, though the web will be no stronger than that of any other small spider.

Tribe of the Seeker The Tiger Any character with a CC Sense & Sympathy value of 12 belongs to the Tribe of the Seeker. The character gains Skill Dice in the following Active Abilities, each equal to his Creed Core Bonus: AA Hear a Pin Drop, AA Taste & Smell, AA Place in the Cosmos and AA Spot Secrets.

The Tribe of Seekers desire to explore lands far outside the character’s experience. The character should seek new places, new people and new sensations, travelling as extensively as he can, observing the face of the world he inhabits as a representative of the matter of the universe experiencing its own beauty, wonder and vastness and the face of the Cosmic Cavern as a being of the Web of Wyrd. Each new notable experience and notable encounter should result in Spirit restored to maximum and remaining at maximum (no Spirit loss when Spirit rolls are made) for the remainder of the same game session. Where the character stays in one place and stagnates without seeking new experiences he should lose Spirit accordingly (one point loss for every in-game day he fails to travel or explore). The Shamancer belonging to the Tribe of the Seeker can transform into a Sandlew Tiger.

Tribe of Suffering, The Rat Any character with a CC Storm & Stamina value of 12 belongs to the Tribe of Suffering. The character gains Skill Dice in the following Active Abilities, each equal to his Creed Core Bonus: AA Endurance, AA Recover and AA Courage. The physical plane is a realm to which the sublime soul, whose natural state is within the energetic resonating strands of the Web of Wyrd, comes to experience dichotomy. Beyond the Entopic Plane the soul exists in the fullness of uncontroversial bliss and knows nothing of suffering, misery or pain. In a physical body the soul is able to experience loss, absence, fear, pain and misery and from this is able to learn wisdoms unavailable to the soul in its naturally sublime state. The Tribe of Suffering do not seek misery and heartache but are instead those souls who volunteer to be born into an early life featuring these pains which in turn forge a survival instinct and strength as the character grows to adulthood. Many hardships, losses and cataclysmic experiences should be written into the character’s background, creating the survivor whom the player now adopts as his character. As a result the character's Background Core Bonus and his Destiny Bonus double at character creation. The character gains Spirit whenever he makes an AA Courage, AA Learn, AA Kinship, AA Place in the Cosmos, AA Endurance or AA Resistance to Evil dice check and succeeds, gaining one point for every instance of (1) rolled. The Shamancer who belongs to the Tribe of Suffering may transform into a rat.

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Details Requirements: requires one Core Characteristic is set at 12 (see above). Apprentice Period: 5 years with an elder (assumed to be complete if this Creed is chosen at character creation) Race: elkenwyr, sowyr, common wyr or wyrlung Allegiance: Cult (Wythia or Elvia) Probable Habitat: typically the Angle or south Mortun Pandi, but may travel extensively Cult: Wythia Ethos: righteous Style: shape shifter Rune Lore: the Runes of Oak Cross Creed: Wood Sylf, Empath, Medicine Man

Ability Awards Allure, Learn, Meditation, Orphic Effect, Orphic Knowledge, Orphic Talent, Place in the Cosmos, Rune Scribing, Zone Out Noise (Skill Dice stack where specific tribes elevate the same Active Ability as those of the general creed).

Inventory Barkwood Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 50k, also lamp - light range 10ft] 20w/5k). Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Cotton Loincloth (small loincloth, garment: b+0, 1w/1k). Dagdan Staff of the Wytch-doctor (large runetool, artefact: b+2, 82w/38k). Wythywood Great Bow (large great bow: ranged weapon (AA Archery): b+5, 1 shot per round [up to 300ft=Line of Sight or Lob; 300ft to 1200ft=Lob only, unskilled range = AA Archery Skill Dice x 100, min AA Might +2 to use] 130w/60k). Ever Renewing Tinderwand of Wythywood (small rune tool, artefact: b+0, 320w/1k). Feathered Long Pipe of the Soul Walker (small smoking pipe, mundane [requires tobacco] 140w/1k). Feathered Pouch of Woven Leaf (small pouch, mundane [for small items, drawstring, tolerance: 2k] 2w/-k). Flowing Robes of Tranquility (medium robes, garment [Ee5 to Meditation while worn] b+0, 8w/4k). Ironclad Wythywood Arrows (large arrows, ammo: b+2, 80w/40k per 10). Knapsack (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k] 16w/22k). Pouch of 5x Mushrooms of the Hypnagog (small pouch, mundane [Ee20 to any Fate & Fortune based dice checks / Dd4 to Mind & Memory or Art & Expertise dice checks for 3hrs, +2 Spirit gained per mushroom/per 3hr trip] 42w/1k per pouch of 5). Nubuck Hip-quiver of the Oberarcher (large


quiver, baggage [medium/large arrows, tolerance: 20k, takes one hip-satchel slot] 12w/3k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Pouch of Wodoak Cannabin (small pouch, mundane [requires pipe, 10 smokes, Ee10 to Fate & Fortune dice checks / Dd2 to Mind & Memory or Art & Expertise dice checks for 1hr] 8w/1k per pouch). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Talisman of Wythia (small talisman, artefact: 30w/1k).

Creed Attributes GURU (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Mind & Memory. Guru is a catch-all ability covering shamantic knowledge. The player may make a dice check using this ability in order to identify different types of flora (plant life) or fauna (any animalian or fae classified creature), to identify hallucinogenic mushrooms, poisonous berries and discriminate between venomous and non venomous types of animal or those animals whose secretions will induce hallucinogenic effects. +1 Skill Dice through employment: Shamancer’s Apprentice, Sorcerer’s Apprentice, Woodsman’s Apprentice, Woodsman. +1 Skill Dice through training: Order of Cosmic Light, Salver’s Guild, The Craft. TRIPS OF THE HYPNAGOG (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The Shamancer must make a successful AA Meditation dice check and consume a hallucinogen of some kind. The successful dice check indicates the Guru has opened a portal into an alternative cosmic plane and his soul may leave his body and enter that plane. Anyone sharing the Guru’s hallucinogen may accompany him into the portal provided they are holding his hand when the souljourn kicks in. The GM should consult the chapter entitled Hallucinogens and Shamantic Soljourns in the Overmaster's Companion for details of the various hallucinogenics available and the planes each can open to the Shamancer and his fellow travelers. +1 Skill Dice through employment: Shamancer’s Apprentice. +1 Skill Dice through training: Order of the Cosmic Light.

Creed Combos No Creed Combos.

SLAYER The Slayer usually hails from a military or militia background. He may be the ex member of a city guard, a watchman or a former soldier in a reserve unit. His skill is with weaponry and he performs at his best in combat, where he excels. The Slayer is one of the simplest Creeds to play and provides the player with something of a blank template upon which to build his own interpretation of an Erethian character. Slayers gain an additional 4 Background Core Bonus Points during character creation provided the player has committed to playing the Slayer Creed. In addition, the Slayer always has a minimum 2 free Attacks in every skirmish round.

Details Requirements: none Apprentice Period: none Race: any except ethenan or Skytorian Allegiance: any (player choice) Probable Habitat: any Cult: any (player choice) Ethos: neutral Style: warrior Rune Lore: Anarchaic Cross Creed Options: Catharxis, Creant, Exile, Loremaster, Loric Mage, Medicine Man, Raider, Soul Reaper.

Ability Awards Bladed Weapons, Bludgeon, Brawl, Skirmish Strength, Combat Talent, Courage, Dodge, Swift, Two Weapon Combat.

Inventory The Slayer gains 600 points of Wealth to spend during character creation on items of equipment. At least one of those items must be a handheld weapon and one must be a garment.

Creed Attributes No Creed Attributes.

Creed Combos No Creed Combos.

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SOUL REAPER Many are the Fell breeds who crawl forth from the cauldron of the Gungin Gap, a rift in the fabric not only of the surface of Ereth but a gaping (and some say growing) wound in the stuff of reality. Somewhere deep in the heart of this bottomless pit the Fell breeds, monsters forged by Gungin, spirit of Chaos, scramble out of the dark and are unleashed upon the world. Some are benign, others neutral or merely hostile. Most are wicked by nature, formed of chaos and evil, and intent upon the destruction of the wyrman race. When any of the Fell breed die or are killed, their flesh immediately begins to melt and steam, coagulating into a formless, bubbling mass which will, over a very short span of time, solidify and compress down to become a small, fist-sized nugget of Soul Stone. These different types of stone possess orphic qualities which can be used by the many races of Ereth to power rune magick and other things besides. All can be traded in return for coin, precious metals, gemstones or other items of worth, all of which can be interpreted as Wealth points. The Soul Reaper is a professional trader in Soul Stone. He is both hunter and merchant, tracking the Fell breeds wherever they lurk or hide and slaying them to claim their Soul Stone. He then sells what he harvests to traders all over Ereth. The Soul Reaper is one of the most actively growing professions in the known realm and attracts adherents from all walks of life, all religious denominations and all of the many races of the wyr. There is no end to the quarry of the Reaper as the Gungin Gap is forever disgorging fresh meat into the wilderness and encampments of Reapers are often found patrolling like hungry wolves beyond the tumbledown walls of Gungingeth. Some Reapers work in groups, tackling the larger and more lucrative Fell whose Red Stones fetch a greater degree of Wealth on the common market. Others concentrate on grinding through the innumerable lower Fell, slaughtering them en-masse to collect a more regular income. As the profession has grown, so a guild (the


Soul Stealer’s Guild) has emerged to impose regulations on the movements and trading of Soul Reapers. In many ways, the guild operates to prevent ‘over-farming’ of the Fell races. Such a thing would threaten to destabilize the many hordes of Soul Reaper now reliant upon their occupation for survival and a war of territorial hunting rights would inevitably ensue. Thus all legitimate Soul Reapers are members of the guild and must adhere to the guild’s laws or lose their license to hunt and trade in Soul Stones. Not all Reapers are legitimate and not all will join the Soul Stealer’s Guild (whether the player character becomes a member is optional) however the guild - which is fast becoming one of the most powerful in all Ereth - pays a high reward for the capture of illegal Soul Reapers and is also in the business of sending out regular fighting patrols to hunt down those who operate without a license. The base value of any Ruth or red Soul Stone reaped and sold outside of the guild is determined as equal to 100 + d100 Wealth. However Red Soul Stones attract attention and illegitimate stones sold on the black market are likely to draw interest from agents working for the guild. Buyers may also understand that they can gain a reward from the guild for turning in the illegitimate reaper. The base value of any Gwyer or green Soul Stone reaped and sold outside of the guild is determined as equal to 10 + d10 Wealth. Green Soul Stones are more common on the black market than red and will attract less attention. Only if the reaper is seen to be selling repeatedly in the same location by agents or by those who would turn them in for a reward are they likely to be caught. Dread, or black Soul Stones are rare enough that their appearance on the black market is almost unheard of. The reaper of a Dread should understand his market well and be aware of the many perils he faces from governments, guilds and cults to whom such a stone has various profound meanings. The Soul Stealer’s Guild itself will work with its high-end government clients to hunt down and bring to justice the racketeer who dares to sell the Dread without a license, the perpetrator's fate likely to transcend mere jail time. The value of any illegitimate Dread Stone sale will be equal to 100,000 x d10 Wealth. For example, where the d10 roll is 6, the value will be 600,000 Wealth. However, in order to achieve a sale the reaper will need to source a buyer and organize a drop off whereby the stone can be exchanged for the Wealth. Most buyers capable of spending the vast amounts required will be either royalty, a government, institute or guild, or the cult of an entire nation, all of which have more to lose than to gain from secretly trading in Dread stones. Green Soul Stones can be sold anywhere there are wyrmen; in villages, in towns, cities and even sometimes at farmsteads or encampments. Upon entering or dwelling within such a location the player may make one Spirit dice check per game session or

every in-game month (whichever comes first). He may trade one illegal stone in his possession for every instance of (1) rolled on the dice check but for every sale he also loses one point of Spirit. Red stones can only be sold in municipal areas, such as large towns or cities. The method of sale is precisely the same as with green stones but the character will lose 5 points of Spirit for every sale. Soul Reapers who take the legitimate path can expect to earn more Wealth but will be restricted in their hunting grounds depending on how much they are willing to invest in annual fees (see Guilds & Institutes).

Details Requirements: none. Apprentice Period: 1 year (assumed to be complete if this creed is chosen at character creation). Race: any except ethenan Allegiance: Guild (Soul Stealer’s Guild) if the player chooses. Probable Habitat: may be found anywhere upon Ereth but will usually be restricted to reaping only in areas covered by their Guild license if they wish to trade legitimately. Cult: any Ethos: righteus, neutral or wicked. Style: hunter Rune Lore: Anarchaic Cross Creed: Catharxis, Dungeon Master, Exile, Loremaster, Loric Mage, Medicine Man, Raider, Slayer, Spell-Binder, Thane.

Ability Awards Bladed Weapons, Brawl, Combat Talent, Detect Fell, Dodge, Sneak.

Inventory Belt Quiver of the Artiller (small quiver, baggage [small quarrels, tolerance: 10k] 18w/1k). Black Leather Backpack of the Night Walker (large backpack with pockets, baggage [for small/medium items, waterproof, tolerance: 200k] 130w/20k). Blackwood Quarrel (small bolt, ammo: b+0, 1w per quarrel/1k per 20). Brass Oil-Lamp of the Cowled Flame (medium lantern, mundane: [covered flame, impervious to gas/weather, light radius 50ft, burns 1hr per 1 litre base oil or 4 hours per 1 litre biodiesel] 5w/8k). Cloud Cape of the Yeoman (medium cape, garment: b+0, 85w,3k). Flanged Mace of the Titan-Slayer (large flanged mace, melee weapon (AA Bludgeon): b+10, [requires weapon harness, two handed,

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cannot be used with shield] 525w/68k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250w] 16w/25k). Megal Runeblade of the Soul Reaper (large broadsword, divine weapon (AA Bladed Weapons or AA Bludgeon): weapon bonus against Fell +6, against other targets +2, [two handed, cannot be used with shield] 380w/56k). Motan Skull-helm of the Slayer (large helm, helm: b+4 [Ee5 to AA Granite Skull dice checks] 192w/40k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). One Quart Base Oil (small oil flask, mundane [one cubic litre] 5w full, 1w empty/5k full, 1k empty). Roble Lever-Action Crossbow of the Woodsman (large crossbow, ranged weapon (AA Hit Bullseye): b+8, 2 shots per round [Line of Sight, unskilled range = 80ft] 382w/ 28k). Scale-mail armour of the Slayer (large scalemail suit, armour: b+10, 380w/120k). Solarets of banded steel (medium armoured shoes, armour: b+2, 620w/20k). Studded Belt of the Ceme Buckle (medium belt, garment: b+0, 50w/3k). Tanned Leather Gauntlets of Battle Dress (small gloves, garment: b+0, 40w/2k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

Creed Attributes DETECT FELL (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Sense & Sympathy. After many years in the field, the Soul Reaper acquires a nose for his quarry and will be able to detect the scent and feel of a Fell in his midst. Chaos, like all elements, has its frequency and this the Reaper picks up on, detecting not only a Fell creature disguised as a non-Fell but able to pinpoint the direction of the creature, the direction they are travelling, their speed and their likely size. In addition the Soul Reaper can tell (and confirm) when a suspected Fell is merely fae. +1 Skill Dice through employment: Militia Service, Night Watchman, Prison Guard. +1 Skill Dice through training: Soul Stealer’s Guild.

Creed Combos No Creed Combos.


SOULSMYTH In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor

fermentum. Fusce suscipit ante sit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus.. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer.

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In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna.


Details Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna Id pharetra Nunc tortor nisi Maecenas faucibus Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices

Ability Awards Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem.

Inventory Donec ac sapien pretium, fringilla orci semper, molestie. Proin ac consequat orci. Phasellus a malesuada mauris. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a

quam. Sed molestie vel tellus vitae euismod. Pellentesque Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis.. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia. Duis vulputate est eros, sed elementum tortor aliquet.

Creed Attributes NULLA SEMPER (Nullam nec lorem) Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus. Sed quis semper risus, in egestas tellus. In vestibulum Etiam hendrerit neque diam .

Creed Combos Donec pharetra.

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SPELL BINDER The Spell-Binder circumvents the traditional paths of the religious rune caster and instead undertakes study of all runic magicks with the intention of gaining a more generic ability to cast spells. He binds them all together into a single school which is aptly known throughout Ereth as the School of Spell Binding. The runes of Elvia are not available to the Binder who seeks to maximize his spell list and, thus, omits the Elvian which would prevent his learning any other school. Where an individual specifically wishes to learn the Elvian runes the joining of an elemental cult is required in order to empower the magick. The Spell Binder suffers no illusion of allegiance and is free from cultic obligations. His spell casting is not faith-based and relies on no approval from upper echelons or spirituality. Such freedoms allow the Binder to embrace also the malignant Craven runes of the Elgan cults without the onus of joining the Cult of Flies. However, without the empowering blessings of righteous or wicked gods, the Spell-Binder lacks the same magickal potency as those rune casters who belong to a cult and also the righteous defences those creeds may have against dark powers.

the Price of Freedom Spell-Binders forfeit religious defences against the wicked influences of Elgan gods for the ability to freely cast any school of runic magick and to operate free from the constraints of a cult. Because of this the Spell-Binder may not add Skill Dice to his Resistance to Evil Active Ability, though he may still make dice checks using that ability either passively or to oppose an enemy’s ability. In addition, when making Spirit rolls the Spell-Binder must use a check hand of d8 instead of d6. Darklorn lose 5 instead of 1 point every time they make a Spirit roll.


Darklorn Spell-Binders who include the Craven runes in their repertoire are known as Darklorn Spell-Binders (Dark Lords). They tend not to advertize their choice of magick and will appear to the outside observer to be just like any other Spell-Binder. As soon as a Spell-Binder casts his first Craven rune, he becomes a Darklorn and shall forever more be a Darklorn, even if only he knows about the casting. There is no religion involved in the Darklorn order and Darklorn themselves are not a committed wicked creed. However, the Darklorn are known throughout the world to be casters of the Craven runes and potentially in league with the Elgan cults. For this reason most civilizations will actively shun or persecute any Darklorn revealed in their midst, and thus the average Darklorn tends to keep his abilities to himself. Darklorn knowingly flirt with the powers of evil and are one of those non-wicked creeds most vulnerable to the evils of the Elgan host. Because of this vulnerability, Darklorn reduce their Spirit value by 5 points instead of the usual 1 every time they make a Spirit roll.

The White Mancer Spell Binders who actively choose to exclude the Craven runes are known as White Mancers (White Wizards). The White Mancer is no different in appearance to the Darklorn and, indeed, there is no way to tell a White Mancer from a Darklorn just by the way he dresses and the way he looks. Only his ability to cast multiple schools of magick define him as either Darklorn or White Mancer. Unfortunately, the White Mancer is often a target of suspicion since Darklorn and White Mancers are so indistinguishable. Darklorn who have fallen into the services of the Elgan cults have been known to masquerade as White Mancers in order to infiltrate the temples of civilized cities and towns, while White Mancers themselves, bound by no particular religion or moral code, have been known to study or utilize the Craven runes even after many long years of avoiding their use. Both the Darklorn and White Mancer subcreeds are of a naturally neutral ethos. Neither is obligated to perform deeds of good or evil and both are capable in equal measure of enacting either forms of behaviour. Only where the character joins a cult of his own volition or changes his ethos to wicked will he be obligated to behave as one corrupted by the Elgan gods. The Spell Binder sacrifices the power and religious potency of faith-based magick in return for a greater range of spells, a more diverse method of spell casting and freedom from allegiance based restrictions.

All Orphic Plasm costs for Spell Binders are doubled, representing the greater effort the Binder must make without the support and blessing of spiritual forces, while use of AA Spell-Binding in place of AA Orphic Talent or AA Orphic Effect represents the Binder’s lesser proficiency in a greater range of spells, despite the advantage of increasing just one instead of two magickal Active Abilities. The Spell-Binder may choose to cast any spell from any school other than that of Elvia. He may choose to include the Craven runes at any point, but as soon as he does he automatically becomes a Darklorn.

Nudge Points If the Spell Binders Creed is taken at character creation, both Darklorn and White Mancer begin the game with a Nudge Bank equal to their CC Fate & Fortune value x 2. No starting Nudge points are awarded if the creed is adopted mid-game.

Details Requirements: None. Apprentice Period: 4 years of self-taught study (assumed to be complete if this Creed is chosen at character creation). Race: any except ethenan or Skytorian. Allegiance: any Probable Habitat: found anywhere on Ereth. Cult: any Ethos: neutral Style: generic rune caster Rune Lore: Naming, Weaving, Oak, Anarchaic, Craven (the school of SpellBinding). Spell-Binders cannot use Elemental Runes unless they begin with this runic school at character creation, in which case they are thereafter restricted only to casting the Elemental Runes. Cross Creed: Amonight, Catharxis, Dungeon Master, Ebberman, Exile, Journeyman, Medicine Man, Raider (Darklorn only), Soul Reaper.

Ability Awards Craft, General Knowledge, Learn, Orphic Knowledge, Rune Scribing, Speak/Read/Write Language, Spell Binding.

Inventory Belt Pouch of Keepsakes & Key (small beltpouch, baggage [for small items, waterproof, lockable hasp, requires belt, tolerance: 12k] 32w/2k). Black Gauntlets of the Raider (small gloves, garment: b+0 [Ee4 to AA Craft dice checks made in cold conditions] 5w/2k). Black Leather Backpack of the Night Walker

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(large backpack with pockets, baggage [for small/medium items, waterproof, tolerance: 200k] 130w/20k). Broadleaf Blade of the Gladiator (large sword, weapon (AA Bladed Weapons): b+3, 120w/20k). Robes of the Occultomancer (large robes, garment: armour bonus +0, 62w/30k). Wythywood Caber-Staff (large staff, melee weapon (AA Polearm): b+3, 189w/68k). Lacquered leather armour (medium leather hauberk, armour: b+2, 65w/20k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Nubuck Hip Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 60k] 12w/6k). Nubuck Scabbard of the Bastard Sword (large sword sheath, baggage [for heavy two handed broadswords and longswords, tolerance: 100k] 18w/10k). Polished Buckle-Boots of the Good Fellow (medium boots, garment: b+0 [Ee1 to AA Physical Intimidation when worn] 186w/12k). Ramskull Helm of Intimidating Height (large helm, helm: b+6 [Ee3 to AA Physical Intimidation when worn] 102w/60k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). Weavewand of Ancient Bone (small rune-tool, artefact: b+1, 125w/1k).

Creed Attributes SPELL BINDING (Magick Character Points) Spell Binding is an Active Ability child of the parent Core Characteristic Art & Expertise. The Binder’s ability to learn and gain proficiency with the runes of the four major schools (excluding Elvia), Naming, Weaving, Oak and Craven, or with the Elemental runes thereafter excluding all others (see Details/Rune Lore above). The Spell Binding ability automatically replaces any instance where an aspect of the spell cast or the spell caster requires reference to AA Orphic Talent or AA Orphic Effect, both of which the Spell-Binder may not utilize for purposes of spell casting. This includes both dice checks and the use of either ability to measure conditions for the use of a specific spell or its subsequent effects. For example, where the Binder attempts to cast Ward of Konos (Weaving) the AA Orphic Talent ability value determines the size of the area of effect while the AA Orphic Effect ability determines the strength of the ward. In both instances the Binder refers to AA Spell Binding instead. Similarly, instead of using the stacked Skill


Dice of AA Orphic Talent, AA Orphic Effect and AA Rune Scribing to determine nudges for rune dice, the Binder may only stack Skill Dice in AA Rune Scribing plus his AA Spell Binding ability. +1 Skill Dice through employment: Sorcerer’s Apprentice. +1 Skill Dice through training: Guild of Magick.

Creed Combos No Creed Combos.

STEAM SMYTH Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti

sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. e. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod

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mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat.

Details Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia . Maecenas aliquam laoreet risus, eget pulvinar Table 8 ~ Octave Prizes

Condition

Grant

Winner of Official prize in Steam Smyth's Octave

Full cost of mech tech is granted

Winner of Parliamentary prize in Steam Smyth's Octave

Wealth cost dice roll (see Mech Tech) is reduced by all dice except one

10 or higher in Guild Allegiance (Smyth's Guild)

Wealth cost dice roll (see Mech Tech) is reduced by half dice (where number of dice is odd, round up to nearest even to find half)

Between 5 and 9 in Guild Allegiance (Smyth's Guild)

Wealth cost dice roll (see Mech Tech) is reduced by two dice

Between 1 and 4 in Guild Allegiance (Smyth's Guild)

Wealth cost dice roll (see Mech Tech) is reduced by one die


Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class.. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer.

Creed Attributes tellus maximus eu.. Aenean eget purus augue. Sed. Etiam ac dictum erat. Integer. Phasellus euismod felis. Cras quis tellus laoreet augue vulputate mattis. Etiam.

Ability Awards Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium.

Inventory Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis Proin augue magna, lobortis vitae viverra et, viverra et quam. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis

magna eget. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus.

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BIBENDUM PELLENTESQUE (Integer molestie rhoncus) Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti. Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Nam vitae posuere augue. Suspendisse metus nulla, consectetur. Suspendisse condimentum arcu a tempor sodales. Pellentesque .

Creed combos Donec posuere, eros.


along the vertical axis of the world tree and into the sky about which the House rotate in a clockwise (west to east) direction. When a House (division of the sky) or Elvian Armada (constellation) moves into alignment with this projected point, the Elvian spirit or god becomes dominant and any magic the Stellamancer casts in the name of that spirit or god becomes enormously potent.

STELLA MANCER Stellamancy is the study of that mysterious dymension that hangs far above the heads of anyone who gazes skyward at night and turns their eye beyond the Haligvalt, the sun and the moon of Oberor to the endless starspangled space that lies beyond. It is the study of that which the ancient books call The Agg and which common wyrmen know as The Oily Sea. Here is the Cosmic Warp; the loom of creation into which the weave of time and space and the story of the wyrmen is stitched. Common wyrmen believe the stars are the lights of distant ships travelling the warp, an essence they believe to be a vast spherical ocean whose strange dymension encircles the cosmos in the same way that the Endeleas encircles Yarnia and the moon and the sun encircle the world. Stellamancers believe also that the stars ( the stellae) are ships, but they have divined a pattern in the journeys of the ships, dividing them into armadas ( constellations) and recording their voyages as cyclic journeys with profound, but often hidden, meaning.

At least one of the three main Houses are always dominant, but their motion is slow, with each house remaining in ascension for a period of 3000 years while the nine minor Houses will ascend for a period of three hundred and thirty three years each. By comparison, the Elvian armadas (constellations) move continually into and out of the three main houses and, during the course of a night, up to twelve constellations will move across the alignment centre of Yrmynsyl’s axis. The Stellamancers are a branch of the Elvian cult but their roots can be traced far back to the time of the Cornovish empire and, in some cases, further back even than this. Their association with the measuring of the divine Houses and their use of multiples of six and twelve can be found not only within ancient mythology but in modern calendars and measurements (clocks, for example, and the twelve month cycle of the year). The Stellamancers themselves claim their magickal system predates even the Runes of Naming. It was, they state, the primary form of magick used by the Oak Lords when Mot first came to Yarnia in that primordial time before the wyrmen. Its teachings are archaic and were upheld during the Winter of

Each armada, the Stellamancer claims, is the herald of an Elvian spirit and the voyage of each armada across the sky describes how and when its course will link with the world of Yarnia and its people. Moreover, the Elvian armadas are divided into Fleets known as Houses, each House ruled by a lead vessel known as a King Ship. There are six such Houses, each matching the twelve over-arching families of heavenly descent: Arani, Anu, Apsu, Canaan, Elgan, Eltari, Elyeth, Enlil, Mu, Ninigiku, Ninurtia and Num. House Elyeth is the current ruling House and holds dominion in one third of the sky. House Elgan is the challenging fleet and marks another third while House Arani occupies the last third. The other nine fleets intersect these three major Houses. Yarnia forms a central anchor within this belief system and from the world’s centre (Yrmynsyl) a projected line is extended

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Discontent then exported into Cornoval when the original order of Stellamancers followed Cormysyeth out of the Arkhold. Evidence for this can be found in the manner by which the names of the various divine Houses were allocated periods of rule, periods defined by ‘the stars’. When a god’s House entered such a state of alignment his essence and the essence of his name was empowered by cosmic forces and he could not be opposed. Stellamancers cast the Elemental Runes and are acknowledged as powerful rune casters within the city of Santun Morvagh. However, they stand apart from the Elvian faith and do not honour the Elvian temple. Indeed, their allegiance is capricious, depending entirely upon which ruling House occupies the appropriate place in the Agg. The current period is ruled by the House of Anari, thus the Stellamancers are of neutral ethos and follow no particular cult. However, when the House of Anari descends and House Elgan ascends into power the Stellamancers will adopt a wicked ethos and their allegiance will switch to that of the Cult of Flies. Many believe that most of the fallen wyrmen who populate the diabolical ranks of the Cult of Flies were once Stellamancers who switched loyalties but lacked the inner spirit to switch again when House Elyeth ascended to power. The Stellamancers themselves offer no opinion on the matter, though there are glaring omissions in the historical records of the order suggesting that certain high-powered champions of the past have indeed devoted themselves entirely to the Cult of Flies.


Table 9 ~ The Armadas of the Agg

5d10

Spirit

Armada

5

Wyrdorph

The Wand

6

Mortwyrd

The Endless Road

7

Hexas

The Raven

8

Mortwyrd

The Endless Road

9

Santlorn

The Uneven Scales

10

Ymp

The Gremlin

11

Nimrosbane

The Ship

12

Rinan

The Flowing River

13

Nabunum

The Rune

14

Wutang

The Leaf

15

Brighd

The Hearth

16

Seren

The Net

17

Gloose

The Coffin

18

Ancor

The Bracelet

19

Dunethen

The Whirlpool

20

Canker

The Caltrop

21

Drogen

The Spider

22

Brume

The Cloaked

23

Edifus

The Hammer

24

Apryl

The Fawn

25

Eret

The Anvil

26

Womad

The Tree

27

Ham

The Flower

28

Leoht

The Potion

29

Stenlorn

The Sword

30

Yneur

The Timer

31

Daytundra

The Long Road

32

Hellior

The Burning Orb

33

Nin

The Threescore

34

Gungin

The Amorphous

35

Jadisfroth

The Snowflake

36

Kaldyr

The Barren Tree

37

Lürmyth

The Noose

38

Halig

The Wheat

39

Syldaer

The Cloud

40

Willow

The Gemstone

41

Askineth

The Winged Disc

42

Amdrill

The Guardian

43

Voltamerr

The Lightning

44

Asword

The Bloody Dagger

45

Tarris

The Scythe

46

Dannan

The Crown

47

Fyrnys

The Flame

48

Yrmat

The Golden Tree

49

Oyldun

The Droplet

50

Ascorn

The Cross

Rune-Casting At the beginning of each spell cast the player should roll 5d10 and consult Table 9. The constellation rolled indicates which Elvian spirit is passing through the dominant House and is therefore empowered. The result lasts for as many skirmish rounds as the 5d10 result, after which the player may make another roll and change the empowered spirit. Any spell associated with the currently empowered spirit can be cast with no Orphic Plasm cost and no required dice roll. The spell automatically succeeds in every instance. All spells not associated with the currently empowered spirit must be cast in the usual way and the usual costs are incurred.

Employment Opportunities The Stellamancer must belong to the Guild of Starcraft if he wishes to ply a trade reading fortunes. Starcraft is the art of divining the future of an individual’s life using star charts and certain details about the individual, such as their birth year, name, age, etc. The Guild of Starcraft has powerful friends in high places and retribution for working as an unlicensed divinator can be harsh and sometimes even brutal (though generally the guild relies on the imposition of huge fines and the allegiance of local law enforcement, nobility and government to collect the fine, brutality usually reserved only for unrepentant serial offenders). Characters with zero Guild Allegiance or no Guild Allegiance are deemed to have such a poor reputation as a starcrafter that they will be unable to charge any more than 1w for readings. One successful reading is enough to raise a Guild Allegiance of zero back to a value of one if the character belongs to the Guild of Starcraft, but the Guild may return this value to zero if the character has displayed repeated ineptitude in his chosen line of work. A visit to the guild and an explanation for his poor record may be required in order to prevent expulsion. In return for his membership, the guild based divinator will find himself promoted by word of mouth by guild operators whose sole job is to travel from place to place speaking highly of the guild’s best and most respected members (a task the Stellamancer himself might be required to undertake if he reaches Rank 2 or 3 of the guild hierarchy). If the guild member visits a village or town he may make one Spirit dice check for every point he possesses in his Guild Allegiance value. For each instance of (1) rolled on the check hand, the character may make one Starcraft dice check, accruing earnings accordingly and either gaining 1 point of Guild Allegiance for a successful reading or losing 1pt for a failed reading. The player is not obliged to make all (or even any) AA Starcraft rolls for each instance of (1) rolled on the Spirit dice check (each instance representing

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a request for a reading from a local inhabitant of the location) and may stop giving readings at his own discretion. For each reading for which the character makes a Starcraft dice check he earns Wealth equal to his Skill Dice in AA Starcraft x 10, whether the reading is successful or not. Where the guild member enters a city he may make one Spirit dice check for every point he possesses in his Guild Allegiance value and for every instance of triple zero he is asked to give a reading to a member of the city aristocracy and may make one AA Starcraft dice check, accruing earnings as described below and either gaining 1 point of Guild Allegiance for a successful reading or losing 1pt for a failed reading. The player is not obliged to make all (or any) rolls for each instance of triple zero rolled and may stop giving readings at his own discretion. For each reading the character makes for a member of the aristocracy he earns Wealth equal to his Skill Dice in AA Starcraft + Guild Allegiance x 100, whether the reading is successful or not.

Details Requirements: none. Apprentice Period: 8 years (assumed to be complete if taken at character creation). Race: any except norwyr or Skytorian. Allegiance: Guild (Guild of Starcraft). Probable Habitat: most Stellamancers are found in the city of Santun Morvagh but are likely to travel and their astronomical skills are often sought after beyond the land of Mortun Pandi. Cult: none Ethos: neutral. Style: astrologer Rune Lore: Elemental Runes. Cross Creed: Ebberman, Medicine Man, Sectan.

Ability Awards Astronomy, General Knowledge, Learn, Orphic Effect, Orphic Knowledge, Orphic Talent, Place in the Cosmos, Rune Scribing, Speak/Read/ Write Language, Spot Secrets, Starcraft.

Inventory Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Cowled Robes of Shadow and Mire (medium robes, garment: b+0 [see Gear & Equipment] 2w/14k). Shortstaff of Burning Wrath (large magickal staff, melee weapon (AA Bludgeon or AA Polearm respectively): weapon bonus = wielder's AA Skirmish Strength, 870w/19k). Goggles of Spectroscopic Glass (small goggles, garment: b+0 [see in dark up to 50ft] 360w/2k). Knapsack (large backpack, baggage [for


small/medium items, waterproof, tolerance: 220k] 16w/22k). Leather Breeches of the Champion (medium leggings, armour: b+2, 6w/14k). Oiled Leather Hip Satchel (medium hipsatchel, baggage [small to medium items, waterproof, tolerance: 80k] 80w/8k). Runewand of Elemental Lore (small rune-tool, artefact: Elemental Runes b+1, other runes b+0, 62,1k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Telescopic Looking Glass of the Stellamancer (large telescope, mundane: 780w/60k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). Waxed Leather Tunic & Skyrte (medium leather shirt, armour: b+2, 18w/27k).

Creed Attributes ASTRONOMY (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Mind & Memory. The Stellamancer has an expert knowledge of the night sky, can name any of the constellations (which he will refer to as Armadas), can identify the names of the stars of each constellation (which he will refer to as ships) and can navigate using the stars as a point of reference. He can use his Astronomy Active Ability to navigate with extraordinary accuracy the ocean or wilderness regions of the world and will rarely become lost. +1 Skill Dice through employment: Scholar’s Apprentice. +1 Skill Dice through training: Guild of Starcraft, Order of Cosmic Light, Society of the Literatii. STARCRAFT (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. Starcraft is the art of divining horoscopes based on the position of the stars relative to the world of Yarnia and the individual requesting the reading. In order to make a successful AA Starcraft dice check the character must have made a successful AA Astronomy dice check either upon the same night or the previous night (a telescopic device is not required for the Astronomy dice check). This represents the Stellamancer’s creation of an accurate star chart based on the sky’s current configuration. See Creed Description for details on earnings and methods for using Starcraft. +1 Skill Dice through employment: none. +1 Skill Dice through training: Guild of Starcraft, Society of the Literatii.

Creed Combos No Creed Combos.

Details

STONE MASTER The Cornovish empire is long gone, its great cities reduced to rubble, its civilization replaced by vast tracts of disease-riddled desert and Fell infested wilderness. There is no more call for the craft of the Stonemaster whose rockhammers carved out the endless labyrinths of the Cornovish mines and gouged the quarries whose stone formed the bulk of Cornovish cities. Today the trade of the Stonemaster remains, a vocation handed down from father to son but one no longer as crucial to civilization as once it was. The modern Stonemaster is forced to live the life of a nomad, wandering from pillar to post in search of work in cultures born from the ashes of his long lost homeland.

Opportunities for Employment Stonemasters find the greater proportion of their work in cities and towns, repairing houses and other structures and shoring up the defensive walls of castles and fortresses. Where mining works are underway the Stonemaster will also find plenty of paid work in the underdark, though this is less preferable as mining work is both dangerous and unpleasant. The GM should allow a Spirit roll whenever the player asks for one in any built up area, city, town, village or settlement. Each instance of (1) rolled indicates one week of work. The successful roll will then require one AA Stone Sense dice check for every week the character is employed, with Wealth earnings equal to Spirit x 10 Wealth per instance of 1 rolled on the check hand. Where any instance of triple zero is rolled on the AA Stone Sense dice check the final Wealth earning for that week is doubled. Time should be set aside for the character to earn his Wealth. For each week the character works he can undertake no other activity and may not travel.

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Requirements: none Apprentice Period: 6 years (assumed to be complete if this Creed is chosen at character creation) Race: common wyr, sowyr or elkenwyr Allegiance: none Probable Habitat: the Stonemasters hail originally from the old Cornovish quarries of southern Sanas Morcorm but have long migrated into other areas and are common in most parts of Ereth. Cult: any Ethos: neutral Style: mason Rune Lore: Anarchaic Cross Creed: Dungeon Master, Geomancer, Lumbering Jack, Medicine Man, Yarnsayer.

Ability Awards Aesthete, Bludgeon, Brawl, Climb, Skirmish Strength, Craft, Endurance, Engineer, Firecraft, Kinship, Might, Recover, Stone Sense, Sturdy on the Feet, Zone Out Noise.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried on backpack, increase tolerance of backpack by 200k] 14w/2k). Backpack with Backframe & Shelf (large backpack, baggage [used to carry small or medium items only, waterproof, tolerance: 320k) 48w/32k). 10x Beeswax Candle (small candle, mundane [burns for 1hr, light radius to 10ft] 1w/1k per 10 candles). Belt Quiver of the Artiller (small quiver, baggage [small quarrels, tolerance: 10k] 18w/1k). x20 Blackwood Quarrel (small bolt, ammo: b+0, 1w per quarrel/1k per 20). Brass Compass (small compass, gizmo: 12w/1k). Broad Blade Shovel (large shovel, mundane/melee weapon (AA Brawl in melee): b+0, [automatically breaks where damage reduced by armour bonus, requires backpack straps] 3w/12k). Calabash Pipe With Copper Bowl (small smoking pipe, mundane [requires tobacco] 22w/1k). Candle Lantern (medium lantern, mundane: [covered flame, impervious to weather but not gas, light radius to 40ft, burns 1hr per candle] 18w/9k). Cornovish Cape and Hood (medium cowled cloak, garment: b+0 [see Gear & Equipment] 6w/8k). Cornovish Horned Helm of the Quarry-Master (large horned helm, helm: b+8, 102w/36k). Cornovish Leather Jerkin (medium overshirt,


garment: b+0, 3w/12k). Cornovish Leathers (medium leather outfit, armour: b+1, 52w/24k). Crampons of Climbing (medium Crampons, mundane [Ee6 to AA Climb for wooden/pliant surfaces] 48w/6k). Cranequin Crossbow of the Master Marksman (large crossbow, ranged weapon (AA Hit Bullseye): b+28, 1 shot per round [Line of Sight, unskilled range = 90ft] 1725w/32k). Dungeon Master’s Jute-Rope (large coil of rope, mundane [supports 3600k/ combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). x2 Furred Shoulder Plate of the Reaver (large shoulder plate, armour: b+2 per plate [takes up both baldric slots] 48w per plate,25k per plate). Greased Leather Apron of the Workhorse (medium apron, armour: b+3, 78w/34k). Heavy Rock-Hammer of the Mason (large warhammer, melee weapon (AA Bludgeon): b+5, [2 handed, cannot be used with shield] 48w/110k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250w] 16w/25k). Mace of Propugnation (medium mace, melee weapon (AA Bludgeon): b+2, 12w/38k). Pouch of Simple Bacca (small pouch, mundane [requires pipe, 30 smokes, Ee1 to AA Meditation and AA Courage dice checks while smoking] 1w/1k per pouch). Riveted Utility Belt of the Smyth (medium belt, garment: b+0, 85w/3k). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Small Gemsmith's Hammer (small rockhammer, melee weapon (AA Brawl): b+0, 6w/1k). Small Ironpot (medium cauldron, mundane: 8w/22k). Tanned Leather Gauntlets of Battle Dress (small gloves, garment: b+0, 40w/2k). Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). Workman’s Tool-roll of the Mason (medium tool-roll, mundane: 40w/18k).

After the great war of that region and the wiping out of the Cornovish power structure, the quarries and mines fell into disuse and the Stone Masters were forced to seek work elsewhere. As a result they have become a nomadic people, almost tribal in their allegiance to one another and almost, though not quite, spiritual in their affinity with the underground places of the world. Stone Sense is a catch-all attribute connecting the inner spirit and intuition of the character with all things stone. In dungeons Stone Sense gives the character an unerring sense of direction, the ability to identify different types of rock, their age and their weaknesses, to determine how a passage, chamber or entire dungeon was excavated and built and even what its original purpose might have been. In addition the Stonemaster can use this attribute to intuit danger when surrounded by stone or earth, allowing the player to prepare for approaching trouble or redirect the character and his party toward safety. The GM may call for a Stone Sense check at random in order to keep players guessing, or make secretive rolls on the player’s behalf. +1 Skill Dice through employment: Forge Worker, Mason’s Apprentice, Master Sculptor, Sculptor’s Apprentice, Steeplejack. +1 Skill Dice through training: Delver’s Guild, Smyth’s Guild.

Creed Combos HOBBLE Minimum Attacks: 2 Minimum Active Ability: 14 Skirmish Strength Precluding Conditions: requires armed with large warhammer and of the Stonemaster creed. Requires target has a foot. DESCRIPTION The Stonemaster swings his mighty warhammer around in a wide, high arc then down upon the foot of his enemy. The standard AA Bludgeon combat dice check is replaced with an opposed AA Hit Bullseye dice check vs the target's AA Dodge. If the attacker succeeds he inflicts a Severe Wound as though 8 had been rolled on the Severe Wounds table.

Creed Attributes

THANE Common to the streets of Listholm, the Motian Thane, paladiness of the order of Mot, is a guardian of the Listian church of Mot and a cultural icon in the northern lands of Morturth. With the end of the war in Sanas Morcorm, the role of the Thane changed from that of defender of the realm to a position of mere ceremony. Resplendent in her white plate or formidable in armour and cowled robes, she would march in the Motian ritual parades, stand guard before the great arches of Tunturthis Cathedral or sit sentinel upon her steed at the city gates, watchful but ultimately redundant. Eventually this torpor robbed many a Thane of her sense of purpose. A strange malaise took the creed and a corruption seemed to seep into the very beliefs they were tasked to uphold. Inertia led to indolence and indolence to a fall from grace. The dark shade beneath the cowls of their robes became sinister and the glitter of their armour became a portent of doom. It was prescience and presence of mind on the part of the Listian ruler at the time, Laird Penhaligan, to create the Order of the Quest, a duty all Thane would undertake at least once in their life and which would unfold over the course of several years. The Quest would take the Thane beyond the borders of Listholm, out into the worlds of the south, there to take the word of Mot to the savage nations and the sharp edge of the Evergreen claymore to the Fell breeds wherever they lurked, occupying her with the spiritual battle she craved. Thus are the Thane often encountered riding forth in the wilderness, battling foes and righting wrongs, paladiness crusaders on a tour of duty who will only know peace when they have completed the set period of their mission (usually 10 to 15 years). Those whose Questing is deemed unfit may be sent back out into the wilderness, or exiled entirely if they are judged to have behaved contrary to the oaths of a Thane. Those whose stories impress the high priests of Tunturthis Cathedral will be rewarded with retirement, a few acres of land and a luxuriant house in which to live out the remaining years of their life. Few ever settle, even when their quest is complete. By then they have acquired a taste for

STONE SENSE (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. Disenfranchised from the ancient industries of the Cornovish empire, the Stone Master probably originated in one of the dying quarries of southern Sanas Morcorm.

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adventure and fail to adapt to the sedentary life or the expected union with a male of Listian high society. With each quester goes a trained Eyebrid (see the Wyrd Pandemonium), a fae creature of the Niflhelm swamps, marshes and waterlogged plains; a winged eye whose brain exists independently of its body, allowing the eye to fly freely and record all that it sees and hears. The brain of each quester’s Eyebrid familiar is kept in sanctified chambers beneath Tunturthis Cathedral where it is closely watched by Myrasorth Clerics. The thoughts, memories and experiences of the brain are then recorded into an orphic sink called an Oberorb. The Oberorb is surveyed once per day by one Myrasorth assigned to each Thane and thus are the activities of the Thane observed in almost real time and recorded by the Myrasorth in the Tome of Deeds. When the Thane finally returns home her deeds are there to be shared with the Listian folk in the form of bard-song, poetry and sagas.

passed linger with her. Players who choose to play this Creed should familiarize themselves with the Listholm description in Chronicles of Yarnia - Ereth 1, The Age of Thaw (available to purchase on the Forever People website). In addition to cultural benefits, the Thane receives compensation as a paid up member of the Listian armed forces. The wage of a Thane is paid at the start of every game session into a vault beneath Tunturthis Cathedral as Wealth points equal to Cult Allegiance x 100. These Wealth points should be recorded by the player and belongs solely to the character, but will only be available to the Thane if she can arrange for the money to be brought to her by a courier or if she

The Myrasorth report always to the higher priests of their order and in turn the high priests will pass on any controversy to the Castellaine of Mot for immediate judgement. It is not unheard of for a Thane in the field to receive message by mounted courier or messenger bird marked with the seal of Mot and written by the Castellaine warning the Thane against certain deeds. In extreme cases the message will denounce the deeds and the Thane both, banning her from ever returning to the borders of Listholm or invoking the name of Mot. As a representative of the Motian faith she should thereafter be considered an outcast. She loses her Thane creed and must instead take the creed of Exile. Like the warrior monks of the north, the Listian Thane is a well known creed of fighter, recognized the world over for her courage, honour and strength. Fell creatures fear her approach, while male wyr will retreat in her presence, daunted by her strength and emasculated by her prowess. The Thane will find a warm welcome in most aristocratic societies where she will be immediately trusted and probably tasked with righting some kind of local wrong, while the folk of less sophisticated parts will probably bow respectfully before her, recognizing the weight of religious responsibility upon her armoured shoulders. At home the Thane will receive a heroine’s welcome provided it is clear she has not returned intending to stay for good and cut short the quest she is honour-bound to complete. She will always find lodging in the castles of Listholm and will always be welcomed into the fold of local culture, even where she seems to linger and the old fears of an age long

definite breaking of oaths and will result in great loss of both Cult Allegiance and local trust and may even result in the Thane's imprisonment where the amount borrowed is large. Such scandals tend to be avoided in the Angle where a diplomatic solution is preferable. For while Listholm will condemn the Thane's behaviour they take a dim view of nonsovereign states who dare to pass sentence on holy crusaders.

Details Requirements: must be norwyr and must be female member of that race. Apprentice Period: 5 years (assumed to be complete if this Creed is chosen at character creation). 10 to 15 year quest period is not included in this apprenticeship but is instead deemed to begin at the start of the player’s game. Race: norwyr. Allegiance: Cult (Motia). Probable Habitat: Listholm, originally, but likely to travel extensively during ‘the quest’. Cult: Motia. Ethos: righteous Style: paladiness of Mot. Rune Lore: the Runes of Naming. Cross Creed: Medicine Man, Patrician, Journeyman, Soul Reaper.

Ability Awards Allure, Bladed Weapons, Bludgeon, Skirmish Strength, Combat Talent, Courage, Endurance, Might, Physical Intimidation, Polearm, Righteous Prayer, Rune Scribing, Swift, Two Weapon Combat. returns to Tunturthis to claim it. (Regardless, all Wealth earned should be marked in Banked Wealth on the character sheet). Couriers will be required to travel on the HynsHorn railway, bringing the Thane’s wealth to the city of Verdandi and from there delivering it to her location. The Hyns-Horn journey can prove extremely perilous and there is every chance the train will be stopped en-route and plundered by morcelt bandits or opportunistic Fell operating in Sanas Morcorm. Thanes of high regard in foreign lands have been known to request a ‘borrowing’ of wealth from the coffers of local magistrates or aristocrats on the understanding that full repayment will be made using the funds from Tunturthis. Such is the high trust placed in the paladins of Listholm that loans are usually forthcoming. Failure to repay, however, is a

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Inventory Brass Compass (small compass, gizmo: 12w/1k). Brass Oil-Lamp of the Cowled Flame (medium lantern, mundane: [covered flame, impervious to gas/weather, light radius 50ft, burns 1hr per 1 litre base oil or 4 hours per 1 litre biodiesel] 5w/8k). Cloak of Balmyrasoth Silk (medium cloak, garment: b+0, 102w/7k). Comfy Bedroll (medium mattress, mundane: 4w/8k). Cowled Robes of the Sacrosanct (medium robes, garment [-1 Life-Force to wicked ethos for every day worn, neutral ethos gain +5 Spirit per game session when worn, all weapons wielded by Righteous ethos become divine in their hands only] b+0, 5w/28k).


Dandy Alum-Tawed Leather Keepsafe Knapsack (large backpack with pockets/ backpack straps, baggage [for small/medium items, backpack straps already attached, tolerance: 450k] 284w/25k). Deep Blue Sword Sheath of Opalescence (large sword scabbard, baggage [for large swords, tolerance: 60k] 12w/6k). Eyebrid (small fae, familiar [see The Wyrd Pandemonium] 100w eyebrid alone, 50,000w eyebrid + brain/-k). Evergreen Claymore (large broadsword, melee weapon: (AA Bladed Weapons) b+2 [requires two hands, cannot be used with shield] 148w/132k). Oiled Leather Hip Satchel (medium hipsatchel, baggage [small to medium items, waterproof, tolerance: 80k] 80w/8k). One Quart Base Oil (small oil flask, mundane [one cubic litre] 5w full, 1w empty/5k full, 1k empty). Plate armour of the Just & Righteous (large plate armour, armour: b+10 [min +1 AA Might, cannot be carried must be worn or stored in luggage] 2300w/390k). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). White Satin Great Helm of the Chivalrous (large visored great helm, helm: b+12 [Ee5 to AA Granite Skull dice checks] 590w/68k).

Creed Attributes RIGHTEOUS PRAYER (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The Thane engages in deep meditative prayer. Each session of prayer takes a minimum one in-game hour and requires the Thane to be in as peaceful and calm an environment as possible; Evident Ease in holy locations. The Thane gains point of Orphic Plasm and Spirit both equal to instances of (1) rolled on the check hand, though she may make only one roll in any one game session. Gains in both plasm and Spirit can be boosted if the player also makes a successful AA Meditation dice check (additional instances of (1) added to the value. +1 Skill Dice through employment: none. +1 Skill Dice through training: none.

Creed Combos No Creed Combos.

WARLOCK & DUNWYTCH The wars of Sanas Morcorm saw the destruction of most of the deadly Wytches and Warlocks of the Elgan cults. Those who survived the battlefields of that ancient time were few, but powerful. They slipped into shadow where they hid from the rising Wythian nations of the south and the strengthened Motians of the north, battling one another for supremacy and winning favour with dark masters in any way they could. Warlocks are masters of the Craven runes. A parasitic and black hearted creed who despise their wyrman roots and all the cults derived from the legacy of the Vanyirborn. Some worship Uselyorn, brother of Mot and nemesis of the wyr breeds. Others revere Mardock, whom they believe walks still within the dungeons of the Hammer Dwale and yet others are dedicated to Caynum and his myrman armies. The Warlock is never welcome in any of the civilized districts of Ereth and whenever his kind are located they are hunted down with extreme prejudice and slain. Many have died in the last few centuries of Erethian history, burned in their black towers or cornered in subterranean lairs where their plotting and secret ways were brought to the attention of wyrman heroes. They are, however, a powerful and mighty foe, hard to battle and even harder to kill. Today this is truer than ever, as only the strongest and oldest of the creed prevail. The Warlock is soulless and devoid of spirit. He has no orphic link with the Cosmic Cavern and the dymensions of the Wyrd and is therefore unable to power his spell casting using his own well of Orphic Plasm. Instead the Warlock drains Orphic Plasm from those around him, using the power of his vampiric artefact, or drawing his energy from an Orphic sink which he keeps close at hand but hidden from attack. While the Warlock retains control of his vampiric artefact and orphic sink he is a formidable foe, able to exhaust his enemies of their own Orphic Plasm and capable of casting hideously potent spells, unrestrained

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by the moral codes of the Righteous rune casters. Separated from his evil tools he becomes powerless and impotent, a weak spirited villain easily subdued and dispatched to the Nether Dymension where the Elgan gods await him eagerly in their twisted eternity. The motives driving such dark sorcerers are numerous and varied. Some desire power, others harbour strange dedications to the Elgan gods and ancient vendettas born from mistreatment by their peers or their elders. Many are simply disenfranchised or exiled from their homes for their criminal behaviour. Resentments fester and mutate. The Elgan gods and the dark powers trapped in the gaps between the strands of the Web of Wyrd creep forth and the temptations of evil are embraced where they should be shunned.

the Dunwytch Horror The Dunwytch (dark witch) is the female version of the warlock, identical in many ways but often even more formidable, sadistic and cruel than her male variant. Dunwytch are gifted manipulators of the mind, spiteful, venomous and lustful for the sight of the suffering, pain and death they invariably inflict as a matter of routine on their victims. They are typically a blacker breed than the Warlock whose motivation is usually power and power alone. Beyond power, the Dunwytch desires more to experience the fruits of evil, delighting in the journey toward power rather than lusting after the final destination. Every enemy squirming in agony at her feet, every splash of blood and every piercing scream is a delectation to be savoured and remembered in exquisite detail. Dunwytch, like Warlocks, are servants of the Elgan cult, but rarely hold Uselyorn or Mardock in higher esteem than they do Crewel, vile torturer of old, or the goddess Mercwynn, dark queen of the underdark and matriarch of the nation of the myrmen, one of the few living gods who still walk somewhere on or below the soil of Yarnia. Like Warlocks, Dunwytch are soulless and have no spiritual connection to the Web of Wyrd. They, like their male versions, must rely on vampiric artefacts and orphic sinks to power their brutal magicks.

Servants of the Dark Gods Both the Warlock and the Dunwytch are granted conditional immortality by the dark gods that dwell in the gaps between the strands of the web. Whatever Age value is established at character creation is the age the Warlock or Dunwytch retains for the duration of the game. Age additions are still accumulated and should


still be noted down, but a circle should be drawn around the initial value to indicate the character’s frozen age and the age he or she will appear to the eye of the beholder. Deteriorating effects associated with increased Age are not incurred and any rule affected by or pertaining to increased Age can be ignored. Warlocks and Dunwytch must maintain at least one point of Cult Allegiance at all times. Where they lose all Cult Allegiance they immediately age to the full value as noted on their character sheet. Age related deterioration is resolved immediately and applied in full. If the character survives this sudden increase in age they lose the ability to cast the Craven rune spells and will, from this point on, continue to age in the normal way. Once exiled from the cult, the character is abandoned by the Elgan gods until he or she dies. At that point his/her soul is drawn into the Nether Dymension, there to dwell for the rest of eternity in the hollow void of Dunlight; a plaything for the sprained amusements of the Elgan gods. As soon as Cult Allegiance drops to zero, the character’s ethos becomes neutral and they lose their creed. They must take the Exile creed instead, or any other they prefer to take. Regardless of how the character lives their life from this point on, their soul now belongs irrevocably to the Elgan gods.

Details Requirements: fellow player characters must be of wicked or neutral creed, though fallen Warlocks and Dunwytch who adopt the neutral ethos and and become exiles may join parties with righteous members. It is likely, however, that they will be uncomfortable allies and some level of distrust may always exist between the characters. Apprentice Period: 4 years in the city of Old Urd or the dungeon labyrinth of the Hammer Dwale. This period is added to the character’s Age value but thereafter Age is frozen by the Elgan gods. Race: common wyrman, morcelt or norwyr. Allegiance: Cult (Elgan) Probable Habitat: Old Urd but known to lurk in all parts of Ereth. Cult: Elgan. Ethos: wicked. Style: dark sorcerer Rune Lore: the Craven Runes. Cross Creed: Creant, Dungeon Master, Wyte Wytch.

Ability Awards Brawl, Morbid Rite, Orphic Effect, Orphic Knowledge, Orphic Talent, Physical Intimidation, Rune Scribing, Sneak.

Inventory Black Robes of Dunlight (medium robes, garment: armour bonus +0, [results in loss of 5 Cult Allegiance points and 5 Spirit points if willing worn by righteous ethos] 20,600w/30k). Leather Wrapped Leggings of the Raider (small leggings, garment: b+0 [see Gear & Equipment] 4w/8k). Black Gauntlets of the Raider (small gloves, garment: b+0 [Ee4 to AA Craft dice checks made in cold conditions] 5w/2k). Black Leather Backpack of the Night Walker (large backpack with pockets, baggage [for small/medium items, waterproof, tolerance: 200k] 130w/20k). Vampiric Stave of the Horrescent Rune (medium rune-tool, artefact: b+2, 62w/1k). Orphic Orb of Ganguessence (artefact/orphic sink [contains 5xd10+10 Orphic Plasm when found/purchased, maximum containment 100 Orphic Plasm] 3000w/8k). Razor Thimble of the Tattooist (small runetool, artefact: b+3, 665w/-k). Eldritch Daggablade (medium dagger, melee weapon (AA Bladed Weapons): b+1 [lose 5 Cult Allegiance & 5 Spirit if wielded willingly by righteous ethos] 395w/3k). Soul Thirst Blade of Dunethen (large long sword, malefic weapon (AA Bladed Weapons): b+2, [-1 Spirit per landed blow, permanent +1 added to weapon bonus where blade lands a killing blow, and victim cannot resurrect] 2000w/62k). Unholy Mask of the Dun Fell (medium helm, helm: b+2, 126w/7k).

Creed Attributes MORBID RITE (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The Warlock/Dunwytch engages in dark and unholy ritualistic ceremony in order to show fealty to the gods of the Elgan pantheon and replenish their Cult Allegiance. Each successful ceremony takes a minimum one in-game hour and requires the Warlock/Dunwytch to engage in unholy practices. The session must be performed at night and requires a sacrificial offering. For any animalian victim (non-insect and must be at least the size of a rat) the character gains Cult Allegiance equal to instances of (1) rolled on the check hand. Where the victim is wyrman or wyr-woman the character is awarded maximum Evident Ease. +1 Skill Dice through employment: none. +1 Skill Dice through training: none.

Creed Combos No Creed Combos.

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WEAVER This Creed may only be taken at character creation and cannot be adopted mid-game. Weavers are a low level warrior, high level sorcerer creed who specialize in the Runes of Weaving. Their allegiance is, first and foremost, to the cult of Wythia and the spirit of Womad, but they are also intrinsically beholden to the land of the Angle and to the sect known as The Tablemen of the Mountain. From farming through to matters of state, the Weavers and their interpretation of Wythian lore have become an embedded and exceptionally influential cornerstone in the Anglian power structure. All Weavers hail originally from the Angle, born to a Vanyirite priestess and adopted, then raised, by parents of the Anglian citizenry. As hallowed individuals, conceived in a ritual style within the Aga Eglos, they are marked at birth as male descendents of the original immortal bloodline of Vanyir, and will start displaying magickal tendencies during their teenage years. At this point the Weaver will be adopted as an apprentice (known as an Apprentice of the Braid) by an elder Tableman and accompanied to his first meeting of the Tablemen in Drood-Cynncarn. There he will be initiated into the order and hence forth taught the runic methods of Wythia. Weavers as player characters have gone through this process already and will be fully qualified, if inexperienced, Weavers known as Cambrican Priests. Weavers are immediately identifiable by their rune-staves (wands or staffs), their colourful Gwarakamm robes (Robes of the Technicolour), the great weights of rainbowhued beads that hang around their necks, and a general air of unkemptness and self assurance. Elder Weavers can be identified by the arcane tatau-scars upon their bark-like flesh. Scars in Weaving indicate experience, thus the more scarred the Weaver, the older, wiser and more powerful he supposedly is. Hair braids, their complexity and their length, are also used as symbols of caste within the Tableman culture; the longer, more intricately braided and more


abundant with flowers and unusual flora the hair the higher the status of the Weaver. Weavers purport to be a peaceful group but the stranglehold their order has over the lands of The Angle and the authoritarian way their lore is imposed upon the general citizenry suggests otherwise. Indeed, Weavers are ferocious in battle and by no means pacifists, often arrogant in character, intimidating to behold and uncompromising in their beliefs. Those Weavers who stray from home to seek adventure in far lands tend to be those most disillusioned with the cult and the effect it has on the people of The Angle. For this reason, transient Weavers tend to be less conceited than those who take an active role in managing the Anglian parishes and least likely to force the rules of their order upon other races or creeds. Weavers are respected by the citizenry of the Angle and will receive a warm welcome from any peasant or villager who will do their best to provide the Weaver with anything he may need or desire (provided the village/villagers have the means to do so). Board and lodging will never be a problem for a Weaver travelling in the Angle and no self respecting innkeeper would charge a passing Weaver for ale and food. In return it is generally expected that any favours or gifts given to the Weaver are repaid with a simple blessing. The aristocracy and cosmopolitans of Anglian politics are less enthrall to the Weavers, seeing them more as overly-ambitious priests and often frustrated by the powerful influence they have over the citizenry. In cities the Weavers will find reverence less forthcoming than in the backwater villages and towns, and the people will be more wary of giving too much in return for too little. See also Guilds and Institutes, Tablemen of the Mountain.

Details Requirements: male only. Must be common wyrman and born to a Vanyirite Priestess of the Angle. Apprentice Period: 8 years (assumed to be complete when the creed is taken at character creation). Race: common wyrman. Allegiance: Cult (Wythia) Institutional (Tablemen of the Mountain) Probable Habitat: the Angle, but may travel extensively. Cult: the Weaver must belong to the cult of Wythia if he also wishes to belong to the Tablemen of the Mountain, and vice versa. Ethos: Righteous Style: druid Rune Lore: the Runes of Weaving. Cross Creed: Medicine Man.

Ability Awards Orphic Effect, Orphic Talent, Place in the Cosmos, Rune Scribing, Meditation, Orphic Knowledge, Wythian Lore - Occult Version.

Inventory Aggry Beads (small prayer beads, mundane [Ee6 when held while making an AA Medidate dice check] 12w/1k). Barkwood Satchel (medium hipsatchel, baggage [for small/medium items, tolerance: 50k, also lamp light range 10ft] 20w/5k). x10 Beeswax Candle (small candle, mundane [burns for 1hr, light radius to 9ft] 2w/1k per 10 candles). Belt Pouch of Keepsakes & Key (small pouch, baggage [for small items, waterproof, lockable hasp, tolerance: 12k] 32w/2k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Candle Lantern (medium lantern, mundane: [covered flame, impervious to weather but not gas, light radius to 30ft, burns 1hr per candle] 18w/9k). Comfy Bedroll (medium mattress, mundane: 4w/8k). Dandy Alum-Tawed Leather Keepsafe Knapsack (large backpack with pockets/backpack straps, baggage [for small/medium items, backpack straps already attached, tolerance: 450k] 284w/25k). Wythywood Caber-Staff (large staff, melee weapon (Polearm or AA Bludgeon respectively): b+3, 189w/68k). Feathered Long Pipe of the Soul Walker (small smoking pipe, mundane [requires tobacco] 140w/1k). Mace of Propugnation (medium mace, melee weapon (AA Bludgeon): b+2, 12w/38k). Pouch of Wodoak Cannabin (small pouch, mundane [requires pipe, 10 smokes, Ee10 to Fate & Fortune dice checks / Dd2 to Mind & Memory or Art & Expertise dice checks for 1hr] 8w/1k per pouch). Rainbow Robes of the Weaver (medium robes, garment [+2 to all rune-tools held and used while garment is worn by Weaver Creed] b+0, 62w/42k). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Pouch of 24 Runestones (small rune-tool, artefact: Runes of Weaving only, b+6 [one use per stone] before use 12w, after use -w/1k). Talisman of Wythia (small talisman, artefact: 30w/1k). Thelion Blade of the Wythian (large sword, melee weapon (AA Bladed Weapons): b+2, 45w/18k).

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Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Wand of Weaving (small rune-tool, artefact: Runes of Weaving b+2, all other runes b+1, 90w/1k). Wide Belt of the Warp (large belt, garment: b+0, 110w/5k).

Creed Attributes WYTHIAN LORE - OCCULT VERSION (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The Weaver practices the ritualistic Wythian ceremonies and lore in order to retain the favour of the Oak Lords and the spirit of Womad. Rituals take one in-game hour and may include chanting, meditation, sacrificial slaughter of small animals (mice, birds etc), rune carving and the casting of rune stones. The Weaver gains Orphic Plasm and Cult Allegiance equal to instances of (1) rolled on the check hand. The player may also make one AA Meditation dice check at the same time, increasing the value of points gained by instances of (1) rolled on the check hand. The check hand can be boosted by maximum Evident Ease if the Weaver performs his rituals on consecrated ground or in a Wythian temple. +1 Skill Dice through employment: none. +1 Skill Dice through training: none.

Creed Combos No Creed Combos.


WOOD SYLF This creed is available at character creation only and may not be adopted mid-game. The female provider of elken communities, the elkenwyr, are predominantly found in the south of the Angle where they follow the Wythian or Erther faith in their own inimitable style. They are frequently found amid the sacred Wythywyr trees of Dwarro Wood, a place which they consider to be under their direct protection. The Wood Sylf is a hunter of sun food sometimes referred to by non-elken as the Wood Sylf. She hunts utilizing skills passed down from mother to daughter over countless generations of former elkenwyr. She is a warrior, a survivalist and a creature of nature, blending in with the trees of the forest or lying in wait in one of her many elemental forms for her prey to pass by. Most of the Wood Sylf found in the south of the Angle are elders who uphold ancient traditions passed down by their own mothers and grand-mothers, but many modern elken have grown dissatisfied with this state of affairs. The role of provider and doting handmaiden, long accepted as an integral and gospel aspect of elken matrimony is no longer as unquestionable as once it was. Many females are migrating away from the south and the hub of elkenwyr culture in search of greater freedoms and integration into more liberal societies elsewhere. The Wood Sylf follows the tenets of the Wythian or Erther faith. Much like the Loric Mage she dedicates herself to the idea that nature and the environment are spiritually profound, but where the Loric is a devotee of conservation, the Wood Sylf has no time for such restricting luxuries, the code of her class allowing her to freely hunt animalian prey and make use of hewn wood, provided such timber is not of the Wythywyr and sourced from woodlands other than Dwarro. This, of course, can lead to conflict of interest where the female and male live together. The tendency is for the male doctrine to over-rule the female, the Loric unable to dwell in a house made from unnaturally harvested wood, where the Sylf can happily dwell in a house made from lumber sourced naturally or artificially. The Wood Sylf is avowed to the protection of

Dwarro and the sanctity of that most sacred of Mortun Pandi's enclaves. She is also avowed to the protection of all natural animalian forms, be they of Dwarro or otherwise. She can allow no harm to come to any animal whom she deems to be innocent of transgression, but is practical and sensible enough to recognize when an animal’s death is necessary (when the animal is the aggressor and the Wood Sylf must defend herself, where the meat of the animal may be required for sustenance or its hide for the fashioning of leathers and clothing, where an animal requires culling for purposes of preventing the spread of disease, or where one creature is dominating and decimating a local ecosystem for example). The Wood Sylf will use harvested wood taken from living trees, though never in the presence of a Loric Mage. She will happily make a camp fire from the pruned branches of trees and, indeed, recognizes that the pruning and paring of trees is vital in order to maintain a healthy balance of regrowth. The Sylf does not share her male counterpart's philosophies concerning the nature of beauty and the power of self gratification. She understands his position, but interprets her own realith without the use of fungal hallucinogens, alcoholic stupours or herb induced states. Far from acknowledging these as methods of enhancing nature's sensual beauty she tends to consider nature beautiful and sensual enough, her feminine interpretation of the world perhaps giving her a less diluted experience of her surroundings (or so the male may claim). Despite her indifference to the male way of life, she harbours no ill-judgement against the ways of the opposite sex. The male and female elkenwyr philosophies are merely two sides of the same coin and where ideas clash they seem able to mesh ideologies enough to remain compatible. Nevertheless it has become customary, during the more raucous of the male festivals and periods of selfindulgence, for the females to take leave of their partners in favour of Dwarro's peace, tranquility and natural shelter.

Syl-Forms In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu

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scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. PATIENT AEONS OF OAK Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. STEALTH OF THE SCINTILLA Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis


erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin. MIGHT OF THE GARGANT Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam. SYLF OF PRYMAL FYRE Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam

imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt. Proin aliquet augue sit amet orci feugiat, eget tempus mi porta. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. THE REPOSE OF ROCK Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit..

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NYMPH OF THE FORMLESS FLUX Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Nunc tortor nisi, laoreet vel libero nec, suscipit SYLF OF SYLDAER Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis Pellentesque euismod quam sem, ut tempus ante tempus blandit Mauris enim mi, auctor non semper vel, sodales posuere augue.


Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem. Etiam facilisis dui nec elit tincidunt, sed bibendum nisl suscipit. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum magna. Praesent aliquam libero in tortor aliquet, sit amet facilisis velit vehicula. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. WEAVE OF SPINDLED TIME Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus

rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem Present Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Proin scelerisque ullamcorper quam eget lobortis. Past Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada.

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Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Duis ac urna volutpat, venenatis. Future In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh,


id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros.

Details Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia.. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor Nam nisi est, auctor Nunc tortor nisi, laoreet vel libero Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Etiam congue ante quis Fusce suscipit Donec risus Proin ac consequat Duis vulputate est eros, sed elementum tortor aliquet .

Ability Awards Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis.

Inventory Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed Suspendisse ornare arcu scelerisque ante faucibus mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et.

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Phasellus sit amet sapien rhoncus, ornare orci sit amet Donec elit lectus, eleifend in congue non, consequat quis nulla Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum.

Creed Attributes CONUBIA (Etiam congue ante) Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum. Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue.


MAURIS CONGUE (Vivamus id Pharetra) Duis vulputate est eros, sed elementum tortor aliquet faucibus. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer. Nunc tortor nisi, laoreet vel libero nec. Fusce fermentum quam et .

Creed Combos Donec pharetra neque.

WYRTHY The Wyrthy folk, as they are known to the people of the Angle, are considered a less reliable and more mysterious type of Wythian priest than the Weavers. In fact, the Wyrthy are almost identical to Weavers in all but their loyalty to the Tablemen of the Mountain, an order they actively shun in favour of focusing all their energies on the Wythian cult. To the Wyrthy the world, and in particular the natural world of the forest, its indigenous flora and fauna, its trees and its connection with the origins of the wyrman race, are of paramount importance. The nation state of the Angle comes much further down in the list of priorities and for many Wyrthies may not even feature in their philosophies at all. Wyrthy folk prevail particularly in the southern lands of the Angle and are often found among the giant trunks and roots of the Wythywyr oak trees of Dwarro. Here their souls may become one with that of Womad and the other Elvian spirits, blissful in the cradle of the Web of Wyrd and the tranquility

of the sacred forest. The desire for and acquisition of power is an alien concept to Wyrthies who have no interest in furthering their own ambitions. Instead their loyalty lies in the sanctity of wyrman heritage, the world as a whole, the veneration of creation and the safe-keeping of all that they believe has been entrusted, not only to them, but to all wyrmen. Wyrthies are, therefore, a spiritual form of druid with far deeper beliefs and aspirations than those of the more political and ambitious Weaver and a deeper reverence than the Loric. But this apparent dedication to the natural world has come to be the Wyrthy's undoing. For few who toil in the civilized parts of the world are willing to concede to the idea that nature is somehow more important than wyrmen or their society. Where Wyrthies have tried to impose such ideas and establish permanent shrines from which to preach their doctrine local dissent has, in almost every case, forced them to abandon their efforts. That the Tablemen encourage such dissent, perhaps fearing the rise of an alternative Wythian sub-cult within their midst, does little to help the Wyrthies gain a foothold. The Loric Mage, likewise, find the Wyrthy too sanctimonious for their own good. The Wyrthy's sanctimony, however, has won him firm favour with the Elvian pantheon and the spiritual energy of Womad. As a result of his sincerity and his unfeigned petition to the elemental spirits he enjoys greater mystic powers than many of his contemporaries. The Wyrthy may cast the Runes of Weaving and the Runes of Oak, an honour bestowed to no other manser of the runic schools. In addition, every spell the Wyrthy casts successfully increases his Spirit value by one point (not to exceed maximum value). With these unique honours come responsibility, however. In order to maintain such inviolable favour with the high spirits of Yarnia, the Wyrthy is expected to show an inspiring level of devotion to his faith and the ways of the righteous rune-caster. He cannot deviate from the path he has chosen. His morals must be impeccable. His piety unquestionable and his faith unwavering. The magicks of the entire Elvian pantheon and that of the Web of Wyrd are his to cast, but in return he delivers himself soul and body to the gods - a servant of all that is vibrant, good and wholesome in the world. The Wyrthy must maintain Cult Allegiance points equal to his maximum Fate & Fortune value at all times. Where his Cult Allegiance drops below this value he loses his ability to cast magick, loses any benefit gained from weilding divine weapons and Spirit automatically drops to zero. As soon as Cult Allegiance recovers to the same level as maximum Fate & Fortune the Wyrthy regains his abilities. However, his maximum Spirit value drops by one point, reflecting the damage he has incurred to the

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very essence of his soul by deviating from the path of the righteous. The GM should be cautious of imposing Cult Allegiance loss for ambiguous moral lapses and should adhere to the Morality Guide as support for any penalty he inflicts. Ideally there will be no grey area and the lapse will be significant and obvious enough not to raise questions. Where the GM's judgement is called into question, however, his ultimate decision should be considered final. This is not to deny players a chance to put forward arguments refuting the validity of the Allegiance penalty and where their argument is persuasive the GM should give them every consideration. However, if the GM decides thereafter that the penalty stands his decision must be respected.

Details Requirements: none. Apprentice Period: 5 years (assumed to be complete if this Creed is chosen at character creation). Race: any except morcelt, norwyr or skytorian. Allegiance: Cult (Wythia). Probable Habitat: The Angle, but may travel extensively. Cult: Wythia. Ethos: righteous. Style: votary. Rune Lore: the Runes of Weaving and the Runes of Oak. Cross Creed: Medicine Man

Ability Awards Allure, Craft, Kinship, Learn, Meditation, Orphic Effect, Orphic Talent, Place in the Cosmos, Read Person, Resistance to Evil, Rune Scribing, Sense Motive, Spot Secrets, Wythian Lore - Sacred Version.

Inventory Arboric Robes of the Wythian (medium robes, garment: b+0, 110w/30k). x5 Argol Fuel (small chest of dry cow dung, mundane [keep campfires going 1hr per Argol] 3w full, 1w empty/6k full, 1k empty). Backpack with Backframe & Shelf (large backpack, baggage [used to carry small or medium items only, waterproof, tolerance: 320k) 48w/32k). Barkwood Satchel (medium hip-satchel, baggage [for small/medium items, tolerance: 50k, also lamp - light range 10ft] 20w/5k). x10 Beeswax Candle (small candle, mundane [burns for 1hr, light radius to 9ft] 2w/1k per 10 candles). Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Breeches of the Wanderer (medium padded


requires backpack straps] 231w/95k). Sandals of the Weaver (medium shoes, garment: b+0, 2w/4k). Small Ironpot (medium cauldron, mundane: 8w/22k). Talisman of Wythia (small talisman, artefact: 30w/1k). Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Weavewand of Ancient Bone (small rune-tool, artefact: b+1, 125w/1k).

Creed Attributes WYTHIAN LORE - SACRED VERSION (Magick Character Points) This Active Ability is a child of the parent Core Characteristic Fate & Fortune. The character must practise the ritualistic Wythian ceremonies and lore as often as possible in order to retain the favour of the Oak Lords and the spirits of the Elvian pantheon. Rituals take two in-game hours and may include chanting, meditation, rune carving and the casting of rune stones. The character gains points of Orphic Plasm equal to instances of (1) rolled on the check hand. The player can make as many dice checks per game session (or in-game day) as he likes, provided the duration of the ritual is observed. Where the character performs twelve consecutive rituals (twelve dice checks and twenty four in-game hours of ritual) he also gains +1 Cult Allegiance but will require a minimum 24 in-game hour period thereafter of rest and recuperation before performing the ceremony again. The check hand gains maximum Evident Ease if the character performs his rituals on consecrated ground or in a Wythian temple. +1 Skill Dice through Shamancer’s Apprentice. leggings, garment: b+0, 3w/4k). Calabash Pipe With Copper Bowl (small smoking pipe, mundane [requires tobacco] 22w/1k). Candle Lantern (medium lantern, mundane: [covered flame, impervious to weather but not flammable gas, light radius to 30ft, burns 1hr per candle] 18w/9k). Cornovish Cape and Hood (medium cowled cloak, garment: b+0 [see Gear & Equipment] 6w/8k). Dungeon Master’s Jute-Rope (large coil of rope, mundane [supports 3600k/ combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). Ever Renewing Tinderwand of Wythywood (small rune tool, artefact: b+0, 320w/1k). Feathered Pouch of Woven Leaf (small pouch,

mundane [for small items, drawstring, tolerance: 2k] 2w/-k). Mnemonic Wrathblade of the Righteous Wythian (large broadsword, divine weapon (AA Bladed Weapons or AA Bludgeon): b+3, 300w/28k). Nubuck Scabbard of the Bastard Sword (large sword sheath, baggage [for heavy two handed broadswords and longswords, tolerance: 100k] 18w/10k). Pouch of 24 Runestones (small rune-tool, artefact: Runes of Weaving only, b+6 [one use per st0ne] before use 12w, after use -w/1k per set). Pouch of Simple Bacca (small pouch, mundane [requires pipe, 30 smokes, Ee1 to AA Meditation and AA Courage dice checks while smoking] 1w/1k per pouch). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect,

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employment:

+1 Skill Dice through training: Order of Cosmic Light, The Craft.

Creed Combos No Creed Combos.


WYTE WYTCH This creed must be taken at character creation only and may not be adopted mid-game. Long before Cormysyeth led her people out of the Arkhold to found the nation of Cornoval, and long even before Listnum Hammerclaw settled his City by the Lake, the Vanyirborn Wegwyr Num and her consort, the deranged mortal and her own nephew, Morcelt, were exiled from the Arkhold by the high priests of Mythyar for their demented beliefs and their incestuous affairs. Into the northern mountains they were sent, to high peaks emerging from the receding glaciers of the Winter of Discontent. There, in the high plateaus of Losia, they were given leave to form their own society and develop freely the sprained cult of Drogen. This first footing of the Drogen cult faltered when Narpanum, the ambitious son of Wegwyr and Morcelt (by now long since dead), abandoned the matriarch Wegwyr and carried the core of the Drogen faith south to warmer climes. The remains of the northern cult were lost and nothing is now known of Wegwyr though she is thought still to live somewhere in the white north. Those who remained in Losia, refusing to leave the side of eerie Wegwyr were mostly the very ancient and infirm whose weary bones could not carry them hence to warm climes in the south or whose minds were so lost to the dream-states of Wegwyr that they saw no reason to leave. But not all who stayed were mindless or aged, for there were still loyalists dedicated to Wegwyr's original teachings and the roots of the Drogen cult. The Wyte Wytches of Wegwyr, a sisterhood of barbarian wyr-women, were among the most loyal and in the years after Narpanum's passing into the south they remained in Losia and kept the rituals of their matriarch and the memory of the old Drogen lore alive. But many centuries have passed since those ancient days. The old and infirm of Losia are long since perished. Undoubtedly there are those guardians of the Wyte order who remain by the side of their beloved Wegwyr, but most have migrated out of the north, finding hostile reception in the land of Listholm and exile into more southerly districts.

The modern Wyte Wytch is typically of norwyr stock, tall and ferocious to behold and transient by nature. Raised as an apprentice to the Drogen way by a Wyte mother, she is thoroughly indoctrinated into the strange spider-cult and the warrior lifestyle. Unlike the morcelt, the Wyte is lucid and intelligent, though she remains a barbarian at heart and, like her Celtrein brethren, can be prone to brutality and thuggish behaviour. She has no homeland to call her own and is nomadic, typically found in cold climes and away from the cult centres of the more orthodox civilisations where her beliefs, attitude and appearance will likely draw much negative attention. The Wyte is of neutral ethos, bordering on wicked. She has little love for the wyrman in whose midst she rarely finds much welcome. She is more naturally drawn to the chaotic parts of the world where her ferocity is appreciated and her barbarous ways tolerated. Wytes have been known to settle in both Gungingeth and Santun Morvagh and have also been known to dwell in ruins to the south of Mortun Pandi where the snows still lie thick upon the ground and the mountains are tall and strong. The Wyte has a natural tolerance of cold climates and will favour the extremes of north and south. In temperate zones she will find the warmth of the air unbearable and will likely avoid such regions during the summer and spring seasons in particular.

Details Requirements: must be female Apprentice Period: none. The Wyte Wytch is a creed developed from birth and any life lived prior to the character's inception is deemed to be part of her starting Age value Race: must be norwyr or morcelt (morcelt racial stats are used, but the Wytch does not hail from the land of Celtrein and is otherwise unrelated to that sub-race) Allegiance: none Probable Habitat: Niflhelm, the far north or far south, Gungingeth, Santun Morvagh or the south of Mortun Pandi. Nomadic and adventurous, likely to travel extensively and restlessly. Cult: Drogen Ethos: neutral or wicked. Style: barbarian Rune Lore: player may choose either the Runes of Naming or the Craven Runes (must be wicked ethos for Craven Runes). Cross Creed: Dunwytch, Exile, Haruspex, Medicine Man.

Ability Awards Allure, Brawl, Climb, Skirmish Strength, Combat Talent, Endure Cold, Endurance, Might, Opacity, Orphic Effect, Orphic Talent,

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Physical Intimidation, Rune Scribing, Sneak, Spot Secrets, Two Weapon Combat.

Inventory Belt of the Wanderer (small belt, garment: b+0, 3w/1k). Blankets of Warmth & Comfort (medium blankets, mundane: 5w/40k). Furred Armour of the Wyte Wytch (large animal furs, armour: b+10, 480w/82k). Heavy Broadblade of the Brawler (large broadsword, melee weapon (AA Bladed Weapons or AA Bludgeon): b+8, 380w/80k). Lacquered leather armour (medium leather hauberk, armour: b+2, 65w/20k). Leather Wrapped Leggings of the Raider (small leggings, garment: b+0 [see Gear & Equipment] 4w/8k). Many Spired Crown of the Wyte Wanderer (medium headgear, garment: b+0, 600w/8k). Nubuck Scabbard of the Bastard Sword (large sword sheath, baggage [for heavy two handed broadswords and longswords, tolerance: 100k] 18w/10k). Sable Robes of the Snow-Stalker (medium robes, garment: b+0 [see Gear and Equipment] 380w/110k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). White Furred Knapsack of the Glacier (large backpack, baggage [for small/medium items, waterproof, tolerance: 220k, see Gear and Equipment] 16w/22k).

If Neutral Ethos: Great Staff of Name Carving (large rune tool/staff, divine weapon (AA Polearm): Runes of Naming b+4, all other runes b+1; weapon b+1 [2 handed, cannot be used with shield] 3,000w/52k). If Wicked Ethos: Vampiric Staff of Sprained Bone (large staff/artefact, malefic weapon/rune-tool (AA Polearm), rune b+1, weapon b+0, [drains max 12 Orphic Plasm per round] 1920w/8k).

Creed Attributes ENDURE COLD (Achievement Character Points) This Active Ability is a child of the parent Core Characteristic Storm & Stamina. The Wyte Wytch is naturally adapted to cold climes and freezing conditions. Endure Cold may be used where the character resists a cold-based spell effect or finds herself exposed to perilously icy conditions. +1 Skill Dice through employment: none. +1 Skill Dice through training: none.

Creed Combos No Creed Combos.


Table 10 ~ Yarnsayer Divination Divination Value

YARNSAYER Originating from the ritual meditation of old Erther cultists who would spend several hours a day in deep trances attempting to divine the substance of the yarn (the story of creation). It was their hope that a connection with and understanding of the yarn’s directions as it poured into reality from Sere and Fawynwend would allow them to make predictions about the future and take on the status of prophet. From these origins does the modern sowyrman diviner gain the title of Yarnsayer (he who dreams a good story and tells all that he has seen). Cornerstone creed of the Nü-Erther cultists of the southern Angle, the contemporary Yarnsayer is a sowyrman divinator of precious metals, dedicated to the modern interpretation of the cult of Erth and a worshipper of the spirit of Eret. Seams of precious metal, the Nü-Erther proclaims, are not divined or found but established by the determined efforts of the Yarnsayer. Is the precious mineral seam beneath the left hill or the right hill? The answer is that the seam is beneath both hills and it is up to the Yarnsayer to decide which it is to be. Whichever he chooses, will automatically become the correct hill. Unfortunately the sowyrmen - principle race responsible for this modern translation of the ancient cult of Erth - have developed a natural pessimism and grumpiness that makes positive divining a hit and miss affair. Their negativity invariably leads them to choose the hill beneath which the seam does not lie rather than that which it does. Indeed, in most cases the desired mineral turns out to lie beneath neither hill. Nevertheless, sowyrmen have a handle on their problem and though the ongoing effort to remain positive and ‘establish’ the seam rather than the barren stone is a vast effort for them, they are extremely adept when it comes to unearthing precious metals, smelting them down and exporting them across Ereth. The Yarnsayer will spend at least some part of his day worshipping at an Erthen shrine and honouring the name of Eret in the hope that the spirit of deeping stone will help him overcome his inherent negativity.

Find

Convert to Wealth

1

Clay

1w per 2k

2

Gem

1w per 1k

3

Granite Quartz

2w per 1k

4

Feldspar Quartz

3w per 1k

5

Tin

4w per 1k

6

Copper

8w per 1k

7

Iron

10w per 1k

8

Mercury

12w per 1k

9

Calcite Marble

15w per 1k

10

Dolomite Marble

16w per 1k

11

Marble schist

20w per 1k

12

Marblezite

25w per 1k

13

Silver

50w per 1k

14

Gold

100w per 1k

15

Halite Crystal

120w per 1k

16

Diamond

500w per 1k

Shrines are usually made of stone and adorned with clay symbols, pots, urns, precious metals and gold. Each sowyrman family possess a large ornamented stone handed down from father to son and this will usually take pride of place in the shrine. Such stones, called Oracles, tend to originate from an old-Erther ancestor whose devotion to the original version of the cult has trickled down through the family generations.

Divination of the Stone The itinerant Yarnsayer is a member of the sowyrman mining community who has decided to take his abilities out into the wider world. He might have chosen this course in order to escape the fierce competition between sayers in the southern Angle, or he may simply desire a widening of his limited horizons in order to better understand the roots of his creed and the world beyond his own culture. The Yarnsayer depends upon his ability to find precious minerals and metals using the spiritual gift bestowed upon him by his cult, however doing so will always be dependent on his ability to overcome the natural pessimism of his race. At any point while travelling within a wilderness setting, the Yarnsayer may attempt

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to divine the presence of a precious material. He must make a passive AA Stone Oracle and then a passive AA Positivism dice check (Difficulty Dice or Evident Ease added to both rolls as though they were one check hand) with the number of instances of (1) rolled added to give a Divination Value. The player should then check table 10 for results, determining the amount of material uncovered as weight (k) equal to his Cult Allegiance value x 2. The Divination Value can be increased depending on the character’s location, but only if at least one instance of (1) is rolled.

+0 Plains, fields, meadows +1 Woodland, forest = Dd3 +2 Hills and highlands = Dd2 +3 Mountains = Dd1 +4 Dungeon = Dd0 +5 Mine = Ee5 For example: the Yarnsayer has an AA Stone Oracle value of 12 and an AA Positivism value of 8. He combines these for an initial check hand of 20d6. The Yarnsayer is attempting to divine material in the hills so he applies Dd2 (changing the check hand to 20d10). He rolls


4x instances of (1) which he may boost by +2 (for divining in the hills) for a total of 6. Checking Table 10 the Yarnsayer determines he has found a shallow copper seam and determines the weight of the find (measured in k) as equal to his Cult Allegiance value x 2. Note that minerals and metals cannot be converted immediately into Wealth. The Yarnsayer will need to attend the nearest city or town in order to sell his wares and convert them to the appropriate Wealth value. The GM should impose a 1d10 per 1k loss of Wealth on the value of all minerals the player tries to convert, representing discrepancies in supply and demand.

Details Requirements: must be of the sowyrman race and a member of the Erther cult. Apprentice Period: 10 years (assumed to be complete if this Creed is chosen at character creation). Race: sowyrman only. Allegiance: Cult (Erth). Probable Habitat: Yarnsayers hail, without exception, from the south of the Angle, but itinerant Yarnsayers are increasingly common and may be encountered all over Ereth. Cult: Erth. Ethos: righteous. Style: miner. Rune Lore: Anarchaic. Cross Creed: Dungeon Master, Slayer, Stonemaster, Exile.

Ability Awards Bludgeon, Climb, Kinship, Leap, Place in the Cosmos, Positivism, Spot Secrets, Stone Oracle.

Inventory Backpack Straps (small straps, baggage [allow large items to be carried on backpack, increase tolerance of backpack by 200k] 14w/2k). Backpack with Backframe & Shelf (large backpack, baggage [used to carry small or medium items only, waterproof, tolerance: 320k) 48w/32k). Beele Pick of the Miner (large pick, weapon/mundane (AA Bludgeon): b+2, [requires weapon harness, two handed, cannot be used with shield] 8w/62k). Brass Compass (small compass, gizmo: 12w/1k). Breeches of the Wanderer (medium padded leggings, garment: b+0, 3w/4k). Broad Blade Shovel (large shovel, mundane/melee weapon (AA Brawl): b+0, [automatically breaks where damage reduced by shield, armour or helm,

requires backpack straps] 3w/12k). Burganet (large helm, helm: b+4, 26w/18k). Dungeon Master’s Jute-Rope (large coil of rope, mundane [supports 3600k/ combined Size Bonus 18, needs backpack straps] 30w per 1ft/1k per 1ft). Heavy Rock-Hammer of the Mason (large warhammer, melee weapon (AA Bludgeon) b+5, [2 handed, cannot be used with shield] 48w/110k). Hobnail Boots of Yomping (medium shoes, garment: b+0, 6w/14k). Lacquered Leather Armour (medium leather hauberk, armour: b+2, 65w/20k). Leather Harness of Holding (medium weapon harness, baggage [for large weapons, tolerance: 250w] 16w/25k). Riveted Utility Belt of the Smyth (medium belt, garment: b+0, 85w/3k). Rolled Tent and Poles (large tent, mundane [sleeps two, takes 30 in-game minutes to erect, requires backpack straps] 231w/95k). Small Gemsmith's Hammer (small rockhammer, melee weapon (AA Brawl): b+0, 6w/1k) Small Ironpot (medium cauldron, mundane: 8w/22k). Tanned Leather Gauntlets of Battle Dress (small gloves, garment: b+0, 40w/2k). Tartan Burlap Cloak & Cowl (medium cloak, garment: b+0, 1205w/68k). Tindercase (small fire lighter, mundane (AA Firecraft dice check to spark fire): 5w/10k). Waterproof Pouch of Dubbin Leather (small belt pouch, baggage [small/medium items, tolerance: 25k, waterproof inside and out] 22w/2k). Workman’s Tool-roll of the Mason (medium tool-roll, mundane: 40w/18k).

Creed Attributes STONE ORACLE (Achievement Character Points) This Active Ability is a child of the Core Characteristic Fate & Fortune. The sowyrman has perfected his ability to divine the presence of minerals and precious metals. For use of Stone Oracle in divining valuable resources, see the description for this Creed. +1 Skill Dice through employment: Forge Worker, Mason’s Apprentice. +1 Skill Dice through training: Delver’s Guild, Smyth’s Guild.

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POSITIVISM (Achievement Character Points) The sowyrman’s natural state is one of negativity. The race have developed a natural pessimism and surliness which may be a result of the harsh climate in their southern habitat but is more likely a result of familial traits, since all sowyrmen hail from the same genetic pool. The Positivism Active Ability represents the sowyrman’s conscious effort to enforce a positive attitude wherever and whenever he can. Positivism is used primarily when the Yarnsayer is seeking the location of hidden material resources, the Fate & Fortune-based methods of AA Stone Oracle dependent almost entirely on the Yarnsayer’s unwavering belief in himself. Positivism can also be used at other times in the Yarnsayer’s game in order to boost any Mind & Memory or Fate & Fortune based Active Ability (not Spirit) used by another player or NPC ally. In this instance, the Yarnsayer gives uncharacteristic encouragement to his ally, bolstering confidence and blessing the ally with an almost magical self belief. The Yarnsayer adds his Skill Dice in Positivism to the target ally's Active Ability value, thereby increasing his check hand accordingly. +1 Skill Dice through employment: Jester’s Apprentice. +1 Skill Dice through training: Order of Cosmic Light.

Creed Combos No Creed Combos.


All characters in Wyrd may use runic magick. The unskilled runes, the Anarchaic, may be used by anybody at any time and at no Orphic cost, though they are abysmal in nature and anyone using them risks condemnation from the Elvian spirits and the attention of evil forces. The skilled runic schools can only be used by those characters who have chosen a creed that includes training in the art of that runic school.

Rune Lore All magick casting in the Wyrd setting takes the form of the runic spell. There are various schools and numerous ways to cast runic effects.

What are Runes? When mystics view the Web of Wyrd they see a dymension consisting of light strands crisscrossing, in strict geometric form, the darkness of absence. The strands vibrate because they contain the resonating vibrations of the cosmic song and are used by the spirits of the Oak Lords and of the Elvia to move through the Cosmic Cavern and influence, remotely, the holistic nature of all reality within the Entopic Plane. Where the cosmos and the Web meet is in the magick of the rune. The rune is scribed, traced or shaped within reality, but its form (called the rune form) matches precisely the unique shapes and patterns formed where the strands of the Web of Wyrd cross. Where the rune form is traced, so that aspect of the Web is invoked and the powers and influences associated with that location, object or natural effect are joined temporarily, or permanently, with the material plane via the Orphic Nexus, the threshold between the physical and spiritual 'dymensions'.

Rune Stones “They sparkle still, the right Promethean fire; they are the books, the arts, the academes, that show, contain, and nourish all the world.�

Magick

Rune stones are small polished stones or gems upon which the rune forms have been permanently carved or painted. The rune stones are kept in a pouch and the rune caster withdraws a number of stones at random. The stones taken from the pouch are then scattered across the floor, a table or another flat surface and the resulting arrangement creates a magickal effect.

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Where a specific string of runes is desired the caster must will the stones to fall in the correct denomination using his orphic abilities. The more potent the stone or gem the higher the rune bonus they will possess and the more likely the caster is to succeed in his spell cast. The material from which a rune stone is made will determine its potency.

Marks, Traces, Engravings, and Ciphers Rune marking or ciphers are made by tracing a runic form in the air using a rune staff, stave, wand or finger. No actual mark is made. The rune is imagined only. The rune form may be composed of a string of runes or just one rune alone. The accuracy of the composure and the angles of the runes determine the magickal results. Rune scribing is the art of engraving, painting or, more commonly, chalking rune forms onto an available surface in order to cause a magickal effect upon that surface. Rune Writing is often used to imbue artefacts with magick.

Runic Tattoos Tattoos are rune strings inscribed in a decorative fashion onto the skin of a subject. The tattooing process is the same as any other tattoo and the result is permanent. Runic Tattoos apply some kind of permanent effect to the subject.

Spoken Glyphs Rune Telling is a difficult craft whereby obscure rune forms (single runes or strings of runes) are interpreted as spoken words. This word then takes on the power of the rune form (the runic name) and creates a magickal effect when spoken at the same time as the rune form shape is traced in the air or written upon an available surface. Rune telling usually occurs in the form of a word of command which triggers a certain spell effect already prepared using foundation runes.

The Megdart The Megdart are essentially Runes of Naming (see Runes of Naming) relating directly to the gods and archetypal spirits of the cosmos. They are so profound with the patterns of the deeper realms of the Web that few intellects are capable either of absorbing them or replicating them, though they may look upon them and understand them as runes. The Megdart can only be invoked where they are found and cannot be committed to memory. Nor can they be described, recorded


or copied, for their form exists in dymensions that twist the senses and confound mortal eyes. When empowered, the Megdart connect the rune user with the very spirits named by the rune form, for good or for ill. THE PANTHEONIC MEGDART The Pantheonic Megdart, twelve rune forms for the twelve gods of the original Council of Oak Lords, were carved into stone by Mot when he first assembled a council upon Ereth. The locations of these runes are known and described in The Chronicles of Yarnia - Ereth 1, The Age of Thaw, available from the Forever People website or www.drivethrurpg.com. Other sets of Megdart, more elusive but certain to exist, include the Elvian rune forms, that of earth, fire, air, water, time and chaos; the Animalian Megdart, whose runeforms invoke the spiritual avatars of the animalian creatures; the capricious Heartstones (see below), and the Spirit Megdart, runes of the many and various archetypal spirits and patrons of Elvian lore. HEARTSTONES At the core of every village, every hamlet, every town and city in the lands of Ereth there exists a Heartstone. This may be a glittering jewel, a tarnished chunk of marble, an orb of black obsidian, a jagged finger of granite or any other kind of stone, gem or rock, the style and type of which often represents in both appearance and nature the location to which it belongs. Upon the Heartstone lies the Megdart rune form of the place where wyrmen and wyrwomen have chosen to settle and when a new settlement is established, a new Heartstone appears. The Heartstone rune forms are changeable and, where the location falters and falls to ruin, may vanish altogether along with the stone into which they are magickally carved, though this is extremely rare. In most cases, the standing walls or heaped bricks of bygone times remain in some form or another, and so too does the Heartstone, though its rune form and the nature of the stone may be as dim and decayed as the settlement to which it is still intrinsically linked. Heartstones are carved (by forces unknown) with the runic name of the location as a place of settlement and when invoked can summon the very spirit of the settlement. For this reason Heartstones are jealously guarded by the sentinels of the settlement it represents. Heartstones are forged in the earth and must be excavated. Their location is generally unknown until the excavation of a new building’s foundation, the delving of a mine or the digging out of a cellar reveals the stone. Typically such buildings will take on profound meaning and purpose thereafter, even if their original design and intended use was mundane. Once discovered the stone must be protected

from malign outside influences who may use it to control the settlement and its people. In some cases, the discoverer of the Heartstone actually uses the stone to secretly direct the growth of the settlement, but this rarely happens by chance. Heartstones seem to possess some form of sentient magick and determine for themselves when they will be found, by whom and for to what end. Once revealed, the stone is powerless to protect itself and those who dwell within the place it represents must take it upon themselves to protect their rune. Heartstones are 'immovable objects', immune to all forms of magick and so immensely heavy that they cannot be lifted. For this reason Heartstones cannot be moved from the place where they are found, nor can they be stolen away. They are indestructible and even where the settlement they represent is burned to ash and the people dead the stone will remain, albeit greatly diminished in appearance and power.

The Runes of Naming The Motians of northern Morturth have developed, from teachings passed down by the Literatii priests of the Arkhold and Mot Elyeth himself, a runic discipline known as The Runes of Naming . Every established object in the cosmos is interconnected with its perfect spiritual form within the Web of Wyrd and every object that exists, from the smallest pebble to the sun itself, has a rune form describing the precise location within the Web of Wyrd of the object’s sublime and flawless spirit version. Such rune forms are called merkdar or true names and when they are known it is possible to manipulate the item by invoking the rune. Using the Runes of Naming requires knowledge of the runic name for the object or the combined rune form for the combined objects to be influenced. Many objects share a runic name and their merkdar represents a prevailing archetype or spirit. All stone, for example, shares the runic name of Eret, the Elvian spirit of deeping earth, but not all stones are merely part of the ground. Where an object has been altered to become a tool, an ornament or some other aspect with a purpose beyond its most basic form, it takes on the additional spirit name of another archetype (where wood is used to create a wooden door for example, the object shares the spirit name of wood and of portals). Where the object is unique, it will have its own runic name. All wyrmen and women are deemed unique in this way, and while all share the runic name of Womad and of Vanyir, they also possess their own spirit name.

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The Runes of Weaving Where runes of Naming could be considered noun rune-forms, runes of Weaving are verb rune-forms. Weaving is the art of invoking the rune-form of a process, an effect or an action rather than directly manipulating a target. Merkdar are not required for Weaving, only the rune form associated with the effect. Where true names describe a sublime address within the Web of Wyrd and link that address with a physical place in the cosmos, the runes of Weaving describe an address within the physical plane and attempt to match that location with the power of the Orphic Nexus. In essence, the Runes of Weaving weave through the pattern of the Cosmic Warp instead of focusing on the warp itself.

the Runes of Oak Those who practice the Runes of Oak invoke always the name of Womad and in so doing are calling upon the power of his life and vibrant energy to fuel their runic magick. All Oak runes focus upon some form of lifegiving energy and all are positive in nature, charged from the strands of the web where Womad, that most potent of all wandering spirits, strides along as once he did on Yarnia. Oak runes are a mixture of runes of naming and runes of weaving, sometimes seeking to invoke merely the energy of Womad upon a physical location in the cosmos, other times seeking to manipulate the object itself by connecting it to the Web then calling upon Womad to energize the object. Oak Rune casters are, without exception, individuals who cultivate and nurture life in its natural form, from the lowliest ant to the greatest Fae creature. They harbour no love for the energy of Fell monsters, however, as these are abberations made from the pure mischief of Gungin’s abysmal chaos and are in no way connected with, nor connectable to, the life giving power of Womad.

The Elemental Runeforms Where the Runes of Naming invoke the object, the Runes of Weaving invoke the effect and the Runes of Oak invoke the energy of life, the Elemental Runes are runes of empathy, creating an emotional bond between the natural elements of the cosmos, the spiritual archetypes in command of those elements and the rune caster. Elementalists like the Morvanian Wytch seek not to manipulate the object itself, or to enforce an effect upon an object. Instead they seek allegiance with the archetypal spirits and when they require the help of those spirits, invoke them as a powerful ally.


The Elder Runes All previously described runeforms match patterns in the energized and resonating strands of the Web of Wyrd and call upon the power of the Orphic Nexus. Their shapes match the lines and vertex of those strands and connect objects, locations or spirits within the energized strands of the Wyrd. The Elder Runes match the framing of those substanceless voids between the strands of the Web. They pinpoint certain cells of absence and then call upon the contents of those voids. Since the voids between the strands have no inherent energy, Elder Runes are similarly powerless. Instead they must be imbued with energies taken sometimes from the caster’s own physical essence but more commonly by vampirizing the orphic essence of other living creatures and other rune casters. ANARCHAIC ELDER RUNES Anarchaic, or unskilled runes as they are sometimes known, vampirize both the emptiness and the substance of the Web and in so doing can create a variety of effects at no orphic cost to the rune caster. They are powered not by the caster’s own orphic energies but by those resonating energies bleeding from the strands of the Web into the outermost borders of the void between strands. As with the use of all runes, the tracing of the rune must be accurate, but otherwise no skill is required and no magickal knowledge is needed. Anyone, from the greatest sorcerer to the lowliest farmer, can utilize and scribe the Anarchaic. However, the Anarchaic steal from the empty voids between the strands of the Web and within such fathomless voids lurk the

imprisoned pantheon of the many Elgan daemon-gods, including the abominations of Uselyorn’s Eagle warriors - the Engel - along with the wicked gods of myth and the spawn of Uselyorn himself. Once invoked, the Elgan entities who languish in the void can influence the rune caster and create malignant effects in the physical plane, directing their malevolence against the race of wyrmen by turning the Anarchaic caster into a daemonic tool. Outright possession is rare (though not unheard of). Instead the Elgan gods prefer to dominate the caster, seduce him and direct him through subtle manipulation into action. For this reason are the Anarchaic considered unlawful in almost every civilized wyrman culture, outside those under the heaviest of Elgan influence. Their casting is deemed to be the basest type of theft, stealing the very essence of power from the cosmos itself. CRAVEN ELDER RUNES The Craven Elder Runes are those runes that call completely upon the black sockets between the vibrant strands of the Web and are empowered entirely by the vampirized orphic plasm of others. The Craven are much more wicked than the Anarchaic because they call entirely upon the substanceless and hollow sockets of pure abysmal Dunlight - the Nether Dymension as it is known. They have at their heart the same framework of script as Anarchaic forms, but they are tainted by the presence of the Elgan gods and more corrupting in their influence. Craven rune casters must steal the orphic

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energy they need to empower their magick, either from orphic sinks, objects imbued with Orphic Plasm taken from righteous rune casters, or by way of vampiric artefacts that drain the inherent Orphic Plasm directly from those around the Craven caster and channel it into his spells. Some rare Craven runes allow the caster to drain his own spirit and soul to power the spell, but these are few, being both detrimental to the caster and limited in their application. Because the Craven rune caster draws directly on the Nether Dymension, he connects entirely with the wicked host of the Elgan and Engel pantheons who lurk always in the abysmal Dunlight. As a result of this, he becomes entirely corrupted and all the effects he calls upon should be considered gifts, given to him by the malignant gods in return for his unwavering loyalty. Only when this loyalty fails, or the rune caster dies - an event most Craven casters spend their every waking hour attempting to postpone - does the soulless mind of the caster finally fall for the rest of eternity into the gaps between the strands of the yarn, there to become a plaything for those wicked gods whom he once served.

Casting Runespells The following section explains how the various types of rune can be used by characters of appropriate creed. Only the Anarchaic runes may be used by any character of any creed.

Runes & Rune-Strings Individual runes are either of the Panform or of the Omiform style. Panform runes are those designed to mimic and match the angled lines and strands of the Web of Wyrd, while Omiform runes are those designed to outline the voids between the strands. Much like the alphabetical letters derived from the runes, individual runes (mearcemes) have little effect on their own. Only when combined together to create lines of runes called rune-strings and then imbued with orphic energy do the runes create a spell effect.


Fig 17 ~ The Panform (wicked) and Omiform (righteous) runes

Orphism All spell effects, except those associated with Megdart or Heartstones, will require an investment of orphic energy known as Orphic Plasm. This mystical meta-physical energy comes either from within the caster’s own soul or is vampirized by the caster from the soul of another living creature. Orphic costs for spells will vary depending on the power requirement of the spell effect. The overall cost is called the Orphic Plasm Investment and is the value the caster must deduct from his Orphic Plasm stores whenever he attempts to cast the spell. Orphic costs must be deducted before any dice check is made and indicates the character has committed to casting the spell. The Orphic Plasm is spent, whether the attempted spell is a success or a failure. Most spell durations are based on the ability of the caster rather than the amount of Orphic Plasm invested, but this may not always be the case, so spell details should be referenced each time. For example, where the continuation of a spell beyond its basic casting duration is required, the caster may need to make additional Orphic Plasm Investments (usually the same as the initial investment and extending the duration by the same time again).

Rune Dice All rune spells are attempted by the player using rune dice checks. Rune check hands consist of a number of d20 equal to the number of runes in the rune-string.

For example, where the rune string consists of 5 runes the caster will roll 5d20 rune dice, one die for each rune. Rune dice are rolled with the hope of matching the numerical runic string listed for each spell effect, each number representing one of the 20 Panform or Omiform runes.

For example, where the runic string is

[1] [2] [3] [4] [5] the caster hopes to roll 5xd20 with a result of

(1) (2) (3) (4) (5) The order in which the dice display matching results doesn’t matter as the dice can be rearranged as required. In almost all cases the caster will not match the rune string immediately, though he will likely match one or some of the runes in the string with the dice in his rune hand. Where dice fail to match the runic string they

can be changed by nudging the values (see Nudging, below). Only a perfect match between the runic string for any given spell effect and the rolled/nudged dice hand results in a successful cast of the spell. Where even one die is out of sync by even one point, the spell fails.

Nudging Where some or all of the caster’s check hand fails to match either the rune string listed in the spell effect (runes of Oak, Elvia, Weaving, Anarchaic and Craven), or the initial dice hand designed to determine the rune string (runes of Naming), the caster may Nudge the result of his roll in an effort to force a perfect match. A bank of nudge points is resolved for each spell cast (see below) and may differ from one spell to the next. Any Nudge points left over after a successful cast are banked on the caster's character sheet and may be carried over into the next spell cast attempt. If the caster has insufficient Nudge points to force a match with the runes, he cannot abandon the cast attempt and save his Nudge points. All Nudge points except those carried over from banked Nudges are lost and the caster fails the spell cast. One Nudge point allows the caster to either increase or decrease the rolled value of one die by a factor of one.

For example, where the die roll result is 5, one Nudge point allows the caster to either raise this result to 6 or lower it to 4. Once used, a nudge is depleted and when all Nudge points are gone the caster can no longer manipulate the dice. Unless otherwise stated, Nudge points per cast attempt are resolved as being equal to: Banked Nudges (if any) + Spirit (if any) + rune tool bonus (if any)

Perfect Casts Where the player or GM rolls a rune check hand of two or more dice and immediately matches the rune-string (requiring no use of Nudges) the cast is deemed to be perfect. For any perfect cast the Magick Character Points awarded are multiplied by the number of runes in the rune-string.

F0r example, where the rune-string is composed of 8 runes and the character makes a perfect cast the Magick Character Points

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Example of Rune Casting The caster is a Weaver and wishes to cast the spell Leoht’s Solace (Heal Wound). Referring to the spell book, the player sees the rune string is [8] [5] [1] [12] Because the rune string contains four runes, the caster knows he must match the rune string with 4d20. He checks the spell description for the orphic cost and makes an Orphic Investment of 10 Orphic Plasm points. He rolls his check hand for a result of (4) ( 3) (11) (8) with only one matching die of (8). The player determines his Nudges for this spell cast. He has no banked Nudge points, his Spirit value is 9 and his rune tool bonus is +2. The resulting value of 11 gives him 11 Nudge points to play with. The player puts the 8 to one side as this is an instant match. He then nudges the 4 to a 5, using one Nudge point (10 remaining), nudges the 3 to a 1, using two Nudge points (8 remaining) and finally nudges the 11 to a 12, using one Nudge point (7 remaining). The rune match is successful and the spell effect is resolved. The 7 remaining Nudge points are banked on the player’s character sheet for use in his next rune cast.

usually awarded for a successful spell cast is multiplied by 8.

THE MAGICK OF NAMING All objects in the Erethian universe have a runic name. This is represented by a string between one and twenty runes long and is determined by a mixture of mass, position relative to other runic names, whether the object is living or inanimate and whether the object is magickal or mundane.


All objects have a rune string, but an object cannot manipulate itself using magick. For this reason, Naming rune casters cannot cast any kind of sorcery on themselves, only on external targets.

Determining an Ofmeht’s Ruqe Strlqj An object is defined as having tangible mass, being visible and with clearly defined borders. The object must also be separate from the caster by a degree of space, no matter how small or large, thus the caster cannot be touching the object in any way . The caster may touch objects touching the object, but may not make direct contact and must always be a minimum one foot distance from the object (thus the use of gloves etc. is still deemed to be touching). Where there is cause for ambiguity, the GM’s ruling should be considered final. As a rule of thumb, meta-physical, abstract and sense-based concepts cannot be interpreted as objects; for example, thoughts, spiritual planes, the colour blue, or the scent of a rose cannot be categorized as objects. Object targets must be non-plural, though a single target object may be composed of various components (for example, one tree is a non-plural object composed of various branches, leaves, twigs and roots while several trees are plural objects and will therefore need to be targeted separately).

Table 11 ~ Determining the Rune String

Runes

Per

Distance from caster

1

10ft

Area*

1

1ft 2

Weight*

1

100k

Living (non-wyrman)

1

Size Bonus Points*

The caster wishes to cast Gungin’s Device (Turn Fell). The base rune string for this effect is

Living (wyrman)

2

Size Bonus Points*

[9] [20]

Magickal**

1

Item bonus pts

Rune Caster

1

+1 Skill Dice in AA Orphic Effect

*Where the caster adds runes for Area or Size Bonus he ignores weight, and vice versa. Runes should never be added for Size Bonus and weight or weight and area, only one or the other. **Magickal objects include magickal artefacts, solid magickal effects that can be described as ‘objects’, rune tools and enchanted Anima. An immediate match is exceptionally unlikely unless there are only one or two runes in a rune string. Where the caster fails to match the two hands he may nudge the dice values accordingly (see Nudging).

Invoking Megdart

A new rune string must be generated for each new spell effect the caster wishes to use on a target object. One successfully matched rune string does not allow the caster to use unlimited spell effects, though he may attempt to use more than one spell by matching more than one rune string.

Characters proficient in the Runes of Naming may use the Megdart runes but must first locate the Megdart in its raw form where it is scribed onto stone in a set location on Ereth. Once the subject of the Megdart is invoked any character may address the spirit or god and not just the summoner.

The length of the rune string is determined by the complexity and size of the object along with distance from the rune caster and the life force of the target.

The summoner need not be a cultic rune caster but must possess at least one point in his Spirit value.

All spell effects add a specific number of runes to the naming rune string.

Matching the Runes The number of runes in a rune string determines the number of d20 in the caster’s rune hand. Rune strings are not listed with each spell effect but are instead generated every time the player wishes to use the spell. Once the number of d20 in the rune check hand has been determined (see Determining an Object’s Rune String) the caster rolls once for a random Runic Name (each die and subsequent number rolled representing a rune) and then a second time, attempting to match the previously rolled values.

Example Casting the Runes of Naming

Object Condition

Once the Megdart has been located, the caster attempts to match the rune and invoke the spirit of the god to which the rune is connected. This can only be attempted within the presence of the Megdart as the rune form’s complications place it beyond the ability of mortal memory or artistry. All Megdart have specific locations upon Ereth, noted in the Chronicles of Yarnia Ereth 1, The Age of Thaw. One Megdart rune exists for all twelve gods of the original Council of Oak (Seth, Tesheba, Mot, Vanyir,

Merriday, Ninnil, Jova, Febb, Yerah, Annarr, Aura and Ostia).

All Megdart runes are twenty string rune forms requiring an initial 20xd20 rune hand followed by another 20xd20 rune hand in which the caster attempts to match the first roll. Nudges are applied as usual, but no spell

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These values are assumed to be rolled already. If the player finds it easier, he may manually place two d20 with these values on the table. The caster consults Table 11 The target is 15ft away, so the caster adds 1 rune to the rune string or 1d20. The target is a Fell monster with a Size Bonus of 4, so the caster adds 4 runes to the rune string or 4d20. The caster has already added runes for a Size Bonus, so he ignores the weight condition. The target is living but not a wyrman, so the caster adds one rune to the rune string or 1d20. The target is non-magickal so the caster may ignore this condition. The target is not a rune caster so the caster may ignore this condition. The final rune string is comprised of a total of 6 runes or a rune check hand of 6d20. The caster rolls the rune check hand for a result of [2] [7] [8] [12] [17] [20] He combines this result with the base runes for the chosen spell effect: [9] [20] [2] [7] [8] [12] [17] [20] When he makes his second rune dice check he rolls 8d20, aiming to match these values.

effect can be used upon the Megdart. Where the runes are matched, the spirit or god will manifest above the runes for a finite period. He or she will appear there at his own behest and is in no way under the control or influence of the summoner. During invocation, all characters in the presence of the Megdart may seek blessing from the spirit or god. Characters may request one blessing for every point of Spirit value they possess when the spirit/god first manifests. Where Spirit is increased as a result of a blessing the character may not subsequently request any further blessings. o Characters of righteous ethos automatically succeed each of their requested blessings.


Table 12 - Megdart and Heartstone Blessings

Megdart

Blessing

Result

God

Luck

Spirit value increased to maximum

Magick

Orphic Plasm increased by value equal to Spirit

Achievement

Achievement Character Points increased by value equal to Spirit.

Exorcise

Remove one Hex from character

Salve

Life-Force increased by value equal to Cult Allegiance (righteous only)

Heal

Removes one Severe Wound

Hallow

Increase Cult Allegiance by points equal to Spirit (not to exceed maximum allowable)

Cast

Cast any one blessing or heal variant spell from the Runes of Naming spell list (spell automatically succeeds and is resolved as though one orphic investment had been made.

Luck

Spirit value increased by 1d10

Magick

Magick Character Points increased by value equal to Spirit

Salve

Life-Force increased by points equal to Spirit (not to exceed maximum value)

Kinship

+1 Skill Dice to AA Kinship

Wisdom

+1 Skill Dice to AA General Knowledge

Power

+1 Skill Dice to AA Resistance to Evil

Cast

Cast any one blessing or heal variant spell from the Elemental Runes spell list (spell automatically succeeds and is resolved as though one orphic investment had been made.

Elvian Spirit*

-

-

Animalian Avatar

Luck

Spirit value increased by value equal to AA Kinship Skill Dice

Kinship

+1 Skill Dice to AA Kinship

Affinity

+1 Skill Dice to AA Place in the Cosmos

Animal Sense

+1 Skill Dice to AA Hear a Pin Drop

Animal Fury

+1 Skill Dice to AA Skirmish Strength

Salve

Life-Force increased by value equal to Spirit (not to exceed maximum)

Favour

Maximum Evident Ease on any AA Craft or AA Learn dice check made within settlement

Luck

Spirit value increased by 1d4 (not to exceed maximum value)

Elvian Element (earth, fire, air, water, time and chaos)

Heartstone

*See the chapter entitled Spirits and Gods in the reference section of this volume for blessings given by individual Elvian spirits. o Characters of neutral ethos must make a successful passive AA Resistance to Evil dice check for each blessing. o Characters of wicked ethos automatically fail their blessing attempt. Once a character has successfully requested blessings from any given Megdart or Heartstone he cannot request further blessings from the same stone ever again. In addition, any character in the presence of an activated Megdart may ask the spirit or god (played by the GM) any questions about

any subject, seek guidance or ask for help. Only the animalian avatars will be unresponsive in this aspect of invocation and should be used for blessings only. Requests for help, answers or advice are always allowed, even where the character has exhausted his right to request blessings from the stone. All spirits speak the caster’s language and are of exceptional intelligence, but are invariably cryptic in their responses, abstract or otherworldly. Their answers may make little or no sense at first but will come

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to make sense later on as events unfold or revelations are made. The GM should time the interaction between the rune caster and the invoked spirit on a stopwatch, giving the player 15 real-life seconds for every point of Spirit the summoner possesses in which to ask their questions. Where the GM needs to reference a text before answering a player question or otherwise pause for thought before giving a response he should stop the timer and restart only when both he and the player are back in-character.


Table 13 ~ Heartstone Rune Strings

Settlement Type

# of runes

Hamlet (loose scattering of no more than 6 buildings and no temple/church)

4

Walled Hamlet (no more than 6 buildings surrounded by a defensive wall or palisade)

5

Village (loose scattering of at least 7 and no more than 50 buildings but no temple/church)

5

Walled Burg (at least 7 and no more than 50 buildings surrounded by a defensive wall or palisade, but no church/temple).

6

Parish (at least 7 and no more than 50 buildings at least one of which is a temple or church).

7

Walled Parish (at least 7 and no more than 50 buildings, at least one of which is a temple or church, surrounded by a defensive wall or palisade).

8

Town (at least 51 buildings without a defensive wall or palisade).

9

City (at least 51 buildings with a defensive wall (natural or man-made) or palisade).

10

Using Heartstones The method for influencing Heartstones is identical in many ways to that of invoking Megdart spirits except that Heartstones can be used by any Creed-based magick caster, not just those proficient in the Runes of Naming (though Heartstones are a form of naming magick). However, the summoner must possess at least one point in his Spirit value. The player character must be in the visible presence of the Heartstone to a distance of at least six feet. Heartstone runes are string rune forms requiring an initial rune hand roll (to determine the rune string) followed by another rune hand in which the caster attempts to match the first roll. See Table 13 to determine the number of runes in an individual Heartstone's rune string. Nudges may be used in the usual way, but no spell effect can be used upon the Heartstone. Where the runes are matched, the spirit of the settlement, town or city will manifest above the rune for a finite period of time. The spirit will differ in appearance and character depending on the location. Rural villages or farming settlements will probably present a broadly spoken, simple type of spirit; while sophisticated cities might present a more noble, capricious or devious spirit. Where the Heartstone marks a city of particular evil, the spirit will be appropriately gruesome or sinister and will undoubtedly attempt to manipulate those who summon him as much as they attempt to manipulate him. Descriptions of specific Heartstones can be found in The Chronicles of Yarnia - Ereth 1, The Age of Thaw. These spirits will bestow blessings in precisely the same way as those conjured with Megdart runes and will also possess personality enough that interaction is possible.

CASTING ANARCHAIC RUNES Any character may cast the Anarchaic runes, regardless of their creed, ethos or ability values. The method is identical to that used for the Runes of Weaving with the following differences: o Cult Allegiance is not added to Nudge points. o no Orphic Plasm investment. o Casting any Anarchaic rune spell automatically costs the character all Spirit points. Where the character is a member of any righteous cult he also loses 5 Cult Allegiance points.

SPELL CATEGORIES Spell categories are listed in the following variants. Variants are categorized for reference purposes only. BLESSING Blessing spells are those that bestow some form of favourable effect on somebody other than the caster. TRANSFORM Transform spell effects are those that change an object from one thing to another. They may achieve this by transmuting the physical properties of the object, by changing the size of the object or by cloning the object.

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ORPHIC Orphic spell effects manipulate the orphic field and either absorb, drain or increase orphic energy. DIVINATION Spell effects that make predictions or uncover information by delving into the physical or metaphysical memory of a person, object or location. HEAL Spell effects that cure Life-Force, Severe Wounds, Psychic Wounds, etc. KINETIC Kinetic spells create some form of momentum effect, be that the slowing or braking of momentum or the speeding up, moving, teleportation or other manipulation of an object or person. DEATH Spells that cheat death, manipulate death, return the dead to life or deal with the souls of those who have died. PSYCHIC Any magical effect which creates a metaphysical connection between two or more minds. COSMIC Dealing with divine, holy and extradymensional forces beyond that of the Entopic Plane. HEX Spells that curse the target in some way and inflict an unfavourable, usually long term effect upon them. COUNTERSPELL Any spell effect designed to counteract or dispel another magickal effect or prevent another spell from being cast. WARD Protective spells, usually with an area of effect into which enemies cannot pass or within which certain protective forces are active. WEAPONIZED Spell effects designed specifically to cause damage and harm to enemies. PHANTASY Illusory spell effects that create an overlaying or free standing visual, auditory or other sense based scene. COMMAND Command spells give the caster or the subject the ability to summon or otherwise direct objects, creatures or cosmic entities.


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Reference

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Note: selected parts of this chapter (certain specific spells) are omitted (replaced with Greek text) in the free 'lite' version of Wyrd, System & Setting. The full version is available to purchase from the Forever People publisher page on RPG Now: www.rpgnow.com or Drive Thru RPG: www.drivethrurpg.com and can also be purchased as a hardback book from the Forever People website www.foreverpeople.co.uk

Spells of Naming Each spell listing includes the school to which the spell belongs, the spell category, the amount of Magick Character Points earned if the spell is successfully cast, the duration of the spell, the orphic investment, the base rune string and a description of the spell effect. Spells are listed in alphabetical order. Each rune string begins with the base runes listed for each spell which should be bolted onto the caster determined rune string (see Casting the Runes of Naming, above).

Quick Glance Index

“Heat not a furnace for your foe so hot That it do singe yourself.”

Spell Lists

Ally’s Triumph (Boost Action) Arrow’s Rain (Multiply Missile) Artefact of Power (Orphic Sink) Asgineth’s Trail (Identify Source of Fetish) Blessing of the Expedient (Improved Dodge) Ca-Yn-Dro’s Amusing Blight (Enlarge Limb) Crown of the Cynn (Command Mob) Daytundra’s Hero (Cure Blight of Age) Drogue Mire (Decelerate Target) Ea’s Swift Feet (Burst of Speed) Erensol’s Flame (Runelore of Earth and Fire) Erin’s Quagmire (Create Marsh) Ethen’s Path (Usher Soul into Death) Exorcism of Heart (Heal Spirit) Forced Kindred (Empathic Law) Frothensol’s Provision (Runelore of Water) Glacial Block (Wall of Ice) Gungin’s Device (Turn Fell) Hail of the Wyr Horn (Call of Might) Halig Torch, the (Torch of Divine Light) Hold’s Restoration (Repair Target) Irenic Runes (Induce Reason) Item of Loyalty (Summon Item) Judgement of Mot (Condemnation of Gods) Lonre’s Veil (Disguise Object) Lumonad’s Aesthete (Overlay Illusion) Mancer’s Revelation (Detect Magick) Mened’s Endurance (Improved Stamina) Mercy of Mot (Righteous Heal) Nabunum’s Astriction (Unbreakable Pact) Nin’s Mansic Effect (The Third of Three) Orphic Hoist (Runelore of Air) Orphic Swell (Empower Orphism) Orphic Ward (Protect From Magick) Overveil (Cast Invisibility) Resurrection (Transfer Soul) Roselvia's Charm (Tame Horse) Runes of Panacea (Heal Severe Wounds) Scribed Meanings of Spo (Translate Writings) Spasm of Naris (Increased Might) Spirit Sink (Preserve Soul)

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Sure Shot (Improved Ballistics) Temper & Robust (Strengthen Object) Trade of Khasmasul (Body Swap) Uin’s Curse (Prevent Flight) Unbinding Runes of Gin (Dispel Magick) Unveiled Thoughts (Mind Read) Vault of the Starfawn (Improved Leap) Wicket-Way (Portal) Winter's Storm (Conjure Blizzard) Womad’s Reprieve (Resurrect) Yneur’s Bane (Shell of Stassis) Yneur’s Leap (Time Dilate)

Aooy’s Trlupsk (Boost Action) Rune School: Naming Spell Type: Blessing Magick CPs: 2 Duration: effect specific to a single dice check. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [8] [9] DESCRIPTION The caster targets an ally (another player character or NPC) when that ally has made any form of dice check. The spell effect is immediate and any benefits gleaned from the amended dice check are permanent where applicable. The spell effect allows the target’s player (or the GM where the target is an NPC) to ‘nudge’ one or more dice results by a factor of one in either direction (up or down) for every orphic investment the caster makes.

For example, a roll of (2) might be changed down to a roll of (1) where one orphic investment is made, or a roll of (7) might be changed down to a roll of (1) where six orphic investments have been made. Remember that each investment costs Orphic Plasm equal to the number of runes in the rune-string (or the number of d20 in the rune dice hand). Amendments to dice can be distributed freely across the entire roll, thus one roll of (2) might be changed to a (1) and another roll of (2) might be changed to (1) where two orphic investments have been made. Given enough orphic investment entire check hands can be changed to produce favourable and even exceptional results.

Arrrw’s Rglq (MULTIPLY MISSILE) Rune School: Naming Spell Type: Transform Magick CPs: 1 Duration: Immediate/permanent. Orphic Investment: 4 + value equal to number of object runes. Base Runes: [12] [15] [20] [19] DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam.


Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna.

Artifact of Power (ORPHIC SINK) Rune School: Naming Spell Type: Orphic Magick CPs: 1 Duration: Semi-permanent (see Description). Orphic Investment: 4 + value equal to number of object runes. Minimum two investments required. Base Runes: [7] [18] [9] [4] DESCRIPTION Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna.

DESCRIPTION Cast upon any suspected Fetish (cursed object), this spell effect not only identifies the presence of a hex, it also removes the hex and identifies the type of curse, the whereabouts of the one who first placed the curse on the Fetish and if a teleportation spell is in effect, the destination where all teleported items are being sent. The location and creator of the hex are shown by the manifestation of two glowing holographic arrows. These appear above the Fetish, one above the other, accompanied by hovering script that reads ‘creator’ and ‘target'. The arrows are visible only to the caster and remain there so long as the caster wishes. They can be dismissed at any time but once dismissed, neither arrow can be summoned again without casting the spell anew. The creator arrow points the way to the current whereabouts of the Fetish creator (the original rune caster who first cursed the object) while the source arrow points either to the location where the Fetish teleports any stolen goods or to a specific target intended by the hex (a named target or a location). Both arrows pulse steadily with light and the rhythm of this pulse will speed up the closer the Fetish is to each respective position and will slow down the further away the Fetish is taken from either. When Fetish and creator or target are in close proximity the respective arrow will vanish from above the Fetish and appear instead above the subject, pointing down and flashing red.

Blessing of the Expedient (IMPROVED DODGE) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [18] [15] [12] DESCRIPTION The target gains Ee5 for any dice check she makes using AA Dodge for the duration of the spell effect.

Asgineth’s Trail

Ca-yn-Drr’s Amusing Blight

(IDENTIFY SOURCE OF FETISH)

(ENLARGE LIMB)

Rune School: Naming Spell Type: Divination Magick CPs: 1 Duration: Caster defined. Orphic Investment: 4 + value equal to number of object runes (see Description). Base Runes: [8] [20] [13] [12]

Rune School: Naming Spell Type: Transform Magick CPs: 1 Duration: 1 in-game minute (4 skirmish rounds) per Orphic Plasm investment (15 ingame seconds per round). Orphic Investment: 3 + value equal to number

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of object runes. Base Runes: [2] [9] [7] DESCRIPTION Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus.

Crown of the Cynn (COMMAND ENEMY) Rune School: Naming Spell Type: Command Magick CPs: 2 Duration: Ability to command ends when target has made command. Effect of command lasts a number of skirmish rounds equal to target’s Fate & Fortune value. Orphic Investment: 3 + value equal to number of object runes. Base Runes: [19] [9] [18] DESCRIPTION The target object is another player character, or NPC ally, who immediately gains a temporary commanding presence and the ability to select a number of enemies engaged in combat equal to his Spirit and command those enemies. Selected enemies must have a CC Fate & Fortune and CC Mind & Memory value each of 6 or less. The effects of the spell are immediate, wearing off as soon as the target has made his command. The commanded mob can make no opposed dice check against the command, which they must follow to the letter. The commanding character chooses the action he forces the targets to undertake, though no affected enemy will harm itself or another member of the same group of enemies. Some commands may include: o Disengage. The affected character disengages from combat. Disengaging penalties apply.


o Disengage and re-engage new target. The target must be an enemy of the caster and not an ally. The attack may end as soon as the spell duration ends, but if the affected character’s target is unaware that a spell is in effect they may choose to continue the fight. The GM should make a passive AA Sense Motive dice check for the targeted enemy.

Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus.

length and width in feet in square area of effect (see Description). Base Runes: [15] [15] [19]

Eg’s Swlit Feet

o Forced Fumble. The affected character drops his weapon and/or shield.

Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 in-game minute (4 skirmish rounds) per Orphic Plasm investment. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [7] [15] DESCRIPTION

The caster targets an object of ground between one and 25 square feet in size 1ft x 1ft to 5ft x 5ft. One rune should be added to the rune-string (and therefore one point of Orphic Plasm to the spell investment) for every additional foot in width and length added to the size of the marsh above 25 sq ft. All areas selected must be square in shape and not rectangular or irregular.

Daytundra’s Aging Hero (CURE BLIGHT OF AGE) Rune School: Naming Spell Type: Heal Magick CPs: 1 Duration: Permanent Orphic Investment: 4 + value equal to number of object runes. Base Runes: [16] [5] [18] [11] DESCRIPTION This spell is cast when a character passes his birthday and incurs penalties based on the deteriorating effects of age. If a period of ingame time passes quickly and encompasses more than one birthday the caster may make more than one spell cast but must invest Orphic Plasm for each spell in the usual way. This spell effect cancels out one deteriorating effect incurred from old age for each orphic investment on any subject with a Spirit value equal to or greater than the caster's Spirit. Curing of these losses does not translate into longevity and the target’s Age value remains the same. There is no limit to the number of times this spell effect may be cast on any one individual.

Drogue Mire (DECELERATE TARGET) Rune School: Naming Spell Type: Kinetic Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [19] [12] [15] DESCRIPTION In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante.

DESCRIPTION

(BURST OF SPEED)

The target gains the ability to move at great speed. The target is able to sprint at incredible speed and gains maximum Evident Ease on all AA Dodge and AA Swift dice checks.

Ereqsro’s Fogpe (RUNE LORE OF EARTH AND FIRE) Rune School: Naming Spell Type: Transform Magick CPs: 1 Duration: 1 in-game hour per Orphic Plasm investment (caster may cancel at any time). Orphic Investment: 3 + value equal to number of object runes. Base Runes: 8-15-20 DESCRIPTION The spell effect targets any object composed of stone. The item must be solid stone and the stone must be a single rock (i.e. not a part of a wall, cobbled into a road, an outcrop on a cliff face etc.) The spell has no effect on Soul Stones, Heartstones, enchanted Anima stones or any kind of golem, Fell breed or magickal construct whose flesh is comprised of stone. Erensol’s Flame causes the orphic connection between the stone and the Web of Wyrd to transmute from the element of earth to that of fire. The stone is consumed by fire but is unharmed. Once the effect wears off there is no visible damage to the stone and no residual heat. While the stone burns the fire gives off the same heat as any normal fire and is capable of causing damage to anyone who touches it in the usual way.

Erlq’s Pugjplre (CREATE MARSH) Rune School: Naming Spell Type: Transform Magick CPs: 1 Duration: semi-permanent (see Description). Orphic Investment: 3 + Orphic Plasm equal to

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Over the course of skirmish rounds equal to 20 minus the caster’s AA Orphic Talent value the area of ground takes on the consistency of quick sand and anyone standing on the surface begins to sink. The length of time it takes for characters caught on the surface to start sinking should be respective to the number of rounds it takes for the ground to turn into quick sand. At first it should merely be harder to move, with penalties imposed on movement and Difficulty Dice imposed on any AA Swift or AA Dodge dice checks. Thereafter (in the subsequent round) it should become impossible to fight or undertake complex actions, but mired down characters should be able to clamber out of the marsh to safety. Only once the transformation process is complete will the marsh become truly treacherous. Thereafter it is as deep as it is wide and anyone unable to struggle free will sink to that depth (for example, an area with a width and length of 6 x 6 ft will also have a depth of 6ft). If this depth takes the floor into a subterranean level, the quagmire will begin to drain downward very quickly, sinking to fill whatever aperture exists below. Those who sink into the depths of the marsh will last for a number of skirmish rounds equal to their AA Hold Breath value before drowning The area of ground can be any consistency, including grassy, stone, wood, earth, cobbled, granite, metal etc. The effects of the spell are permanent, but physically normal, thus the marsh area can be filled in after the spell is complete or solidified using normal construction methods and will not magickally revert to its quagmire state. Whether the original material was soil or solid marble, the quagmire material will become a muddy ooze. The spell effect automatically fails where the character attempts to cast on a wall, ceiling or the dividing floor between the levels of a building. The spell does not effect any area containing a Heartstone or Megdart rune, both of which will cause an automatic fail.


Etkeq’s Qgtk

Forced Kindred

(USHER SOUL INTO DEATH)

(EMPATHIC LAW)

Rune School: Naming Spell Type: Death Magick CPs: 5 Duration: portal remains until the Ethen uses it. Orphic Investment: 4 + value equal to number of object runes. Base Runes: [16] [1] [19] [19]

Rune School: Naming Spell Type: Psychic Magick CPs: 2 Duration: 1 in-game minute (4 skirmish rounds) per Orphic Plasm investment. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [9] [4]

DESCRIPTION Cast in the presence of a widdershin (ineffective against any other form of ghost) and upon any rune-tool (the rune-tool may be the one used to cast the spell). The spell transforms the rune-tool into a portal into the Web of Wyrd which only the ghost can see. The portal shines with divine light and will automatically draw the ghost toward it. If no widdershin is present, the spell fails. Once the widdershin has passed over, the portal closes and the ghost is gone. The runetool is lost in the process. The portal is invisible and undetectable to any physical being, but will be automatically visible to Shamancers or anyone walking as a disembodied aspect of themselves or using any magick that reveals or provides access to the Plane of the Orphic Nexus. The caster gains 1d4 Spirit and +1 Cult Allegiance (where applicable) for his service to the disembodied spirit.

DESCRIPTION The caster of righteous ethos connects his empathic sense of right and wrong, his lawfulness and his spirit with that of the target. This spell will only affect living (wyr, fae, and Fell) or enchanted objects and has no effect on the Profane, animalian or inanimate. While the spell effect lasts, the target cannot do, say or attempt anything that the caster himself would not do, say or attempt. In short, the target must behave according to the tenets and ideologies of the caster and where he attempts to do otherwise he must make a passive dice check using the caster’s relevant Active Ability, attempting to fail the roll. A success prevents the target from undertaking the desired action.

Exorcism of Heart (HEAL SPIRIT) Rune School: Naming Spell Type: Heal Magick CPs: 2 Duration: 1 hour ritual but permanent effect (see Description). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [19] [15] [12] DESCRIPTION The target’s Spirit value is healed one point for every investment of Orphic Plasm made by the caster. Spirit may not increase beyond its maximum value. The caster must spend at least one hour blessing the target in the name of Mot as well as casting this rune-spell. The blessing involves the chanting of ritualistic scripture, the lighting of candles, the invoking of mythical names and the sprinkling of holy water (sourced in a Motian temple). Without these things even a successful matching of rune dice does not indicate a successful cast. Exorcism of Heart can be used on any character provided they are not Fell in origin. The spell cannot be cast successfully by Spell-Binders or non Motian magick users.

Frrtkeqsro’s Qrrvlslrq (RUNELORE OF WATER) Rune School: Naming Spell Type: Transform Magick CPs: 1 Duration: permanent. Orphic Investment: 2 + 1pt of Orphic Plasm per foot of distance in depth of area to be transformed (see Description). Base Runes: [13] [13] DESCRIPTION The caster targets an area of ice or snow between one (1ft x 1ft x 1ft) and 125 (5ft x 5ft x 5ft) cubic feet in size and transmutes it into Sun Food. Runes are not added for the size of the ice/snow but one rune should be added to the runic string (and therefore one point of Orphic cost to the spell investment) for every additional foot in width, length and depth added to the size of the area beyond the maximum 125 sq ft. For every full 125 cubic feet of snow or ice transmuted the caster gains one point of Sun Food. All areas selected must be cubic in shape and not rectangular or irregular, thus the caster must determine how deep (roughly) is the area to transmute. (To find the cubic size of a given area multiply width by length by depth of the snow drift or ice block). In many cases a drift, or a chunk of ice, will be far less deep than it is wide or long and the caster will be restricted in the size they choose by how deep the object is. Where the caster

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wishes to create more than one point of Sun Food but is restricted by the depth of the area he can transmute, he must transmute more than one patch of snow/ice and will therefore be forced to attempt more than one rune cast. Consecutive spells cast in this fashion can be combined to create the required amount of transmuted water/ice. Once transmuted, Sun Food cannot be returned to its previous state. Each point of Sun Food counts as one meal and is as nutritious to the wyrman as any other type of identical food.

Glacial Block (WALL OF ICE) Rune School: Naming Spell Type: Transform Magick CPs: 1 Duration: temporary. Orphic Investment: 3 + 1pt of Orphic Plasm per foot of distance in length of wall +1pt per foot distance in height of wall +1pt per foot thickness of wall. Base Runes: [9] [3] [5] DESCRIPTION Transforms an area of air into solid ice. The wall grows from the ground upward and takes one skirmish round per one foot height to be completed, though only one spell need be cast for any one wall. The finished wall has a minimum thickness of one foot and 25 Object Strength (see Overmaster's Companion) for every one foot thickness. Scaling the wall (assuming the wall is given sufficient height that it cannot simply be vaulted) should be near impossible without an ice pick, rope and crampons and Dd4 should be incurred on any AA Climb dice check attempted without these items. The wall will remain in position for a number of in-game hours equal to the caster's AA Orphic Talent + AA Orphic Effect after which it will begin to melt and transform into water, losing 25 Object Strength points for every subsequent hour it continues to melt. The wall should be considered entirely melted once all Object Strength is lost.

Gungin’s Devlhe (TURN FELL) Rune School: Naming Spell Type: Command Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [9] [20] DESCRIPTION In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id


sem quis erat posuere volutpat. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus: o Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id. o In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. o Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis.

Dunlight is thus banished it does not return. The torch will burn for the same duration as it would if it were a normal torch. Where the caster carries the torch before Fell enemies the Fell incur an automatic Dd2 on all opposed dice checks made vs the bearer of the torch. The torch has no effect on the Dunlight of the Gungin Gap which is too powerful to be banished.

Hail of the Wer-Horn

(REPAIR TARGET)

(CALL OF MIGHT) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [15] [13] DESCRIPTION Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat.

the Halig Torch (TORCH OF DIVINE LIGHT) Rune School: Naming Spell Type: Cosmic Magick CPs: 1 Duration: usual duration of a burning torch. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [15] [14] DESCRIPTION The target must be either some form of lamp or a wooden torch which can be doused in oil and lit with a flame. The torch becomes a bearer of divine light which penetrates Abysmal Dunlight, a form of chaotic darkness that normal light cannot penetrate. The torch does not illuminate a space filled with Dunlight but instead banishes the Dunlight itself, revealing whatever the Dunlight covered. Once

Hrod’s Restrrgtlrq Rune School: Naming Spell Type: Heal Magick CPs: 1 Duration: permanent Orphic Investment: 3 + value equal to number of object runes. Base Runes: [11] [9] [20] DESCRIPTION The caster repairs the object which may be living or inanimate. Living targets regain 1 Life-Force point for every investment of Orphic Plasm the caster makes. Inanimate objects recover their full Object Strength or original bonus value (eg. weapon bonus) with just one Orphic Plasm investment. The details of the repair will differ according to circumstance. As a magickal effect Hold’s Restoration should be applicable to almost all kinds of injury, wound or illness both natural and magickal. Where wounds are incurred from a magickal effect and that effect states the wounds cannot be cured or completely cured by magick, those rules overrule all others. Hold's Restoration can be used to cure one Severe Wound for every Orphic Plasm investment made where the subject's LifeForce is at maximum at the time of casting (not as a result of the cast).

Irenic Runes (INDUCE REASON) Rune School: Naming Spell Type: Cosmic Magick CPs: 3 Duration: one in-game hour per orphic investment. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [10] [10] DESCRIPTION Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim.

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Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem.

Item of Loyalty (SUMMON ITEM) Rune School: Naming Spell Type: Command Magick CPs: 1 Duration: Permanent Orphic Investment: 2 + value equal to number of object runes. Base Runes: [15] [9] DESCRIPTION When cast upon an object of the caster’s choice the object will fly straight to the caster’s hand as soon as it is summoned. Runes/Orphic Plasm cost must be added for the weight of the object in the usual way but weight may not exceed 1000k. The summoning requires a command word which the object will hear even if the caster only whispers the word. The object will use the line of least resistance when trying to reach the caster, but if it cannot pass through a door or wall it will abandon the attempt and lower itself safely to the floor. Even where the size and weight of the object make it tougher than the obstacle, it will not attempt to smash through for fear of damaging itself. Similarly, if there are enemies in the way the object will choose self preservation over turning itself into an airborne missile. This aspect of the spell is designed to keep the object safe in transit and allows the caster to use the spell confidently on fragile items. Items that have been secured to the ground or


a wall will not be able to answer the summoning word. The maximum range of the summoning is equal in feet to the caster’s AA Orphic Effect and AA Orphic Talent values added together then multiplied by ten. If the caster is a SpellBinder the range is equal to his AA SpellBinding value multiplied by ten instead. The spell has no effect on sentient, animalian or intelligent creatures but will work on willing enchanted Anima objects.

Judgement of Mot (CONDEMNATION OF THE OAK LORDS) Rune School: Naming Spell Type: Hex Magick CPs: 2 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [3] [15] [16] DESCRIPTION Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum magna. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus. vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec.

Lrqre’s Velo (DISGUISE TARGET) Rune School: Naming Spell Type: Phantasy Magick CPs: 1 Duration: 1 in-game hour per Orphic Plasm investment. Orphic Investment: 3 + value equal to number of object runes. Base Runes: [8] [9] [4] DESCRIPTION The appearance of the target is changed. Changes must be subtle in terms of aesthete and identical in terms of weight and mass. For example, a short sword cannot be

changed into a shield and a wyrman cannot be changed into a monstrous spider. The design of the short sword can be subtly altered so that it looks like an entirely different sword, or the wyrman can be altered so that he might only be recognized by very close friends or family. Voices, personalities, odours, purpose and any effect the object would normally cause do not change. A sword, for example, remains a bladed weapon and a wyrman’s voice and personality do not change even if his face and body shape do.

Luprqgd’s Aestkete (OVERLAY ILLUSION) Rune School: Naming Spell Type: Phantasy Magick CPs: 1 Duration: 1 in-game hour per Orphic Plasm investment. Orphic Investment: 3 + value equal to number of object runes. Base Runes: [19] [5] [5] DESCRIPTION The casting of this spell effect requires a medium in the form of a named object. The illusory aspect is cast to appear on an object or the conjuring of an image within the object. The illusion does not include sound or anything other than a visual. The illusion itself might animate, but the object onto which the illusion is projected does not if it is normally inanimate. The phantasy aspect always takes on the texture, colour and opacity of the target object. The surface of a table, for example, might suddenly display the face of a wood golem in its grain and texture. The face might even move its lips as though to speak, though no voice will be forthcoming (unless the caster is hidden nearby and is able to throw his voice). A rushing river of water might loom up in the form of a water nymph, or the humps of an aquatic and semi-transparent sea serpent. The bark of a tree might seem to display changing rune shapes or scrolling patterns of information, or the flames in a fire might flicker in such a way as to suggest a fire sprite dancing in the embers to some unheard tune. Illusions can also be formed for practical purposes. The metal hasp of a door, lacking its padlock, might be given an illusory padlock formed of the same black iron. Or the floor of a passage might be forced to display concavity so that anyone walking in the dark sees a seemingly bottomless pit barring their way, the walls of the pit formed of the same stone cobbles as the passage itself. The size of the illusion is deemed to cover the majority surface of the chosen object (hence larger and more complex objects require a greater degree of orphic magick) unless the caster declares otherwise. Also unless stated, the illusion obscures the actual appearance of the true object.

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The object need not be motionless for the effect to work. For example, a thin character might be covered with the illusion of a huge and muscular body and the illusion will be apparent even if the target character moves around in the usual way. However, the illusion does adhere to the general shape and form of the target object. A tall man with straight legs, for example, cannot be transformed into a short man with bowed legs any more than a table can be changed to appear as a chair. Only the shallow, surface details may be overlaid with the illusory aspects. Illusions are phantastical and, in short, are not really there. They cannot be touched or manipulated in any way and they cannot touch or bring harm to anything else (a pit in the cobbled surface of a passageway, for example, can be walked over in the same way as any other part of the passage floor). Moreover the illusion cannot influence the statistical values of the target object; the illusion of a muscular frame will not increase the target’s CC Force & Form value, for example and if the target is touched his skinny body will be felt instead of the muscles. Where the created illusion is deemed by the GM to impose a change in the attitude of those who witness the illusion, the GM may add Difficulty Dice for opposed dice checks. For example, AA Courage vs AA Physical Intimidation where the illusion is physically intimidating.

Mgqher’s Reveogtlrq (DETECT MAGICK) Rune School: Naming Spell Type: Divination Magick CPs: 1 Duration: caster defined. Orphic Investment: 3 + value equal to number of object runes. Base Runes: [1] [8] [1] DESCRIPTION The Runes of Naming are object-oriented, so this spell only detects whether there are magickal effects or magickal aspects in place upon a target object. Any effect that only causes the object to behave magickally, but which is not specifically attached to the object, or which pertains to an area of effect in which the object is contained will not be detected. The effects of magick operating in a room, for example, and causing the manifestation of magickal effects on somebody within that room will not be detected if the person is the target of Detect Magick, only if the room is the target. The spell duration is immediate and lasts indefinitely for so long as the caster wishes to study the object.


Meqed’s Eqdurgqhe (IMPROVED STAMINA) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [5] [7] DESCRIPTION The target doubles their CC Storm & Stamina value for the duration of the spell effect. Skill Dice for Active Abilities associated with Stamina are not doubled but overall values are temporarily increased.

Mercy of Mot (RIGHTEOUS HEAL) Rune School: Naming Spell Type: Heal Magick CPs: 1 Duration: immediate. Orphic Investment: none (see Description). Base Runes: [1] [14] [5] DESCRIPTION This spell effect requires no Orphic Plasm investment, but does require a matching of runic strings in the usual way. The caster heals the target by committing his own Life-Force to the target. However many points the caster commits, the target gains twice as many Life-Force points up to, but not exceeding, his maximum Life-Force value. The caster may commit only as much Life-Force as he possesses without reducing to 3 or less. Severe Wounds are healed like for like. Thus, where the caster heals the target of one Severe Wound, the caster gains the same Severe Wound himself. Incurred Life-Force point losses will cause the caster physical discomfort and pain, thus the GM may call for an AA Courage or AA Endurance dice check where the caster attempts to incur large amounts of damage voluntarily.

Nabunum’s Astrlhtlrq (UNBREAKABLE PACT) Rune School: Naming Spell Type: Cosmic Magick CPs: 3 Duration: Permanent until the contract is broken or the terms expire. Orphic Investment: 2 + value equal to number of object runes. Base Runes: [15] [11] DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel

velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus. Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo.

Nin’s Mgqsic Effect (THE THIRD OF THREE) Rune School: Naming Spell Type: Cosmic Magick CPs: 3 Duration: permanent until target object is duplicated (see Description). Orphic Investment: 3 + value equal to number of object runes (see Description).

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Base Runes: [3] [3] [3] DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies.


Orphic Hoist

Orphic Ward

(RUNELORE OF AIR)

(PROTECT FROM MAGICK)

Rune School: Naming Spell Type: Kinetic Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [16] [6]

Rune School: Naming Spell Type: Ward Magick CPs: 1 Duration: Semi-Permanent (see Description). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [14] [15]

DESCRIPTION The target object rises vertically a number of feet equal to the caster’s AA Orphic Talent value minus the target’s Size Bonus if the target is a living creature. Where the object has a weight instead of a Size Bonus, the object rises a number of feet equal to the caster’s AA Orphic Talent value minus one foot for every 10k of weight. Once levitated, the object can then be moved horizontally a number of feet equal to the caster’s AA Orphic Effect value. The process from start to finish takes one skirmish round. Lowering the object gently requires a second skirmish round. If the caster ends the spell effect after just one round the object is released and drops to the floor. This risks damage to any object made of glass or other fragile materials and possible injury to living creatures. Living objects dropping from a height greater than 10ft rather than being lowered gently will incur 1 Life-Force point, plus an additional Life-Force point for every additional 2ft of height they fall.

Orphic Swell (EMPOWER ORPHISM) Rune School: Naming Spell Type: Orphic Magick CPs: 1 Duration: 1 in-game minute (4 skirmish rounds) per Orphic Plasm investment. Orphic Investment: 3 + value equal to number of object runes + 10 additional Orphic Plasm points for each additional in-game minute the spell effect lasts after the initial casting. Base Runes: [1] [13] [16] DESCRIPTION The target gains maximum Evident Ease for any dice checks made using AA Orphic Talent or AA Orphic Effect. For every in-game minute the spell remains active, the caster must invest an additional 10 Orphic Plasm. During the spell effect, the target will glow with a strange amorphous green light which is bright enough to light up a dark area around the target in the same way as a torch or oil lamp.

DESCRIPTION The target is any object or item the caster wishes to protect from magickal effects. The spell has no effect on living people, animals etc. only on inanimate objects and the object must be no larger than the caster himself, and cannot be a Megdart, Heartstone or Soul Stone. The effect is permanent and will protect the object as though it were covered by armour with an armour bonus of 24 against any magickal attacks. All attempts to cast spell effects on the object will automatically fail, but each magickal attack will erode the bonus by one. Once the armour bonus has been eroded completely the spell effect is broken and the object is no longer impervious to spell effects. Orphic Ward does not protect the object from standard attacks and damage.

Overveil (CAST INVISIBILITY) Rune School: Naming Spell Type: Phantasy Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [7] [15] [14] DESCRIPTION Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst..

Resurrection (TRANSFER SOUL) Rune School: Naming Spell Type: Death Magick CPs: 5 Duration: Casting takes one full day (around

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12 in-game hours). Effect is permanent. Orphic Investment: 3 + value equal to number of object runes. Base Runes: [6] [20] [16] DESCRIPTION The casting of this spell requires the caster possesses a soul held in a Spirit Sink (see the gear tables at the end of this reference section). The caster must also locate a recently deceased body that has been dead no longer than one in-game hour. Two rune strings must be matched, one for the Spirit Sink and one for the dead body into which the soul of the Spirit Sink will be transferred. Two Orphic Plasm investments must also be made. The caster must also make a passive AA Meditation dice check with Difficulty Dice penalties only where external factors will affect the caster’s concentration. The process takes one full day, at the end of which the caster will be exhausted for twenty four in-game hours. He may not use any CC Art & Expertise or CC Storm & Stamina based Active Abilities during this period. The resurrected subject regains all CC Art & Expertise, CC Mind & Memory and CC Sense & Sympathy Core Characteristic values but regains Skill Dice only for CC Art & Expertise based Active Abilities. CC Storm & Stamina begins with a value of 2 plus instances of (1) rolled during the caster’s Meditation dice check (maximum 12) and no Skill Dice in any associated Active Ability. The adopted body’s original Size Bonus / CC Force & Form and any associated Skill Dice are used and LifeForce is set to 60 minus the length of time in minutes the receiving body has been dead. For example, where the body has only been dead for one minute, the new Life-Force value is set to 59 points. Where the body is 45 minutes dead, Life-Force value is set to 15 points. A body that has been dead for longer than one hour is unsuitable for resurrection. The new value also determines the maximum. The subject loses all memory of his or her life prior to the resurrection and will not recognize friends, families or allies. They will remember only their own name, their cultic beliefs and any information, Active Ability or Skill Dice bonus relating directly to their creed. If the subject has been using an Oberorb and the caster has access to the orb, the spell automatically transfers all memories and Skill Dice in all Mind & Memory and Sense & Sympathy Active Abilities from the orb into the resurrected character with no additional casting requirement. Memories begin at the precise moment the subject acquired their Oberorb, but all Skill Dice are retained as they were at the moment of death. The resurrected character also inherits any change of gender from his new body. In addition the resurrected character incurs at least one Psychic Wound trait (see Psychic Wounds).


Rrseovlg’s Ckgrp (TAME HORSE) Rune School: Naming Spell Type: Psychic Magick CPs: 1 Duration: permanent (see Description). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [2] [9] [20] DESCRIPTION The caster targets any wild or unruly horse, the spell effect immediately calming or taming the horse to the caster’s will. In the case of an unruly but already tamed horse, the spell effect is immediate and permanent with regard to the relationship between caster and target. For truly wild horses, never ridden or broken in, the caster must make one Roselvia’s Charm spell cast every day for a full four days (four investments of Orphic Plasm) without missing a day in order to tame the horse completely. Roselvia’s Charm only works on horse breeds and no other kind of mount. Once tamed a horse may then be used as a Saddle-Mount Steed.

and translates them as a secondary text of glowing letters and words that hover a few inches above the actual text. Only the caster can see this mystical text which lasts as long as the caster deems necessary.

Spasm of Naris (INCREASED MIGHT) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [9] [11] DESCRIPTION Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem. Etiam facilisis dui nec elit tincidunt, sed. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus

Runes of Panacea (HEAL SEVERE WOUND) Rune School: Naming Spell Type: Heal Magick CPs: 1 Duration: immediate Orphic Investment: 5 + value equal to number of object runes. Base Runes: [5] [18] [2] [5] [20] DESCRIPTION Heals a target inflicted with Severe Wounds, one wound for every investment of Orphic Plasm. The Severe Wound is deducted from the character’s character sheet, and any associated penalties are removed.

Scribed Meanings of Spo (TRANSLATE WRITINGS) Rune School: Naming Spell Type: Divination Magick CPs: 1 Duration: Caster defined Orphic Investment: 2 + value equal to number of object runes. Base Runes: [8] [13] DESCRIPTION The target must be a book, scroll or other element upon which writings have been scribed in some form or another and which the caster cannot read. The spell extracts the meaning of the words

Spasm of Naris 189


orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum.

Spirit Sink (PRESERVE SOUL) Rune School: Naming Spell Type: Death Magick CPs: 3 Duration: Permanent (see Description). Orphic Investment: 5 + value equal to number of object runes (see Description). Base Runes: [19] [15] [13] [1] [20] DESCRIPTION The target must have died within 4 skirmish rounds (one in-game minute) of the runes being cast. The caster chooses any object within his line of sight and transfers the soul of the recently deceased directly into that object. The object must be no larger than the dead body itself and should not be enchanted or in any way magickal. A weapon, artefact or mundane item are all good candidates for Spirit Sinks. All abilities, attributes and metaphysical data (Orphic Plasm, Spirit, Allegiance etc.) are transferred into the object and retained there until the object is either destroyed or the soul is released/transferred. All bodily possessions such as gear, Wealth, etc. remain on the dead body and must be physically collected if they are to be retained. While trapped within the Spirit Sink the soul cannot escape but nor is it aware of its existence. It dwells in a state of timeless limbo until released, either by a Resurrection spell or the destruction of the object. The soul energy in a Spirit Sink cannot be utilized magickally in any way other than to release or transfer the trapped soul and the spirit within cannot communicate in any way. Magick will have no effect on the Spirit Sink, though it can be destroyed like any other object if attacked physically.

Sure Shot (IMPROVED BALLISTICS) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [16] [15] [16]

DESCRIPTION The target gains maximum Evident Ease for any dice check made using AA Hit Bullseye, AA Archery, AA Pitch or AA Sling for the duration of the spell effect.

Temper & Robust (STRENGTHEN OBJECT) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: permanent. Orphic Investment: 3 + value equal to number of object runes. Base Runes: [18] [15] [11] DESCRIPTION This spell only effects inanimate or enchanted objects (Anima). Any bonus associated with the target, such as weapons bonus, armour bonus, rune bous or any Object Strength (see Overmaster's Companion) or Life-Force associated with the object, are increased by a factor of two. Thus a shield with an armour bonus of +2 gains a new armour bonus of +4 while a stone wall with an Object Strength of 80 gains a new value of 160. The spell effect is permanent, but does not render the object impervious to damage. The increased bonus can still be decreased where the object absorbs any form of damage.

Trade of Khasmasul (BODY SWAP) Rune School: Naming Spell Type: Transform Magick CPs: 2 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 2 + value equal to number of object runes. Minimum two investments required (see Description). Base Runes: [13] [5] DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis.

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Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et. Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse. Non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula.

Ulq’s Curse (PREVENT FLIGHT) Rune School: Naming Spell Type: Hex Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [12] [2] DESCRIPTION The target, assumed to be a subject normally capable of flight, is grounded for the duration of the spell effect. Wings or


any other form of buoyancy aid fail to provide lift, leaving the subject temporarily glued to the floor. Where the target possesses wings or other moving limbs that would normally convey it into the air, these may still be moved and used in the usual way, but any normal lift created by the use of these limbs is absent. The target must be grounded already; the spell effect cannot be used on airborne targets.

Unbinding Runes of Gin (DISPEL MAGICK) Rune School: Naming Spell Type: Counterspell Magick CPs: 1 Duration: Reduces target effect by 1 skirmish round per Orphic Plasm investment or immediate where target effect is immediate (see Description). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [14] [15] DESCRIPTION The target must be an object or character of magickal aspect. This might be an enemy rune caster whose magickal effect the caster wishes to dispel or an object imbued with a spell effect that the caster wishes to remove. Unbinding is one of the rare chaotic spells of the Runes of Naming because it clashes directly with all schools of magick, not just the target object. Where the spell effect or the target caster is of the school of the Runes of Naming the magick is either reduced in duration one skirmish round for every Orphic investment the caster makes or, where there is no duration, dispelled immediately. Where the spell effect, or the target, is of any other runic schools the caster must make an AA Orphic Talent dice check (passive if the target is an object or opposed vs the target caster’s AA Orphic Talent if the target is a magick user). Dd1 is incurred on the dice check if the school is either Runes of Weaving, Runes of Elvia or Runes of Oak and Dd2 if the school is Anarchaic. If the caster fails the dice check he fails to dispel the magickal effect in any way and instead receives a blast of Orphic damage which reduces his Orphic Plasm by 1xd10 points. If he has insufficient Orphic Plasm any excess is removed instead from his LifeForce. If the caster succeeds the dice check the magick is either reduced in duration one skirmish round for every Orphic investment the caster makes or, where there is no duration, dispelled immediately.

Unveiled Thoughts (MIND READ) Rune School: Naming Spell Type: Psychic Magick CPs: 1 Duration: 1 skirmish round (15 in-game seconds). Orphic Investment: 2 + value equal to number of object runes. Base Runes: [19] [9] DESCRIPTION The caster gains access to the target’s mind or the recorded details within an Oberorb and is able to momentarily read their immediate thoughts (when targeting a mind) or detect the recorded thoughts, events and memories of up to seven days before the Oberorb stopped recording. For the duration of the spell, the caster may stack Skill Dice he possesses in AA Read Person with his AA Learn overall value. The caster uses the resulting total to make an opposed dice check versus the target’s AA Opacity. The successful dice check should reward the caster targeting a mind with detailed insight into the target’s thoughts; whether the target is lying, telling the truth and whether the target can be trusted generally. Where the caster rolls numerous instances of (1) on the check hand, the GM should also throw in a few memory glimpses, giving the caster an insight into the target’s past. When targeting an Oberorb the successful dice check should provide whatever answers the inquisitor seeks within the seven day period preceding the Oberorb’s last recorded memory.

Vault of the Starfawn (IMPROVED LEAP) Rune School: Naming Spell Type: Blessing Magick CPs: 1 Duration: 1 skirmish round per Orphic Plasm investment (15 in-game seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [8] [15] [16] DESCRIPTION The target gains maximum Evident Ease for any dice check made using AA Leap or AA Dodge for the duration of the spell effect.

tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet.. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis.

Winter's Storm (CONJURE BLIZZARD)

Wicket-Way (PORTAL) Rune School: Naming Spell Type: Cosmic Magick CPs: 2 Duration: permanent Orphic Investment: (see Description). Base Runes: [9] [14] DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar

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Rune School: Naming Spell Type: Kinetic Magick CPs: 1 Duration: 1 in-game hour per Orphic Investment Orphic Investment: 4 + value equal to number of object runes. Base Runes: [11] [1] [12] [4] DESCRIPTION Originally this spell required the presence of snow upon the ground to a depth of at least one foot, however the refined modern version


can also be cast upon any body of water for the same effect. The spell lifts an area of snow or water upward into the atmosphere where it subsequently falls as snow. So sudden and thick is this blizzard of snow that visual range is reduced to near zero and anyone beneath the snowfall will be forced to huddle or seek shelter to avoid suffering the effects of the cold. The size of the blizzard depends upon the area of snow or water lifted into the air and will, in turn, increase the orphic cost of the spell. For every one square foot of snow or water the caster will create a blizzard with a diffuse area of effect 10ft in width and 10ft in length. As the snow falls out of the sky this will create an intense, vaguely cylindrical tower of snow which will last only for so long as the caster continues to invest Orphic Plasm into the spell effect. Winter's Storm is considered a dangerous form of magick and righteous casters of the Runes of Naming must take care never to create a blizzard with a width and length of 100ft or greater which endures for any longer than 3 hours as this can lead to a strange critical mass effect where the spell continues after its magickal duration with no further investment necessary from the caster. A blizzard of this sort will double exponentially in width and length every in-game hour for a number of hours equal to the initial investment of time paid for by the caster. For example, where the magickal duration of the blizzard is 10 hours, the blizzard will continue naturally thereafter for a further 10 hours, growing exponentially in size with each hour that passes. If the original width of the blizzard was 100ft x 100ft in the next hour of its natural progression beyond the end of the spell duration it will double in size to 200ft x 200ft. In the hour thereafter it will cover an area 400ft x 400ft and thereafter 800ft x 800ft. After ten in-game hours the blizzard will cover an area roughly 102,400ft x 102,400ft in size or 372 square miles (approximately). The result will be a period of deep snow followed by (depending on the season and ambient temperature) thawing of the snow and vast quantities of melt-water entering the local ecosystems. This may lead to floods in warm weather or protracted periods of wintery weather and snow on the ground during colder seasons.

Womad’s Resrleve

Yneur’s Bgqe

(RESURRECT)

(THE SHELL OF STASSIS)

Rune School: Naming Spell Type: Death Magick CPs: 5 Duration: Permanent. Orphic Investment: 4 + value equal to number of object runes. Base Runes: [12] [9] [6] [5]

Rune School: Naming Spell Type: Ward Magick CPs: 1 Duration: 1 in-game minute (4 skirmish rounds) per orphic investment. Orphic Investment: 20 + value equal to number of object runes x 10. Base Runes: [5] [7] DESCRIPTION Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante.

DESCRIPTION Returns a deceased target to life within one week of the subject’s death. The subject regains all attributes and Core Characteristic values and retains Skill Dice in CC Force & Form and CC Storm & Stamina Active Abilities but loses all Skill Dice in CC Art & Expertise, CC Mind & Memory, CC Fate & Fortune and CC Sense & Sympathy Active Abilities except those for which they received ability awards as part of their chosen creed, or which are unique Active Abilities acquired as part of their creed. The subject loses all memory of his or her life prior to the resurrection and will not recognize friends, families or allies. They will remember only their own name, their religious beliefs and any information relating directly to their creed or race. If the subject has been using an Oberorb and the caster has access to the orb, the spell automatically transfers all memories and Skill Dice from the orb into the resurrected character with no additional casting requirement. Memories begin at the precise moment the subject acquired their Oberorb, but in meta-terms the character sheet is regained entirely as it was prior to death. The investment of Orphic Plasm for this spell effect is very large, requiring a cost equal to the Orphic Plasm investment x 100, minus the caster’s AA Orphic Talent value x 10. E.g. Spell cost in Orphic Plasm points = (Orphic Plasm investment x 100) - (Orphic Talent value x 10) The target is returned to life with LifeForce equal to his CC Storm & Stamina value. All Severe Wounds are wiped clear to zero and any other damage resulting directly from death is healed. The target will be disoriented and weak for a period of six in-game months after resurrection and must operate only with Core Characteristic base values and no Skill Dice during this period, though Skill Dice values can be retained and reestablished after the six month period is complete.

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Yneur’s Legs (TIME DILATE) Rune School: Naming Spell Type: Cosmic Magick CPs: 1 Duration: 1 skirmish round travelled forward in time per Orphic Plasm investment (15 ingame seconds per round). Orphic Investment: 3 + value equal to number of object runes. Base Runes: [16] [18] [5] DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper


ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien.

Spells of Weaving The method for casting the Runes of Weaving is almost identical to that of Naming, except that the rune-string is provided in its entirety within the spell description, so there’s no need for the caster to determine an object’s runes. The caster gathers up a number of d20 equal to the number of runes in the runestring then rolls this dice hand, aiming to match the string listed in the spell description. Unless there are only one or two runes in the rune string an immediate match is unlikely. The dice values will instead need to be nudged until the caster achieves a perfect match (see Nudging). Each spell listing includes the school to which the spell belongs, the spell category, the amount of Magick Character Points earned if the spell is successfully cast, the duration of the spell, the orphic investment, the spell effect rune string and a description of the spell effect. Spells are listed in alphabetical order.

Quick Glance Index Ambient Merge (Quasi-Invisibility) Arcane Burn (Fire Burst) Assassin's Foot (Muffle Sound) Banish Jinx (Lift Curse) Barb's Tractive Ward (Tractor Beam) Besom of Flight (Staff of Flying) Brighd's Hearth (Runes of Sanctuary) Charismatic Compel (Heightened Allure) Dara’s Obstacle (Magickal Forcefield) Detect Magick (Illuminate Runes) Dread Sense (Detect Peril) Druth's Walking Soul (Far Sense) Dymensional Pinch (Wyrd Warp) Folly of Kamm (Rainbow Fireworks) Gloospell of Sobriety (Inflict Sobriety) Gungin's Cube of Perplexity (Confuse Fell) Hail’s Roaring Insults (Intimidate Enemy) Helyloof's Radiant Flare (Illuminate Area) Immutable Veil (Shroud Target) Impass of Frun (Magickal Lock) Leoht's Solace (Heal Wound) Lunad's Shining Moon (Cast Light) Magickal Resonation (Illusory Sound) Magick Missile (Homing Missile) Menhir’s Cosmic Trip (Orphic Regeneration) Menhir’s Trigger (Conditional Spell Effects) Merciless Staff of Fire (Staff of Flame)

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Merklyn's Mystic Map (View Surroundings) Merrihenge (Portals of Standing Stone) Merri's Portal (Portal of Transference) Net of Runic Web (Magickal Net) Nimbus of Fell Loathing (Target Fell) Nimrosbane's Universal Key (Skeleton Key) Orphic Implosion (Drain Orphism) Quadric Defence (Deflect Blade) Reaching Stave (Pole of Many Uses) Roselvia's Charge (Create Tanking Force) Rune of Revealing (Improved Spot Secrets) Rune of Amdrill (Increased Combat Prowess) Runes of Ancor (Impenetrable Dark) Runes of Countering (Block Magick) Runes of Fortune & Fate (Improved Luck) Sigil of Desire (Runic Illusion) Sungrain of Growing (Forge Sunfood) Sy Pulse (Explosive Shock Wave) Trong's wardline (Triangle of Warning) Unnerving Glance of Sprain (Unnerve Target) Vortex Armour (Egg of Random Effects) Ward of Konos (Cone of Protection) Willow’s Glitter (Fool's Gold) Wythy Walk (Dream Walk) Yneur's Sudden Blur (Retrospective Reflexes)

Ambient Merge (QUASI-INVISIBILITY) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: in-game minutes equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (4 skirmish rounds per in-game minute). (Spell-Binders, equal to AA Spell Binding value only). Rune String: [19] [15] [12] Orphic Investment: 9 DESCRIPTION The runes for this spell effect are traced upon the surface the caster intends to camouflage himself against. Upon completion, the caster’s body, from head to toe, is encased in a skin-tight field whose surface is covered with the image of the area upon which the runes were traced. If the caster stands against the same background he will merge into the scenery and will be difficult to spot from a distance. Ambient Merge is an imperfect invisibility spell and easy to spot at close range. For every full 10ft distance the subject is from an observing enemy (and assuming they are not also hiding behind cover), they gain Ee5 to any AA Sneak dice check. For example, where the subject is 18ft away from a passing enemy he gains Ee5 and where the subject is 20ft away he gains Ee10. Where the subject is behind cover, Evident Ease should be increased at the GM’s discretion. Conversely any attempt to observe someone hiding who is using this spell effect incurs Dd1 for every 10ft distance (up to a maximum Dd4).


Arcane Burn

Banish Jinx

(FIRE BURST)

(LIFT CURSE)

Rune School: Weaving Spell Type: Weaponized Magick CPs: 1 Duration: in-game minutes equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (4 skirmish rounds per minute). (Spell-Binders, equal to AA Spell Binding value only). Rune String: [16] [15] [16] Orphic Investment: 8, +1 for every Skill Dice the caster possesses in AA Orphic Effect.

Rune School: Weaving Spell Type: Heal Magick CPs: 1 Duration: immediate/permanent. Rune String: [4] [9] [19] [16] [5] [12] Orphic Investment: 6 DESCRIPTION The runes for this spell are traced over the top of a hex tattoo which has been applied to a victim using Anarchaic magick. Immediately the runes are complete the tattoo begins to fade and then vanishes. The effects of the hex are lifted. The effect is permanent but does not render the target immune to the effects of further hexes.

DESCRIPTION The runes are traced into the air using a rune stave, staff or wand. As soon as the tracing is complete the end of the rune tool begins to glow with a flickering flame. This swirls outward and grows to create a twisting ball of fire, the size of which is dependent upon the rune tool. The resulting fireball is then fired as a ranged weapon with a weapon bonus equal to the rune bonus of the rune tool used. The fireball is fired using AA Sling with an unskilled range of 60 feet requiring an unimpeded Line of Sight. The fireball has a Splash value of 6ft. Damage is resolved in the usual way.

Assgsslq’s Frrt (MUFFLE SOUND) Rune School: Weaving Spell Type: Blessing Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). Rune String: [20] [9] [16] [20] [15] [5] Orphic Investment: 6 DESCRIPTION Runes are marked on the bare skin, clothing or armour of anyone to be affected by the spell. The caster need only match one runic string with her rune dice check, but must make a number of Orphic Investments equal to the number of subjects to be included in the spell effect. For example, if the caster wishes to bless five allies with Assassin’s Foot she must make five orphic investments, or 30 points of Orphic Plasm, but need only make one rune roll. Assassin’s Foot gives all included characters the ability to walk without making a sound, either with their feet or with any other part of their body, with the exception of their voice. For the duration of the spell effect all included characters gain maximum Evident Ease on any AA Sneak dice check or Dd2 on any AA Hear a Pin Drop or AA Spot Secrets dice check made by an enemy. Dice checks last only for the duration of the spell effect, after which a fresh dice check should be made if the subjects are still sneaking.

Bgrf’s Trghtlve Wgrd (TRACTOR BEAM) Rune School: Weaving Spell Type: Kinetic Magick CPs: 1 Duration: skirmish rounds equal to caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). Caster may dispel early at his own discretion. Rune String: [3] [15] [13] [5] [18] [5] Orphic Investment: 20 DESCRIPTION The runes for this spell are traced in the air with a rune wand, staff, stave of finger. The rune tool or finger is then pointed directly at the target and a powerful tractor beam with a warding effect is emitted. The spell only affects targets with a Size Bonus the same or less than that of the caster or moveable objects with a weight (k) equal to or less than the caster's Size Bonus x 100. Once a living target is ensnared, and while the spell remains in effect, the target cannot attack, shoot or cast magick at the caster. The tractor beam should be treated as an AA Hit Bullseye ranged weapon with an unskilled range equal in feet to the caster’s combined AA Orphic Talent and AA Orphic Effect values (for Spell-Binders the range is equal in feet to AA Spell Binding). A miss indicates the attempt to ensnare the chosen target has failed but the spell has succeeded (assuming the rune-string has been matched). The caster still gains Character Points for a successful cast. The beam causes no damage but instead draws the target inexorably toward the caster at a steady rate of 1ft per skirmish round. Living targets are paralyzed from the waist up while the spell lasts. The target cannot break free from the beam for the duration. The target will only stop moving toward the caster when his body has touched the outstretched end of the caster’s wand, stave, staff or finger, at which point he must remain where he is until the spell

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effect ends. The tractor beam will only affect one target. Where the beam misses the intended target and hits collateral instead the beam continues to operate as normal until the spell effect ends or the caster chooses to end it. If the beam misses altogether it shorts out and the spell ends prematurely, though it is still deemed to have been cast successfully.

Besom of Flight (STAFF OF FLYING) Rune School: Weaving Spell Type: Kinetic Magick CPs: 3 Duration: Permanent. Rune String: [2] [12] [1] [3] [11] [3] [1] [20] Orphic Investment: equal to caster’s Size Bonus multiplied by 100. DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Donec ac sapien pretium, fringilla orci


semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante.. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante.

Brighd's Hearth Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor.

Brighd's Hearth (RUNES OF SANCTUARY) Rune School: Weaving Spell Type: Cosmic Magick CPs: 1 Duration: in-game hours equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders, equal to AA Spell Binding value only). Rune String: [2] [5] [5] [18] Orphic Investment: 18, +1 for every ale served and +2 for every sun-food meal. DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam.

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Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitud.


In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam.

Charismatic Compel (HEIGHTENED ALLURE) Rune School: Weaving Spell Type: Blessing Magick CPs: 1 Duration: in-game minutes equal to caster’s combined AA Orphic Effect and AA Orphic

Talent values (Spell-Binders, equal to AA Spell Binding value only). (4 skirmish rounds per minute). Rune String: [8] [15] [20] Orphic Investment: 26 minus target’s Allure value. DESCRIPTION A targeted spell effect (the caster may target themselves or somebody else). The runes are written somewhere on the target, which must be an intelligent (minimum CC Mind value of 5) living creature either of Fae or Fell origin. Runes can be painted or inked onto the target but must be visible (as opposed to merely traced). Applying the runes as a tattoo will not increase the duration of the spell effect or the spell's potency. This spell causes the target to exude sexual allure, an air of charismatic self confidence and an animal magnetism members of the opposite sex (or same sex where applicable) will find almost impossible to resist. The subject gains maximum Evident Ease on any dice check he makes using AA Allure while the spell is in effect and where any target of the subject’s attentions attempts to make an AA Immune to Charm dice check they incur Dd4.

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Dgrg’s Ofstghoe of Might (MAGICKAL FORCEFIELD) Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: Semi-permanent. Rune String: [2] [12] [15] [3] [11] Orphic Investment: 5 DESCRIPTION The runes for this spell effect can be carved into wood, written with chalk or painted on, but cannot be traced. They are applied repeatedly to whatever framed area will house the forcefield so that they scroll around the entire frame. This effect requires a threshold of finite size and an aperture no greater in width or height (in feet) than the value of the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). The GM and player should remember the caster will need to be able to write the runes on the uppermost frame of the aperture, thus the height should be within reach, or at least reachable using some kind of scaffolding apparatus, ladder or levitation effect. A character’s maximum vertical reach is equal in feet to his Size Bonus multiplied by two. The area must be retained within some kind of frame, thus it may be a doorway, a passage, an arch, a cave-mouth, or any other kind of portal or opening just so long as the frame is surrounded on all sides giving the forcefield four edges to latch onto. The spell can be used to create an obstacle across an opening or across a doorway with a closed door, in which case the forcefield reinforces the door already present. The forcefield has a permanent duration, or lasts until the caster dispels it at will (once dispelled it cannot be reactivated without recasting the spell as the runes vanish as soon as the forcefield becomes active). The forcefield is invisible but tangible and seemingly impenetrable. In fact it has an Object Strengh (see Overmaster's Companion) of 100, plus a number of additional points equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders, equal to AA Spell Binding value only). The Object Strength can be degraded at a rate of points equal to the attacking character’s AA Might value for every successful AA Bludgeon dice check the character makes. Each attack against the forcefield takes one full skirmish round during which time the character cannot undertake any other action. Attacks must be made with bludgeoning weapons or with bare fists/feet only if the attacker has a minimum AA Might value of 16. Once broken, the forcefield vanishes and can only be remade with another spell cast. The forcefield blocks all outside elements including all physical ingress of air, fire, water and any enemies attacking the group.


Detect Magick (ILLUMINATE RUNES) Rune School: Weaving Spell Type: Divination Magick CPs: 1 Duration: immediate, but runes will glow for skirmish rounds equal to the caster’s AA Orphic Talent value. Rune String: [19] [5] [5] Orphic Investment: 3 DESCRIPTION The runes for this spell are traced in thin air using any rune tool (wand, stave, staff etc.). The spell effect causes any active runes within a radius of feet from the caster equal to the caster’s AA Orphic Effect value, whether painted, chalked, on stones, on gems, or recently traced into the air, to appear (where applicable) and to glow with a fierce orphic light. Only runes which are part of active spells whose duration is yet to run out will appear.

Dread Sense (DETECT PERIL) Rune School: Weaving Spell Type: Divination Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders, equal to AA Spell Binding value only). Rune String: [2] [15] [15] Orphic Investment: 3 DESCRIPTION Typically cast when the caster fears something intangible may be threatening him, or senses the possible presence of a trap. While the spell is active, the caster will be able to sense the presence of hidden traps, the mutinous or malignant intentions of enemies known or unknown nearby and any natural perils that may be imminent. The spell effect pertains generally to the caster but he may also sense perils targeting those around him, including friends and enemies, although his interpretation of these perils will be less accurate.

Drutk’s Wgonlqj Sruo (FAR SENSE) Rune School: Weaving Spell Type: Cosmic Magick CPs: 2 Duration: In-game minutes equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). (4 skirmish rounds per minute) See also Description. Rune String: [18] [5] [3] [3] [5] Orphic Investment: 5, +1 for every 1000 feet the caster travels.

DESCRIPTION The runes for this spell are marked on the ground to form an arrow pointing the direction in which the caster wishes to project himself. Once the successful rune cast is achieved the character must make a successful passive AA Meditation dice check. Where external factors make meditation hard the GM should impose Difficulty Dice. If Meditation fails the caster is unable to relax enough to project his soul outward and into the Web of Wyrd and the spell effect fails. If the dice check succeeds, the caster appears to go into a meditative trance, but is in fact ‘soul walking’ using the Web of Wyrd. His spirit has left his body and is flying above the ground. The spirit 'eye' has a vantage point some thirty feet above the ground but can only move laterally, unable to rise higher than thirty feet but able to drift down within this range. On his journey the caster will be able to look down and see what is happening in the land he passes and when he arrives at his destination he will manifest as a translucent phantom version of himself. In this phantom form he can see but cannot hear or talk. The phantom form has no sense of touch, cannot manipulate objects or people, has no spell casting ability and is essentially nothing more than a projection of the caster’s essence. Any item the caster is carrying and clothes he is wearing will also appear on the phantom, thus messages can be conveyed to the caster by individuals at the caster’s destination if written on parchment before the caster soul walks. The caster may not personally mark items he carries on his phantom form when he is in phantom form, however, though he may show premarked messages or items to those present at his destination. The walking soul cannot pass across any barrier preventing spiritual ingress, such as the Anarchaic spell Soul Blight or the Gungin Gap, nor can it pass across magickal rune obstacles such as the Ward of Konos. The distance the caster may travel is a number of feet equal to (or less than) his AA Orphic Effect value multiplied by 1000. One mile is roughly equal to 5000 feet, thus a character with an AA Orphic Effect value of 10 may travel 10,000 feet or roughly two miles. The duration of the spell effect will restrict how far the character can soul walk and for how long. The phantom projection travels at a rate of 1000 feet per in-game minute, thus the caster will need to determine how much time he spends in transit and how much time he spends at the destination point using this information. The caster need not travel back from his destination as his soul will automatically return to its corporeal form when the spell effect ends.

For example, the destination is (roughly) two miles away or 10,000 feet. The caster has a combined AA Orphic Effect and AA Orphic

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Talent value of 22 so the spell effect will last for 22 in-game minutes. Travelling at 1000 feet per in-game minute, the caster will arrive at the destination (10,000 feet away) after ten minutes. He will therefore have twelve further in-game minutes to spare when he arrives in which to observe his destination. Once the soul walker arrives at the destination he may explore freely within a radius of no more than one mile in any direction lateral to the marked arrow. He may move onward in the same direction as the arrow as far as he likes provided he has time to do so.

Dymensional Pinch (WYRD WARP) Rune School: Weaving Spell Type: Cosmic Magick CPs: 1 Duration: in-game hours equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). Rune String: [1] [18] [11] [8] [1] [13] Orphic Investment: 6 DESCRIPTION The runes for this spell are painted, drawn, chalked or otherwise marked onto the floor, wall or ceiling of any room or chamber. The chamber can be natural (i.e. a cave or cavern) or artificial (i.e. a man made room in a house, castle, dungeon and so on). The spell effect causes one corner of the room to warp inward with the corner where two walls meet shrinking from top to bottom to a singularity so that the same corner of the floor and the ceiling respective to that location come together. The caster and anybody aware of this strange angular effect can then walk into the dymensional pinch where they will be hidden within the Orphic Nexus. To anyone unaware of the spell in effect they will merely be presented with what looks like a curious architectural anomaly. If they attempt to walk toward the pinch they will find the ceiling and floor remain at a uniform distance even though they seem to be approaching the singularity. Anyone hiding in the pinch will gradually come into view, depending on how far in they have chosen to hide. The pinch is an infinite loophole with no end and anyone walking toward the singularity can theoretically keep walking forever without reaching the corner of the room. From the point of view of an outside observer they will appear to shrink quickly as they enter the pinch, vanishing from view within a few seconds. Anyone who has walked into the pinch cannot be seen or heard and is impervious to damage or physical contact, though they are not entirely safe. Daemonic Fell (those with Dread Soul Stones at their heart) can sense the presence of, and reach into, any dymensional


pinch and extract anything they find hiding therein. Moreover, anyone hiding within a dymensional pinch will age and suffer hunger, thirst and so on as normal. Time does not stop within the pinch, only spatial reality. As soon as the spell effect ends the warp collapses and the normal dimensions of space return. Anyone who was walking into or hiding in the pinch will find themselves standing in the corner of the room.

Gungin’s Cufe of Perplexity (CONFUSE FELL)

Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: Immediate Rune String: [20] [14] [20] Orphic Investment: 3 DESCRIPTION The caster traces the runes of this spell in the air with a rune wand, stave, staff or finger. Immediately the cast is complete, bright rockets of multi-coloured light erupt from the end of the rune tool, popping and exploding harmlessly in the air around the caster like fireworks. The fireworks are illusory and incapable of causing any harm or damage, if fired laterally at a target, for example. The spell effect is noisy, bright and exciting. It may serve as a useful distraction against low intelligence foes, as a frightening display to scare away wild animals or as a form of entertainment during festivals or parties. A small amount of sporadic light is achieved with each firework burst and this may also help to light up dark spaces.

Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders, equal to AA Spell Binding value only). Rune String: [4] [9] [13] Orphic Investment: 9 DESCRIPTION The runes for this spell are drawn, painted, chalked or otherwise marked on the ground at the caster’s feet. The caster must be standing on the runes in order for the spell to work. If the caster is pushed off the runes or otherwise moves from them the spell effect ends and fresh runes will need to be created to restart the spell anew. An invisible cubic area of effect with a width, height and depth equal in all respects to the caster’s AA Orphic Effect (or less, if the caster desires) surrounds the caster who stands at the bottom of the cube at the dead centre of its base. All Fell who enter the cube become confused and any CC Art & Expertise, CC Mind & Memory or CC Sense & Sympathy based dice checks the Fell make while within the cube incur an automatic Difficulty Dice penalty, regardless of whether the check is opposed or passive. The extent of the penalty is Dd4 minus one Difficulty Dice for every full +3 Skill Dice the Fell possesses in AA Place in the Cosmos. This spell has no effect on non-Fell enemies.

Gloospell of Sobriety

Hglo’s Rrgrlqj Iqsuots

(INFLICT SOBRIETY)

(INTIMIDATE ENEMY)

Rune School: Weaving Spell Type: Hex/Blessing Magick CPs: 1 Duration: Immediate. Rune String: [19] [15] [2] [5] [18] Orphic Investment: 5 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit.

Rune School: Weaving Spell Type: Psychic Magick CPs: 1 Duration: one skirmish round for every ten insults the stone yells. Where the stone will fire off 10 insults, this is equal to 1 skirmish round, 20 insults is equal to 2 skirmish rounds and so on. Rune String: [19] [15] [12] Orphic Investment: 3 per 10 insults. DESCRIPTION The runes for this spell are painted, drawn, carved or otherwise marked onto a rock, pebble or gem no larger than the caster’s fist. Immediately the runes are marked the object levitates into the air to a distance of 40 feet (or to the ceiling, whichever comes first) and proceeds to emit insults in a great booming voice filled with spite and rancour. If the caster has an enemy in mind he can direct the stone to specify them in its insults,

Folly of Kamm (RAINBOW FIREWORKS)

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otherwise the insults can be generally aimed at a mob of enemies. The stone will fire off ten uniquely offensive insults for every orphic investment made. The diatribe will be so damning and cutting to the sensibilities of its target that the result will be a Dd1 penalty to any dice check the enemy make while the spell is in effect. The insults rely on a form of psychic violation which takes the target enemy’s deepest fears and insecurities directly from their own mind then projects them back. Any spell effect blocking psychic spells will therefore save the subject from the Difficulty Dice penalty. The offence caused by the spell will be so damning that enemy targets will develop a murderous hatred for the caster and will try to target him before any other member of the player group. If they land blows on him in melee combat they may add their AA Skirmish Strength value to base damage, representing their rage and hatred. If the stone or pebble is knocked down before the spell effect ends (either with the swipe of a very tall enemy’s hand or weapon or by a successful arrow or other missile shot) the voice will fall silent and the effect will end. Although the spell effects will end, victims of the stone’s insults will retain their hatred for the caster and their damage bonus if they land a blow upon him.

Heoyorri’s Rgdlgqt Fogre (ILLUMINATE AREA) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). Rune String: [19] [15] [12] Orphic Investment: 3 DESCRIPTION The runes are traced into the air with a rune stave, staff, wand or finger. Immediately upon completion a flare of golden colour shoots from the end of the rune tool, flies to a distance of 100ft then explodes with a uniform and expanding sphere of light, illuminating a roughly 500ft area with day-level light. The caster can direct the flare wherever he wishes to point his rune tool, but the explosive force is luminous only and will cause no LifeForce or Object Strength damage to physical objects. The flare will not blind or dazzle if fired into the midst of enemies as the light emerges uniformly, expanding outward rather than emitting from a single point of bright illumination. There is no focal point and no obvious source from which the light comes. Shadows will seem to fall strangely, guttering this way and that without settling on any one single direction.


The flare will only illuminate normal darkness and has no effect on Abysmal Dunlight (for example, such as the impenetrable darkness of the Gungin Gap).

Immutable Veil (SHROUD TARGET) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: in-game minutes equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders, equal to AA Spell Binding value only). (4 skirmish rounds per minute). Rune String: [6] [1] [11] [5] [18] Orphic Investment: 8 per target (maximum targets equal to casters AA Orphic Talent value) DESCRIPTION The runes are traced in the air using a rune stave, staff, wand or finger. The caster then points the rune tool at his targets, one of whom may be the caster himself. The spell effect shrouds the nature of the target’s race and creed from anyone who looks upon them, talks with them or otherwise interacts with them. They will appear to the eye of the beholder as the beholder most wishes them to appear at that given time. Once the effect wears off anyone previously duped will see the targets as they really appear.

Impass of Frun (MAGICKAL LOCK) Rune School: Weaving Spell Type: Command Magick CPs: 1 Duration: permanent until dispelled by caster. Rune String: [19] [1] [6] [5] Orphic Investment: 18 DESCRIPTION The runes are traditionally carved onto the wooden aspect of the thing to be locked. This might be a door, a chest or any other object with a hinged lid or aperture designed to contain or prevent passage. The object must be no larger than the average sized door. The lock has no keyhole and cannot be opened by normal means, moreover the runes render the locked object itself impervious to damage. Only magick will open or damage both the object and the lock, the object having an Object Strength of 100 points for every Skill Dice the caster possesses in AA Orphic Effect. Once marked and the spell is active, the runes will vanish, though the spell effect will continue. Impass of Frun can only be unlocked if the caster dispells the magical effect. A new Impass spell will need to be cast and new runes scribed if the caster wishes to lock the same object again.

Leoht’s Sroghe (HEAL WOUND) Rune School: Weaving Spell Type: Heal Magick CPs: 1 Duration: Immediate. Rune String: [8] [5] [1] [12] Orphic Investment: 5 DESCRIPTION Runes are daubed onto the flesh of the target using the target’s own blood. The blood must be fresh and taken from a wound on the target’s body. The wound cannot be deliberately created so that the blood can then be used to heal a different or the same wound. The spell effect cures any target up to its maximum Life-Force value. Life-Force is repaired at a rate of one point for every orphic investment made, thus 1 point of Life-Force is healed at a cost of 10 Orphic Plasm points. Severe Wounds can be cured at a rate of one Severe Wound for every ten orphic investments. Life-Force loss or ability value loss associated with Severe Wounds is not healed automatically when the Severe Wound is healed.

Luqgd’s Sklqlqj Mrrq (CAST LIGHT) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: Caster defined (dispel at will) Rune String: [14] [5] [15] [14] Orphic Investment: 4 DESCRIPTION The rune is traced into the air, causing a soft bluish glow, similar to moonlight, to be cast down from somewhere above the caster’s head. This is a gentle light giving the caster the ability to see a few feet ahead in darkness and washing surfaces in a pale blue hue. The light moves with the caster, though the source never appears.

Magickal Resonation (ILLUSORY SOUND) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: In-game minutes equal to caster’s combined AA Orphic Talent and AA Orphic Effect values. (Spell-Binders, equal to AA Spell Binding value only) plus one in-game minute per additional Orphic Plasm investment. (4 skirmish rounds per minute). Rune String: [12] [1] Orphic Investment: 2 DESCRIPTION This spell effect is created by scribing, painting, tracing or chalking the rune string

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onto any musical instrument. Along with the successful matching of rune dice, the caster must succeed a passive AA Meditation dice check with Difficulty Dice imposed where external factors make relaxation and entering a trance difficult. The caster imagines the sounds she wishes to create in her mind and then projects those sounds into the instrument. The instrument merely acts as a channel through which the illusion manifests as a resonation, the sound created need not be restricted to the capabilities of the instrument and the instrument does not need to be played, it will seem to play of its own accord. The volume of the sounds can be a whisper or equal to the instrument's normal loudest volume. The sound will emanate from the instrument, but if the instrument is hidden the origins of the sound can be convincingly ambiguous. Effects created can range from the normal music associated with the instrument to voices, singing or sound effects with little in the way of restriction bar the caster's own imagination.

Magick Missile (HOMING MISSILE) Rune School: Weaving Spell Type: Weaponized Magick CPs: 1 Duration: Missile may be kept indefinitely once runes are applied and before it is fired. Rune String: [20] [5] [14] [16] [9] [14] Orphic Investment: 40 DESCRIPTION The runes for this spell are painted, drawn, chalked or otherwise marked onto the missile to be used. This might be an arrow, a bullet, a throwing knife, a grenade or any other kind of ranged ammunition or weapon (the object must be either a lob or line of sight ranged weapon or ammunition). When fired or thrown the missile will immediately fly to the target intended by the firer/thrower provided the target is within unskilled range, no dice check necessary. LifeForce damage is resolved as normal. The missile will intelligently find a way to its target, avoiding all potential collateral, flying through open windows, etc. This is true even if the missile fired is usually reliant upon line of sight.

Meqklr’s Crsplh Trls (ORPHIC REGENERATION) Rune School: Weaving Spell Type: Orphic Magick CPs: 2 Duration: in-game days equal to the caster’s AA Kinship Skill Dice (24 in-game hours per day) Rune String: [15] [16] Orphic Investment: none (see Description).


DESCRIPTION The runes are chalked or traced onto any of the sacred standing stones found within the lands of The Angle or Cornoval. Where the runes are traced successfully, the caster’s Orphic Plasm value goes up by 10xd10 points and may exceed the caster’s maximum value for the duration of the spell only (as soon as the spell effect ends the caster’s Orphic Plasm must return to maximum value if it is higher and all excess plasm is lost). In addition Spirit is increased to its maximum value. For one 24 hour period after casting this spell the caster will experience a euphoric state akin to mild inebriation. The sky above will appear to be crisscrossed by a lattice of infinite complexity and all the stars of the cosmos will shine down even in the middle of the day. Colours will take on strange hues and the caster will see bizarre yet benign phantom forms wandering around. These forms will pay the caster no heed, and the caster will be unable to interact with them, for they exist on a different plane of reality and are unaware of his presence. For the duration of this period the character gains Ee12 for any CC Fate & Fortune based Active Ability but incurs a Dd1 penalty on any other form of dice check. Spirit rolls are unaffected. The character will be unable to fight or engage in any aggressive activity during the spell duration and even the most intimidating foe will fail to prompt any kind of violent response. The GM should be strict to impose this restriction on the player where the player is eager to forego the role-play aspects of the caster’s euphoria in favour of helping his fellow players (the effect cannot be dispelled before time).

Meqklr’s Trljjer (CONDITIONAL SPELL EFFECTS) Rune School: Weaving Spell Type: Command Magick CPs: 1 Duration: permanent until triggered. Individual spell durations apply. Rune String: [1] [2] [3] plus rune string of chosen spell effect. Orphic Investment: 10 plus Orphic Plasm equal to the number of runes in the caster’s chosen spell effect. DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum

ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum.

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Merciless Staff of Fire (STAFF OF FLAME THROWING) Rune School: Weaving Spell Type: Weaponized Magick CPs: 1 Duration: 3 skirmish rounds. Rune String: [14] [1] [16] [1] [12] [13] Orphic Investment: 20 DESCRIPTION The runes for this spell are traced into the air using a rune staff. Immediately upon completing the runes, fire begins to erupt from the end of the staff and the caster aims this toward his enemies. The spell cast is deemed to take only the first skirmish round to cast and is, thereafter, in effect, allowing the caster to fight and take advantage of the spell at the same time. In the first round he can only cast the spell. The flame is too small during this initial magick phase to cause any damage. At this point foes who succeed in a passive AA Spot Secrets dice check see the caster preparing to use his staff and can, if they so wish, disengage from combat and retreat, though penalties will apply. At the start of the caster's turn in the next skirmish round the flames increase in distance and size so that they pour out over the enemy to an unskilled range equal in feet to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only). This is deemed to be a ranged Line of Sight attack. The attack should be made using AA Sling with a +10 weapon bonus. The fire dies out at the end of the third skirmish round after casting. Anybody (enemy or ally) within the caster’s chosen line of sight takes damage in the usual way, but continues to burn after the spell has ended. For each subsequent round they remain on fire they incur a further 1xd10 Life-Force points of damage. The fire can be doused if the victim drops to the floor and rolls for 1d4 skirmish rounds. During this time enemies cannot approach the flame engulfed victim to land free blows even though he is considered disengaged from combat. He will continue to suffer Life-Force point damage until the fire is out. If the victim can immerse himself in a body of water the fire will go out immediately, however the GM should calculate how far the water is, how long it will take the burning victim to reach the water and, subsequently, how much damage the victim will incur during this period. Armour will protect the victim in the usual way, but the fire is magickal and will burn any material, from flesh to leather to metal plate. Damage is absorbed every skirmish round the victim burns by armour, but the armour bonus is depleted in the usual way at a rate of one armour bonus point per round. Fire based creatures are immune to this spell.


Mernoyq’s Mystlh Mgs

Merrihenge

(VIEW SURROUNDINGS)

(PORTALS OF STANDING STONE)

Rune School: Weaving Spell Type: Divination Magick CPs: 1 Duration: Caster defined (dispel at will). Rune String: [16] [12] [15] [20] Orphic Investment: 4 DESCRIPTION The runes for this spell are scribed, painted, drawn or chalked on the floor at the caster’s feet and thereafter, while the caster wishes to maintain the spell he must remain standing in the same position. As soon as he moves his feet the effect ends and must be cast anew. Immediately upon completing the runes the caster cups his hands and above them appears a vague lattice of lines which is a three dimensional framework representation of the caster’s immediate surroundings. The GM should provide a rough sketched map of the area within a circular range no greater than 30ft from the location of the caster (including all three dimensions so any rooms or passageways under or above the caster should also be noted though, for ease of interpretation, sketches higher or lower floors should be offset as separate maps with the caster marked at dead centre). Beyond this the GM should also estimate the location of certain items up to a range equal in feet to the caster's AA Orphic Talent + AA Orphic Effect x 10 (equal to AA Spell Binding x 10 for Spell Binders) using icons noted in Table 16. Paper already marked with a hex grid will make the sketching of this map easier and more accurate, but supplies of grid paper should be the onus of the player who thinks he may be likely to cast this spell and not the GM. Rooms and passageways beyond the 30ft range do not need to be included, only icons for relevant items. Icons representing items should be marked with an arrow if they are moving, showing the direction of movement. The GM should also indicate how far the item appears to be moving per skirmish round and whether the object is moving in a straight line, turning corners or any other relevant motion details.

Rune School: Weaving/Oak Spell Type: Cosmic Magick CPs: 0 Duration: 1 in-game hour, though from the perspective of the travelers the effect seems instantaneous. Rune String: NA Orphic Investment: NA DESCRIPTION

Table 14 ~ Merklyn's Map Icons Item

Icon

Caster

X

Living Creature (not caster)

Y

Fell Breed

Δ

Body of Water

Ѳ

Magickal Effect

Ж

Fire/Intense Heat

Ψ

Characters not belonging to the Wythian cult may not cast Merrihenge. The caster must have a minimum Cult Allegiance of 5.This spell effect requires no dice check or orphic investment but nor does a successful cast award Character Points. There are numerous sacred standing stones in the lands of The Angle, Mortun Pandi and Sanas Morcorm where the old Cornovish race once held sway and erected, in honour of their sacred faith, the menhirs of old. These great standing stones are etched, from the ground up to a height of between six and ten feet, with uncountable runic marks, each the mark of Merrihenge as scribed by a different Wythian follower. The runes of Merrihenge differ from caster to caster and are developed, much like a signature, during the caster's apprentice period and perfected every subsequent time he makes the mark. Only those who belong to the cult of Wythia may etch their personal mark of Merrihenge upon the stones and cast this runic spell which is as much reliant upon mystical faith as on magickal talent. However, anyone can pass through a portal once it is opened by the caster if they are holding the hand of the caster or in a chain of hands connected to his. Those who travel with the caster need not be of the Wythian cult, but if they have no Cult Allegiance or zero Cult Allegiance, they will emerge from their teleportation having lost all Spirit value. The stones must be used only after sunset and regardless of the intended location, the traveler will not reappear upon Ereth for one full hour from the moment of embarkation. Where he goes during this time is unknown to even the traveler, though it is believed he dwells during this period in sublime states with the Oak Lords of the Web of Wyrd where the deeds and choices of his life to that point are judged. He will have no memory of the transition period regardless. Where the caster carves his mark into one of the (increasingly rare) blank spots on the stone he links that stone with any others upon which he has already made his mark. He may then travel between those two stones and any others marked with his rune by simply stepping between the stone and any counterpart belonging to the same circle. The caster, and anybody connected to him by

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means of holding hands, teleports to the intended other location, the player specifying clearly to the GM which location he wishes to target. The caster makes a Spirit roll and, where successful, teleports as intended to the specified location. Where the Spirit roll fails, the caster (and any fellow teleporters) will find himself emerging from a random set of standing stones somewhere else within Ereth. Mis-teleportations may send the caster to other stones marked with his Merrihenge rune or ones he has not yet visited or marked, the destination being ultimately decided by the GM. It has been said that fate and the spirits of destiny play a curious role in those who dare to travel through the dymensional byways of the standing stones without adequate strength of spirit and soul. Who can count the many times a traveler has found himself landing in a remote place where his presence is sorely needed, or from where his path will take him into adventures he might otherwise have overlooked or valuable experiences he might otherwise have missed? Then again, who can tell of the many ill-favoured Wythians who have sought a swift journey only to find themselves lost in some Cavernland dungeon where stones lost to unfathomable aeons have long stood in isolation and shadow.

Merrl’s Qrrtgo (PORTAL OF TRANSFERENCE) Rune School: Weaving Spell Type: Kinetic Magick CPs: 1 Duration: Caster defined (dispel at will) Rune String: [3] [8] [5] [12] [12] Orphic Investment: 15 DESCRIPTION The runes for this spell are traced in the air with a rune stave, staff, wand or finger and the rune tool is then pointed to the location where the portal will appear. The portal appears as a black swirling horizontal hole in the fabric of reality, 1ft by 1ft in diameter, roughly circular in shape and anything between 1ft and 6ft above the ground. The portal is then closed at the caster's will and when the next portal is created, wherever that may be, it will automatically connect, via a Wyrd wormhole, with the previous portal which will re-open in its original location. Items dropped into the top of one portal will fall out from the underside of the component portal, the order the portals were created making no difference to which acts as sender and which as receiver. The portal will carry wood, metal, earth, stone, fabric or a mixture of all but will not carry organic material nor any element that does


not fit into one of the above categories. Items dropped into the portal must be no larger than 1ft in width and must be no taller from top to bottom than the portal is high from the floor. Any organic material placed into the portal will merely pass through the top and emerge from the bottom as though it were nothing more than a swirling disc of black smoke. Once a portal has closed, the next portal to be conjured will connect with its predecessor, thus a portal will only allow its creator to pass one object back to a counterpart portal unless all existing portals are permanently dismissed and an entirely new initial portal is conjured. The duration of the portal lasts as long as the caster requires and until he dismisses the spell effect but while one portal is active (not necessarily open) it will be intrinsically linked to the previously created portal until both are dismissed, at which point the next portal created becomes the first and the subsequent portal the second, generating a new pair. Under no circumstances can a Merri Portal be passed through another pair of Merri Portals to create entangled portals.

Net of Runic Web (MAGICKAL NET) Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: skirmish rounds equal to the number of orphic investments made. Rune String: [19] [14] [15] [15] [4] Orphic Investment: 30 DESCRIPTION The runes for this spell are painted, drawn, chalked or otherwise marked onto as flat a surface as the caster can find. Immediately upon completion, the runes flow into one another then spring forth from the surface so that they can be grasped by the caster (and only the caster). As soon as the caster holds the runes they begin to multiply in all directions until the caster is holding a glittering net formed entirely of runes. The net behaves like any net fashioned from twine or thin rope while held but will also seem to have a life of its own and if studied closely will be seen to be formed of interwoven golden runes. When thrown over a target or otherwise grasped by somebody who is not the caster the net’s magickal properties become evident. The net is a lob ranged weapon (AA Pitch) with an unskilled range equal in feet to the caster’s CC Force & Form value x 2. It is used in the same way as any other ranged weapon but does not inflict damage. Where the net successfully falls on any Fell target with a Size Bonus of 8 or less it envelops the target and grows so that it covers him from head to foot.

If the thrown net misses its intended target (which must be pre-specified by the player) the net instantly dissolves into the ether. If the net lands a blow it constricts around the target until he is completely immobilized and forced to collapse. The net continues to tighten until the target is contained in a cocoon at which point the orphic stuff from which the net is forged flows freely like molten silver then solidifies to become as hard and firm as metal, encasing the target in an irregularly shaped egg with a rigid shell. The net is at its weakest at this point and the victim may make one AA Might dice check, incurring Dd3. If he succeeds he pushes apart the constraining bounds of the net and it vanishes back into the ether. The victim who fails the Might check is thus ensnared and will not be able to move or break the surface of the egg from the inside for so long as the spell effect remains powered by Orphic Plasm. Targets with a Size Bonus greater than 8 cannot be covered by the net and are therefore impervious to the effects described, though their movement and ability to take any action will be impeded until they can shake off the net (one passive AA Dodge dice check may be attempted per skirmish round, with movement restricted in the meantime and the victim unable to make attacks or Combos (though it may defend itself). While the target is cocooned it cannot be harmed and nothing can penetrate the shell, either from the outside or inside unless the shell is broken. Air and other gases are able to penetrate the shell, but anything likely to harm the target within will be blocked, as will any noxious or gaseous natural weapon the target may possess be prevented from escaping. Sound passes through the shell normally and though the target will be constricted he will be able to speak. The net has no weight, so if the caster and her allies wish to pick up the cocooned target and carry them away they can do so based only on the target’s own weight. If the shell is attacked from the outside by a character with a minimum AA Might value of 24 and a weapon with a minimum weapon bonus of +12 the shell can be cracked and broken, releasing the victim trapped inside. In this instance the shell possesses 100 Object Strength points (see Overmaster's Companion) for every Skill Dice the original caster possessed in AA Orphic Effect at the time of making the net. Only where the shell's Object Strength is reduced to zero does it finally crack and shatter apart. Alternatively the shell can be dismissed at any time by the caster's will. Once dismissed it cannot be renewed without casting the spell from scratch (including the throwing of the net and successful capture of the target).

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Nimbus of Fell Loathing (TARGET FELL) Rune School: Weaving Spell Type: Weaponized Magick CPs: 5 Duration: see Description. Rune String: [3] [18] [1] [3] [11] [12] [5] Orphic Investment: 50 DESCRIPTION

It is important to note that this spell has been outlawed by the Soul Stealer's Guild due to its potentially illegal method of harvesting Soul Stones and converting the energy directly to the caster and his allies, bypassing the licensing and marketing laws of the guild. Any member found using the spell will suffer loss of Guild Allegiance, while the guild is likely to take a dim (and probably violent) view of casters who are observed to be using the spell consistently and persistently within guild jurisdiction. The caster traces the runes in the air with a rune wand, stave, staff or finger. As soon as the rune cast is complete a thick black smoke pours from the end of the rune tool and masses in the air to form a pancake shaped thunderhead with a width of around 50ft. The caster can move the mass at will, though accuracy is unnecessary. The cloud discharges a single multi-forked bolt of lightning which targets all Fell enemies of the caster with an imagined circular area of effect with a radius of 50 feet from the centre of the point directly beneath the middle of the cloud. All Fell who fall within this area take 1xd10 Life-Force damage, while any nonFell and allies of the caster remain completely unharmed. Any Fell killed by the Nimbus do not revert to Soul Stones but instead are vapourized and all non-wicked magic casters within the area of effect (the caster, his allies or enemies, wyrman, fae or Fell) gain 1 Orphic Plasm point for every green stone and 10 points for every red stone. This effect covers both green and red Soul Stones, but not Dread Stones which manifest in the usual way if their owner is killed. The duration of the black cloud prior to discharge is equal in skirmish rounds to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) and moves at a speed equal to average walking rate (between 3 and 4mph). The caster may discharge the cloud sooner if he wishes. The cloud discharges at the end of the set duration whether the caster wills it or not, thus the caster should determine how far he can move the cloud in the time restriction compared with the distance of his target. He should also bear in mind that any enemies who spy the cloud are likely to assume danger and unlikely to stand obligingly beneath the cloud waiting for it to


Rune of Amdrill do something. The caster must have line of sight of the cloud at all times. If line of sight is ever broken completely the Nimbus vanishes and must be conjured anew. This spell effect works best in dark, underground locations where the cloud is hidden in the shadows of high ceilings, at night or on overcast and gloomy days when the sky is already covered with dark, stormy clouds.

Nimrosbane’s Universal Key (SKELETON KEY) Rune School: Weaving Spell Type: Command Magick CPs: 1 Duration: Immediate. Rune String: [15] [16] [5] [14] Orphic Investment: 10 DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio.

Orphic Implosion (DRAIN ORPHISM) Rune School: Weaving Spell Type: Orphic Magick CPs: 1 Duration: Immediate Rune String: [5] [1] [20] [13] [15] [10] [15] Orphic Investment: 20

DESCRIPTION The runes for this spell are traced into the air using a rune stave, staff or wand. Immediately upon completion of tracing the runes a large bubble emerges from the end of the rune tool, floats a few feet away from the caster then pops. A great in-rush of energy implodes to the spot where the bubble was and all characters who are not deemed to be allies of the caster lose 2xd10+10 Orphic Plasm points. Characters with no Orphic Plasm, or insufficient Orphic Plasm either lose what they do have or are unaffected. The spell has an area of effect with a radius equal in feet to the rune bonus of the rune tool used. The lost Orphic Plasm vanishes into the ether and does not transfer to the caster.

Quadric Defence (DEFLECT ATTACK) Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders equal to AA Spell Binding only) and so long as the rune-tool is held. Rune String: [4] [18] [15] [15] [16] Orphic Investment: 5 DESCRIPTION The runes for this spell are traced in the air using a rune wand, stave or staff (not the caster's finger). Whoever holds the rune tool thereafter for the duration of the spell will be protected by the Quadric Defence effect. The rune tool can change hands, the effect transferring to any who hold it while the spell remains active. Anyone attacking the holder of the rune tool with a weapon with a weapon bonus of +3 or less will find the weapon, seemingly fluid for a few seconds, bends magickally away from their target so that it misses them every time. This spell does not affect unarmed or ranged attacks.

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Reaching Stave (POLE OF MANY USES) Rune School: Weaving Spell Type: Transform Magick CPs: 1 Duration: in-game hours equal to the number of orphic investments made. Or caster dispels. Rune String: [19] [20] [9] [11] Orphic Investment: 5 DESCRIPTION The runes for this spell are traced into the air with a staff or long stave. The spell effect causes the same rune tool to then extend to a length of up to 30 feet (caster defines shorter length), simultaneously shedding half its weight. The extended pole does not flex but neither does it become brittle. Instead it gains a preternatural strength which allows the pole (not the person holding the pole) to support huge quantities of weight (up to 5000k) without bending or snapping. As soon as the spell is dispelled or ends the stave returns to its original length and weight and loses all magickal properties beyond those already possessed. To extend the staff/stave again the spell must be cast anew. While the stave or staff is elongated it cannot be used to cast runes.

Rrseovlg’s Ckgrje (CREATE TANKING FORCE) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: 1 skirmish round per orphic investment made by the caster. Rune String: [4] [18] [1] [7] [15] [15] [14] [19] Orphic Investment: 5 DESCRIPTION The runes are traced into the air using a rune staff, stave or wand. The rune tool is then pointed at the intended target. The spell effect creates a line of invisible charging horses, the ground quaking with the thunder of their hooves.


This phalanx of riderless chargers should be treated as a moving area of effect with width and length both equal in feet to the caster’s AA Orphic Talent value x 10 and a weaponized leading edge. The caster begins at dead centre and at the fore of this phalanx but the area of effect moves independently of him and does not effect him, even as it rolls over his position. The phalanx moves at galloping speed (about 30mph or 44ft per second, 660ft in one skirmish round) and as it moves carries with it the thunderous quaking effect and the sound of snorting, galloping horses. The caster chooses the direction the area of effect takes but, as with a real phalanx, the illusory horses must slow (or stop entirely) in order to make sharp turns. Other than the caster (who is exempt) whoever the area of effect engulfs as it moves will experience precisely the same trampling sensation they would experience if a real pack of galloping horses were to charge over them. This applies to enemies and allies alike. The area of effect can pass through walls and buildings, cross bodies of water and even vanish into and emerge from the ground at the caster's behest. Only living creatures capable of interpreting the illusion with a thinking mind (minimum CC Mind & Memory value of 1) will be damaged. Objects, buildings, walls etc. will remain unharmed though they are ineffective in stopping the spell. Victims with a Size Bonus of 7 or less are automatically knocked to the ground where they are trampled for 2xd10+10 LifeForce damage. Damage stacks where the victim is within the area of effect for more than one skirmish round, but only if the phalanx is able to turn back and trample him again (movement of the phalanx should be considered similar to that of the actual galloping ranks of a cavalry unit, thus turning and steering should be awkward and requires space in which to maneuver - the entire phalanx will only be able to turn on a penny if they come to a complete stop, and then such a precise maneuver should take at least two skirmish rounds to complete). Victims with a Size Bonus of between 8 and 15 may make an opposed AA Sturdy on the Feet dice check vs the caster’s AA Orphic Effect. If they fail the check they are knocked to the ground and take damage accordingly (as described above), otherwise they remain on their feet and are merely jostled for no damage rather than trampled. Victims with a Size Bonus of 16 or more are immune to the effects of this spell as they are too large to be phased by any amount of charging horses, real or unreal.

Rune of Revealing

Runes of Ancor

(IMPROVED SPOT SECRETS)

(IMPENETRABLE DARK)

Rune School: Weaving Spell Type: Divination Magick CPs: 1 Duration: Caster defined. Rune String: [19] [5] [5] [11] Orphic Investment: 4 DESCRIPTION The caster scribes, paints, chalks or draws the runes onto the floor and then sits cross-legged upon them. He then enters a trance which requires a successful AA Meditation dice check (GM imposes Difficulty Dice where the meditation or concentration might be impeded by external factors). While in this trance the caster gains maximum Evident Ease to any AA Spot Hidden dice check. He projects his mind which wanders freely within the area of the spell effect. This area has a radius equal in feet to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only). For this spell effect to work correctly the caster must have a clear idea in his mind of what he wishes to find and is unsuitable for merely rooting around looking for items of interest. In short, Rune of Revealing is best suited to finding something specific that is lost or which is known to be within a certain vicinity but cannot be found by conventional means. The drifting eye of the caster can pass through walls/floor/ceiling, objects and any other material of a non-organic nature and in this sense Rune of Revealing can also be used to snoop and spy in places nearby but otherwise beyond reach.

Rune School: Weaving Spell Type: Phantasy Magick CPs: 5 Duration: in-game minutes equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binder equal to AA Spell Binding only). (4 skirmish rounds per in-game minute). Rune String: [16] [15] [16] Orphic Investment: 8, plus one additional point of Orphic Plasm for every Skill Dice the caster possesses in AA Orphic Effect. DESCRIPTION An area of utter darkness is conjured by tracing the runes on the ground, a wall or similar surface. The area of effect is cylindrical in shape with the circular end of the cylinder flat upon the ground and the runes at dead centre. The diameter of the cylinder is equal in feet to the value of the caster’s AA Orphic Effect while the height is equal in feet to Orphic Effect x 2. For example, a caster with an AA Orphic Effect of 10 can conjure a cylindrical area with a diameter of 10 feet and a height of 20 feet. Anyone other than the caster within this area will be effectively blind and unable to see even a millimetre in front of their face. The caster remains unaffected and anybody outside the area of effect will not be able to see the cylinder of darkness. Enemies who don’t rely on sight to get around will also be unaffected, as will any character who is already blind or sees by other senses. Abilities to see in the dark or possession of torches, lamps etc. will make no difference to the spell effect.

Rune of Amdrill

Runes of Countering

(INCREASED COMBAT PROWESS)

(BLOCK MAGICK)

Rune School: Weaving Spell Type: Blessing Magick CPs: 5 Duration: skirmish rounds equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders equal to AA Spell Binding only). Rune String: [19] [13] [1] [19] [8] Orphic Investment: 5 DESCRIPTION These runes are painted onto the bare flesh of a target and empower him with focused aggression and strength when drawn accurately. More than one rune may be applied to the same person at the same time. The target gains a temporary +5 Skill Dice in Skirmish Strength and a +1 bonus to his Attacks every skirmish round for the duration of the spell effect (Skill Dice may not exceed +12 overall, but Attacks are unlimited). Tattooing the runes into the skin will not increase the potency or duration of the spell.

Rune School: Weaving Spell Type: Counterspell Magick CPs: 1 Duration: Caster defined (dispel at will) Rune String: [2] [1] [18] Orphic Investment: equal to the Orphic Investment cost of the target spell. DESCRIPTION This spell effect is used to counter any spell already cast by another rune caster. The enemy spell need not be directly targeting the caster of the Runes of Countering. Where the GM announces an enemy is using a spell effect during his position in the skirmish round, the caster may immediately announce he is casting Runes of Countering and makes an opposed AA Rune Scribing dice check vs the enemy caster’s own AA Rune Scribing. If he succeeds the check, he must cast the Runes of Countering immediately before the enemy caster has rolled his rune check hand. If the caster fails his own dice check he is not fast enough to implement the

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counter-spell but must expend the orphic investment regardless. The caster may Nudge his own dice check in the usual way and cannot be countered by a counter-spell directed at him from the targeted enemy or another enemy. The successful cast reduces the enemy's Nudge Bank to zero. The enemy spell may still succeed, but the chance of success is now reduced.

Runes of Fortune & Fate (IMPROVED LUCK) Rune School: Weaving Spell Type: Blessing Magick CPs: 1 Duration: in-game minutes equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders equal to AA Spell Binding only). Rune String: [10] [1] [13] [13] [5] [18] Orphic Investment: 20 DESCRIPTION The runes for this spell are painted, drawn or otherwise marked on the skin of the target. The runes need not be visible. Tattooing the runes will not increase their duration or potency. The spell effect awards the target a run of luck. When making a Spirit roll within the time span of the spell effect the subject may roll 1d4 instead of d6 and does not lose one point of Spirit every time he rolls. The spell only affects non-intentional, fate based rolls, thus the benefits are only awarded to rolls the GM imposes on the player and not those the player requests (see Spirit).

Sigil of Desire (RUNIC ILLUSION) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders equal to AA Spell Binding only) plus one in-game minute (4 skirmish rounds) for each additional orphic investment. Rune String: [19] [8] [1] [13] Orphic Investment: 8 DESCRIPTION The caster concentrates on a given image in her mind and then projects that image into the runic form which is scribed, painted, chalked or otherwise marked onto a slab of stone. Along with the successful matching of rune dice, the caster must succeed a passive AA Meditation dice check with Difficulty Dice imposed where external factors make relaxation and entering a trance difficult. The image becomes a three dimensional illusion contained within an immobile

invisible cubic area of effect whose base is directly centred over the marks on the stone and whose uniform height, width and depth in feet is equal to the caster’s AA Orphic Effect + AA Orphic Talent values (AA Spell Binding value for Spell-Binders). For example, where AA Orphic Effect + AA Orphic Talent have a combined value of 20, the cubic area is 20ft x 20ft x 20ft. The illusion may be static or animated and fill the cubic area in any way the caster sees fit, provided no part of the illusion extends outside the boundaries of the cube, which itself is immobile. The cube is invisible and intangible. It is not a forcefield and cannot be sensed or touched. The magickal effect can only be detected using some form of detect magick ability or spell if the spell/ability is focused on the stone upon which the runes were originally marked. The caster might create the illusion of a solid stone block filling the cube to the limits. Or she might create the illusion of an unmoving statue whose height is equal to the frame but whose width and other dimensions are much smaller. She might create the illusion of a butterfly flying around within the space enclosed by the frame, or she might create the illusion of a pool of water covering the base of the frame, leaving the height entirely empty. Possibilities are limited only by the borders of the cube and the borders of the caster's imagination. Auditory effects can be added to the cube as the caster sees fit and will append the visual illusion perfectly for so long as the spell prevails. Auditory effects must be fairly generalized and cannot include complexities such as spoken words (unless the illusion merely repeats a phrase or sentence determined by the caster at the spell's inception). The illusion will work as programmed and is incapable of reacting intelligently or interacting with anyone who asks it questions or otherwise prompts a response. Sounds will come from the cubic area generally and not specific sources within the illusion (for example, the words spoken by a talking character will seem to come from the surrounding air and not the mouth of the speaker).

Sungrain of Growing (FORGE SUNFOOD) Rune School: Weaving Spell Type: Transform Magick CPs: 1 Duration: Immediate Rune String: [14] [15] [13] Orphic Investment: 3 DESCRIPTION This spell requires the use of runestones or, for a more potent effect, rune gems. Once the spell effect occurs the stones/gems disappear. The matching of rune dice is performed in the usual way.

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Each rune stone invested in the spell turns into 1 point of Sun Food. Every rune gem, 5 points. One Orphic Plasm investment must be made per stone/gem converted.

Sy-Pulse (EXPLOSIVE SHOCK WAVE) Rune School: Weaving Spell Type: Weaponized Magick CPs: 5 Duration: Immediate. Rune String: [16] [15] [16] Orphic Investment: 3, plus 10 Orphic Plasm points for every Skill Dice the caster possesses in AA Orphic Effect. DESCRIPTION Requires a handful of rune stones which may either be a stone or a rune-gem for additional power. Casting is achieved in the usual way. The rune stones or gems are thrown at the caster’s feet, no further from him than one foot away. The caster identifies any characters who will be exempt from the spell effect before throwing the stones. Once thrown, the stones vapourize and unleash an outward expanding shock wave with an automatic splash zone. The Splash value is equal in feet to the rune-tool rune bonus x 10. The Splash value also increases by 10 for every Skill Dice the character possesses in AA Orphic Effect. Damage is incurred as per Splash damage rules, with the caster assumed to be at the centre of the damage zone but incurring no damage (see Combat / Ranged Combat / Splash Value).

Trrqj’s Wgrdolqe (TRIANGLE OF WARNING) Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: Caster defined (dispel at will). Rune String: [20] [18] [15] [14] [7] Orphic Investment: Orphic Plasm points equal to the length of one side of the triangular area of effect. For example, where the length of one side is 20ft, the orphic investment is 20 points of Orphic Plasm. DESCRIPTION The runes for this spell are inscribed, written, painted or traced repeatedly to form a triangle pattern on the ground. The size of the triangle is entirely at the caster’s discretion, however each one foot length of runic scribing or tracing takes one in game minute or 4 skirmish rounds and the length of one side will determine the orphic cost. Thus a triangle with three sides each with a length of 12ft (36ft altogether) would take 36 minutes (one minute per foot) or 144 skirmish rounds


Vortex Mage Armour (EGG OF RANDOM EFFECTS) Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: dispelled as soon as the caster moves more than 20ft in any direction from where the runes were originally traced or if all sigils have been triggered or the caster dispels the effect. Rune String: [19] [20] [9] [11] Orphic Investment: 35 DESCRIPTION Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi. (four skirmish rounds per foot) to create and would cost 12 Orphic Plasm. Once the spell is complete the runes vanish, though they are still active. Anything passing across the now invisible lines of the triangle will create a silent buzzing vibration deep in the caster’s brain, alerting him to their presence and ingress. The buzzing is somehow directional and will give the caster a sound indication of where in the triangle the line was broken. This may be obvious where the triangle is small, but in the case of very large wardlines or instances where visibility is an issue can be a useful addition to the spell effect. The wardline is permanent until the caster breaks the triangle by crossing the perimeter of the triangle and moving outside the area of effect, at which point the spell ends.

Unnerving Glance of Sprain (UNNERVE TARGET) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: 1 skirmish round/immediate Rune String: [5] [7] [1] [4] Orphic Investment: 12 DESCRIPTION The runes for this spell are traced into the air as the caster stands with his back to the target

or targets. Only targets with a CC Mind & Memory value of between 2 and 6 will be affected. A wand or short stave are employed in order to hide the rune tracing from the target. The caster must make a successful passive AA Sneak dice check if using a wand or an opposed AA Sneak dice check vs the target’s AA Spot Secrets if tracing the runes with something larger, like a rune stave or staff (GM uses highest AA Spot Secrets stat where there are multiple targets). If the target knows the effect is magickal, the spell will lose some of its potency. The spell allows the caster to appear to rotate his head 180 degrees (in fact he merely turns his head to the side and the magick places the illusion within the mind of all observers directly behind him). This effect is so unnerving to anybody who subsequently meets the caster’s suddenly diabolical gaze that they must make an opposed AA Courage dice check vs the caster’s AA Physical Intimidation with Dd2 if they didn’t see the caster tracing the runes, Dd0 if they did. If the target or targets fail the dice check they turn and run screaming in the opposite direction from the caster, even if they were engaged in combat at the time. Disengagement penalties apply. The spell is a one-shot effect and once the caster turns his head the right way around he must recast new runes to repeat the effect.

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In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus,


porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis

sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat.

Ward of Konos (CONE OF PROTECTION) Rune School: Weaving Spell Type: Ward Magick CPs: 1 Duration: Caster defined (dispel at will). Rune String: [11] [15] [14] [15] [19] Orphic Investment: Orphic Plasm points equal to height of area of effect in feet + 5. For example, where the height is 8ft, Orphic Investment is 8 + 5. DESCRIPTION Extends a forcefield cone whose base is located on any solid ground, extending upward to an apex as high as the base is wide. The runes for this spell are carved or traced where the dead centre of the cone’s circular base will appear and directly beneath where the cone’s pointed apex will be located, usually at the caster's feet. The maximum diameter and height of the cone are equal in feet to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binder equal to AA Spell Binding only). Anyone standing within the cone at the time of its creation will be protected by the strong forcefield which is invisible but tangible and seemingly impenetrable. Anyone within may walk through the wall of the cone to the outside, but once outside its area of influence

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will not be able to walk back in, while anyone or anything caught inside and outside the cone at the time of its creation will be trapped in place and unable to move one way or the other (treat such victims as though they were embedded midway, still able to move limbs but stuck in position at the midriff). The cone has an Object Strength value (see Overmaster's Companion) of 150, plus another 100 points for every Skill Dice the caster possesses in AA Orphic Effect. The Object Strength value can be degraded at a rate of points equal to the attacking character’s AA Might value for every successful AA Skirmish Strength dice check the character makes using a weapon with a minimum weapon bonus of +3. Each attack against the forcefield takes one full skirmish round during which time the attacker cannot undertake any other action. Unarmed attacks will have no effect unless the attacker is using natural weapons with a minimum weapon bonus of +3. Once broken, the cone vanishes and can only be recreated with another successful spell cast. The cone blocks all outside elements including all physical ingress of air, fire, water and any enemies attacking the group. The air within the cone will last 12 hours for every 10 feet of diameter, minus 1 hour for every character therein to a minimum of one hour of air (even if there are twelve or more characters inside the cone there will always be a minimum of 1 hour’s air)

Willow’s Goltter (FOOL’S GOLD) Rune School: Weaving Spell Type: Phantasy Magick CPs: 1 Duration: one in-game minute (4 skirmish rounds per minute) for every orphic investment made. Rune String: [7] [9] [12] [20] Orphic Investment: 5 DESCRIPTION The runes for this spell are traced in the air over any mundane object or item or any item of clothing, weapon or armour (not enchanted, magickal, living or artefact class items) the same size or less than that of the caster. The item transmutes into 10w points of gold. The transmutation is uniform and always shrinks the item down to a handful of gold nuggets whose individual sizes, in the local economy, is equal to one point of Wealth per nugget. The effect is temporary, the object reverting to its previous state immediately the spell duration ends. The false nature of the gold is undetectable to the naked eye but may be uncovered using some kind of detect magick spell.


Wythy-Walk (DREAM WALK) Rune School: Weaving Spell Type: Cosmic Magick CPs: 1 Duration: see Description. Rune String: [3] [15] [2] [2] Orphic Investment: 20 DESCRIPTION The runes are painted, chalked, drawn or otherwise marked onto the area directly underneath where the subject sleeps. The subject, in this instance, being anyone other than the caster. The subject must possess a minimum CC Mind & Memory value of 3 or higher. When the subject falls asleep over the runes, the caster will find himself teleported out of his corporeal state and into the subject’s dream state. The caster’s physical body disappears and he is literally transferred in his entirety. As the plane wherein the dream state exists (the Plane of Imagined Distractions) is a dymension within the Cosmic Cavern, the caster is essentially teleported into the Cosmic Cavern. Here he will find himself in a vast and surreal wilderness, the ethereal enormity of the Cosmic Tree Yggdruskyl rising in the unreachable distance and the squirming roots and branches making up the orb-shaped walls of the cavern looming to unimaginable and unfathomable heights on all sides. All events that transpire during the dream will occur on this plane. The caster is able to alter his surroundings to take on whatever appearance he desires, but he cannot alter his own appearance. Into these surroundings the subject dreamer will also appear as he appears in reality, though he is dreaming normally and his physical body remains within the Entopic Plane. From the perspective of the subject everything will seem normal (at least as normal as any dream ever is) and he will be unaware that his dream environment is being manipulated by the caster or that the appearance of the caster is anything anomalous. The dreamer, however, may abandon the dream landscapes and stories conjured by the caster and move onto another if the dream fails to capture his target's attention. If the subject abandons the caster’s dream creation the caster is immediately expelled from the Plane of Imagined Distractions and back into his corporeal form in the real world. The GM should ask for the caster to make an opposed AA Craft dice check vs the dreamer’s AA Immune to Charm. For every instance of (1) rolled on the dice check the caster is able to keep the subject’s attention for one in-game hour (one hour of sleep and dreaming) up to a maximum of 4 hours. Seeds of ideas planted into the dreamer’s psyche using the dreamscape should award

the caster a favourable outcome on any subsequent interaction in the waking world. For example, where the caster appears as a majestic and heroic champion within the subject’s dreamscape and rescues the subject from some nightmare horror the dreamer is likely to wake with an improved opinion of the caster. Conversely, if the caster subjects the dreamer to terrible nightmares in which the caster appears as a sadistic torturer and tormentor the dreamer will wake with an increased sense of dread for the caster. In terms of game mechanics, the former example would award the caster Evident Ease on any AA Allure dice check, while the latter example would award the caster Evident Ease on any AA Physical Intimidation or AA Intellectual Intimidate dice checks respectively. Alternatively the GM can impose Difficulty Dice on the subject where the subject makes opposed dice checks vs the caster. Other uses for this spell may include attempts to gain information from the subject that the subject might otherwise hesitate to reveal in the waking world, or the creation of terrible and portentous visions that the subject might interpret, upon waking, as some kind of omen or premonition. Where premonitions can then be teased into becoming realities - or near realities - the caster and allies may be able to accurately predict the subject's reactions.

Yneur’s Suddeq Bour (RETROSPECTIVE REFLEXES) Rune School: Weaving Spell Type: Cosmic Magick CPs: 1 Duration: see Description Rune String: [20] [1] [18] [4] [9] [19] Orphic Investment: 6 DESCRIPTION Yneur’s Sudden Blur is a strange and mindboggling time dilation spell that seems rife with paradox. The effect is used wherever an ally of the caster (this spell cannot target the caster himself) makes an AA Dodge dice check that subsequently fails. The spell must be cast immediately this happens, the runes traced into the air with a finger or rune-tool. A successful cast of the spell travels backwards through time and tweaks the hand of fate so that the failed dodge (and its results) never occur. Instead the moment is relived and the subject is able to reroll the AA Dodge dice check anew. There is no limit to then number of times the caster may use Yneur’s Sudden Blur in succession where the subject continues to fail the dice check. However, as soon as the spell cast fails the last AA Dodge dice check stands.

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Spells of Oak The method used for casting the Runes of Oak is identical to that used for the Runes of Weaving except that Nudge points are determined as being equal to: Banked Nudges from previous cast + Cult Allegiance value (if any) + Skill Dice in AA Kinship Each spell listing includes the school to which the spell belongs, the spell type, the amount of Magick Character Points earned if the spell is successfully cast, the duration of the spell, the orphic investment, the spell effect rune string the caster needs to match with his rune dice and a description of the spell effect. Spells are listed in alphabetical order.

Quick Glance Index Avatar of Oak (Dymensional Servant) Beacon of Naderma (Rune Stones of Alerting) Brands of Oak (Tattoo of Magickal Effect) Brid’s Chattering Tongue (Speak with Birds) Chasm’s Bough (Bridge Gap) Cosmic Pinch (Star Fire) Cure Profane Jinx (Lift Hex) Dara’s Wicker of Might (Door of Blocking) Deadly Darts of Thorn (Magick Missile) Drusk’s Blessing (Strengthen Wood) Gell’s Swarm of Wrath (Summon Swarm) Hawk of Sense Stealing (Psychic Drain) Merrihenge (Portal of Standing Stones) Nae’s All Seeing Eye (Possess Winged Beast) Ordeal of Purgation (Purge Poison) Pool of Floral Growth (Create Sun Food) Runes of the Beast Master (Animal Ally) Runes of the Wythywar (Inhibit Disease) Sallow’s Familiar (The Willow Walk) Salve of Apryl (Blessing of Spring & Summer) Soul Sojourn (Cosmic Trip) Staff of the Vanishing Trail (Cover Tracks) Tranquil Bubble (Improved Meditation) Vertical Scurry (Improved Climb) Will-o-Wisp (Preserve Soul) Womad’s Blessing (Aura of Protection) Womad’s Bubble (Aura of Protection - Group) Womad’s Loom (Unweave Spells of Weaving)


Avatar of Oak (DYMENSIONAL ALLY) Rune School: Oak Spell Type: Cosmic Magick CPs: 1 Duration: between 3 and 6 skirmish rounds (GM defined). Rune String: [5] [12] [11] Orphic Investment: 5 DESCRIPTION This spell summons a spiritual avatar of Yrmat, Spirit of the Forest, a solemn looking oak golem resembling a great white elk with huge antlers made, apparently, from the interwoven branches and twigs of a white oak tree. The Avatar manifests wherever the runes are marked and, while it is not Yrmat in his unique form, it is a spiritual manifestation of Yrmat’s essence - an avatar. Upon the creature’s back hang large saddle bags capable of holding up to 1000k in weight. The Avatar of Oak carries the summoner’s equipment but does not dwell on the material plane and instead returns to the Wyrd after only a few skirmish rounds of manifestation enough for the summoner to take what he might need or place new items on the avatar’s back. The creature cannot be slain, nor in any way harmed, even by magick. Anything not carried by the caster or of the caster himself will simply pass through the avatar. Yrmat's avatar cannot be ridden by any living creature and anyone (including the caster) who attempts to mount him will simply pass through him as though he were a phantom. Yrmat’s avatars are sacred spirit incarnations and should not be mistaken for familiars and are not under the caster’s control. In the Wyrd Yrmat is encountered wandering amid the branches of the Plane of Fawynwend and, indeed, the woodlands of Fawen are named in his honour.

Beacon of Naderma (RUNES OF ALERTING) Rune School: Oak Spell Type: Ward Magick CPs: 1 Duration: 7 in-game days (cannot be dispelled by caster). Rune String: [4] [15] [13] [9] [14] [15] Orphic Investment: 6 DESCRIPTION Each runic string is painted onto a small pebble and this is then buried under the ground. Each beacon is connected and when the caster activates one, all will be triggered. One rune dice check must be made for each stone created and each stone requires the same Orphic Investment. When triggered the illusion of a giant glowing

dragonfly appears above the place where each rune stone is buried and proceeds to fly upward into the air where it can be seen for miles around (30 miles in daylight, 60 miles at night). Beacons of Naderma are generally used to send alerts or messages, traditionally buried in circles so that when they are activated they create an easily identifiable ‘zone’ into which an enemy might have moved or set up camp or wherein a destination has been found by some forward scout. All Beacons forged by a specific caster are linked, provided they are made within seven days of one another (168 hours). They will continue to function and the 7 day countdown will continue to reset provided the caster makes a new beacon before the time is up. As soon as the 7 day period runs its course without a new beacon being produced, all beacons in the cluster cease functioning. This decay contingency allows the caster to create more than one set of beacons without triggering every set he ever buried but means he must wait at least seven days between creating one beacon set and the next. Beacons are triggered when the imagined lines between them are crossed by the caster, a known ally of the caster or a known enemy of the caster. Fell breeds automatically trigger beacons, but animals, insects, dust and other drifting items or wandering creatures will not unless the caster specifies that they should. One imagined line connects all beacon stones to create the outline of a two dimensional shape. For example, three beacons create a triangle, four create a square, five create a hexagon and so on. Irregularities in the shape will occur where beacons are positioned in irregular patterns. When only one beacon is made it will only trigger if someone steps over or onto the position of the stone. Where only two beacons exist the imagined line between them forms the trigger.

Brands of Oak (TATTOO OF MAGICKAL EFFECT) Rune School: Oak Spell Type: Blessing Magick CPs: 1 Duration: takes 1 in-game hour to create each tattoo but effects are permanent. Rune String: See list of brands. Orphic Investment: See list of brands. DESCRIPTION The Oaken Brands are large, ornate and highly decorative tattoos scribed onto the flesh of a subject by a skilled caster in the Runes of Oak (caster cannot tattoo themselves). Each tattoo imbues the subject with one of a range of runic effects that are as permanent as the tattoos themselves. The subject must belong to either the Wythian, Motian, Elvian or Erthian cult and must possess a minimum Cult

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Allegiance of 5 at the time the tattoo is applied (loss of Cult Allegiance after the tattoo is complete will not affect the associated bonus). Each tattoo takes one full in-game hour to create using a runic thimble of scribing and inks made from natural wood dyes, all of which the tattooist must possess. The process is extremely painful and before the caster makes his rune dice check the subject must make a passive AA Endurance dice check with Dd1 incurred. If he fails he must abandon the attempt to sit through the tattooing process. He must wait a full 24 hours before attempting it again, at which point he must make another AA Endurance check with Dd2 incurred. This continues until the Endurance check succeeds, with an additional Difficulty Dice incurred for every additional 24 hours the process takes. Where no more Difficulty Dice can be incurred, the subject must abandon their attempt and wait one full in-game month before trying again. Only after the Endurance dice check has succeeded should the caster attempt his rune roll and match the rune string. Whether the tattoo magick succeeds or fails, the tattoo itself remains permanently etched onto the subject’s flesh and takes up one of his tattoo slots on his character sheet. If the character loses a tattooed limb or his soul is transferred from one body to another, he loses all (previously permanent) benefits associated with that tattoo. Before the subject has the tattoo applied they should choose which effect they require from the list below. Each Brand is a symbol encircled by the runes of the spell effect. Any given subject may not possess more than one of the same Brand. THE PANTHER Rune String: [8] [5] [20] [8] [1] [20] [4] [1] [19] [8] [5] [19] Orphic Investment: 35 Add +2 Skill Dice to Swift. The bonus may not increase Skill Dice above +12. THE TREE Rune String: [19] [20] [18] [5] [14] [7] [20] [8] [5] [14] Orphic Investment: 15 Increase Life-Force points maximum value by 10. Note: this tattoo does not heal lost points but merely raises the maximum value. THE WEB Rune String: [19] [1] [9] [14] [20] [5] [4] Orphic Investment: 15 Increase Spirit maximum value by 1. Note: this tattoo does not heal lost Spirit points but merely raises the maximum value. CROSSED STAVES Rune String: [19] [15] [18] [3] [5] [18] [5] [18] Orphic Investment: 15 Increase Orphic Plasm maximum value by 5. Note: this tattoo does not award Orphic Plasm points but merely raises the maximum value.


THE KEY Rune String: [16] [18] [15] [6] [9] [3] [9] [5] [14] [20] Orphic Investment: 75 Where the subject’s check hand is cancelled out, instead of rolling d20 the player rolls d12. THE FIST Rune String: [5] [14] [12] [1] [18] [7] [5] [19] Orphic Investment: 15 Minimum 2 free Attacks every skirmish round. AA Skirmish Strength rolls are made as usual and added to the 2 Attacks. THE MOUNTAIN Rune String: [14] [9] [6] [12] [8] [5] [12] [13] Orphic Investment: 15 Add +2 Skill Dice to AA Climb. Not to exceed maximum +12 Skill Dice. THE CROWN Rune String: [1] [14] [14] [15] [9] [14] [20] [5] [4] Orphic Investment: 15 Add +2 Skill Dice to a AA Learn. Not to exceed maximum +12 Skill Dice. THE SPIDER Rune String: [20] [8] [5] [5] [19] [19] [5] [14] [3] [5] Orphic Investment: 15 Add +2 Skill Dice to a AA Resistance to Evil. Not to exceed maximum +12 Skill Dice. THE ANVIL Rune String: [20] [15] [12] [5] [18] [1] [14] [20] Orphic Investment: 15 Add +2 Skill Dice to a AA Endurance. Not to exceed maximum +12 Skill Dice. THE GODDESS Rune String: [19] [5] [14] [19] [1] [20] [9] [15] [14] Orphic Investment: 15 Add +2 Skill Dice to a AA Allure. Not to exceed maximum +12 Skill Dice. BRAND OF WOMAD Rune String: [12] [15] [15] [13] [9] [14] [7] Orphic Investment: 10 Add +2 Skill Dice to a AA Kinship. Not to exceed maximum +12 Skill Dice. THE CHALICE Rune String: [1] [18] [11] [8] [15] [12] [4] Orphic Investment: 10 Increase maximum Severe Wounds by 1. Note: this does not inflict one Severe Wound but merely raises the maximum the character can incur before death. BRAND OF YARNIA Rune String: [5] [1] [18] [20] [8] [5] [14] Orphic Investment: 10 Add +2 Skill Dice to a AA Place in the Cosmos. Not to exceed maximum +12 Skill Dice.

Brld’s Ckgtterlqj Tongue (SPEAK WITH BIRDS) Rune School: Oak Spell Type: Divination Magick CPs: 1 Duration: Caster defined (dispel at will) Rune String: [8] [1] [12] [12] [15] [15] Orphic Investment: 10 DESCRIPTION The runes for this spell effect are traced in the air with a rune stave, staff, wand or finger. The chirruping of any birds within earshot will immediately be understood by the caster. In turn, anything the caster says will be understood by any birds within earshot, though to anyone else the caster will seem to be speaking normally. Most of the language of birds is inane and distracted chatter; partnered birds calling to one another in order to ensure they stay in range, nesting birds warning others to stay away; birds or prey laying claim to hunting grounds and a general hubbub of yelling, singing, cackling and celebration - joy that the sun has once again risen into the sky, complaint that the wind is uncomfortably cold or riotous shouting, arguing and insults about and aimed at nothing in particular. There are intelligent breeds of birds on Ereth with whom conversation may be more interesting and maybe even enlightening. In particular giant species of bird, such as the Giant Crow or the Ulefroth Owls of the Angle, possess culture enough to understand fairly complex instructions, questions and concepts.

Ckgsp’s Brujk (BRIDGE GAP) Rune School: Oak Spell Type: Transform Magick CPs: 1 Duration: In-game days equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only). See also description below. Rune String: [19] [16] [1] [14] [19] Orphic Investment: 30 DESCRIPTION The runes for this spell are painted onto the edge of a pit. A thick branch of sturdy Wythywyr oak grows from their midst and snakes its way out across the pit, seeking the other side. The branch grows and increases in thickness and length at the same time until it forms a shallow arched bridge over the pit. The uppermost face of the bridge is gnarly and covered with bark, but somewhat flattened making it relatively easy to cross in single file (passive AA Place in the Cosmos dice check with no Difficulty Dice unless external forces

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make the crossing additionally perilous strong winds, heavy rains etc.) The maximum width of the pit to be spanned is equal in feet to the caster’s AA Orphic Talent. If the pit proves to be wider than this the bridge will fail to reach the other side, will become brittle and grey and tumble downward. As it falls it will fall apart as fine ash, dropping downward as a billowing cloud of harmless sawdust which eventually evaporates into nothing. After the spell duration runs out the bridge will slowly begin to lose strength and, though the wood will appear unchanged, the structure will weaken and become dangerous to cross. On the first day of the decaying period the maximum Size Bonus for any character crossing before the bridge collapses under their weight should be deemed to be 6. Every day thereafter the maximum Size Bonus drops by one and when the maximum Size Bonus becomes zero it should be assumed that the bridge will crumble away at the slightest touch. Once crumbled the bridge will evaporate, leaving no trace of its former existence. Any attempt to use the Wythywyr wood to fashion items will only be effective for as long as the integrity of the wood remains. Eventually any item made from the wood will crumble and vanish like the rest of the limb from which it was taken.

Cosmic Pinch (STAR FIRE) Rune School: Oak Spell Type: Phantasy Magick CPs: 1 Duration: Until the next sunrise. Rune String: [1] [19] [20] [18] [15] Orphic Investment: 5 DESCRIPTION Requires a clear dusk or night sky containing at least one visible star. The runes for this spell are traced into the air using a rune wand, staff, stave or finger. Squinting through one eye the caster holds his hand up and pinches a star in the sky. Immediately the star seems to be held between his thumb and forefinger but takes on the shape of a tiny glittering ship made of brilliantly luminous crystal. This the caster plucks out of the air as though it really were manifest between his finger and thumb. The ship can be used to ignite a white fire that burns a flame without consuming on any normally flammable material and spreads only as the caster directs it (maximum area of effect is equal in square feet to the caster’s AA Orphic Talent value). The white fire does not burn and engulfs without causing physical harm as it is entirely illusory, as is the starship itself. It's appearance is little different from fire, however, and will cause animals to flee and enemies to shrink back from its


licking flames as though it were real fire. The ship can also be placed inside a standard lamp and will shine with double the brightness of an oil-fuelled wick. If the ship is released it will sail in the air above the caster’s head. At the flick of his hand the caster can direct the ship to move to a required position, and whenever the caster wills it the ship will sail back to its place in the sky and the spell effect will end. While the ship is manifest the star from which it seemingly originates will remain in the sky but will seem to glow with a particular brightness when the ship is returned.

Cure Profane Jinx (LIFT HEX) Rune School: Oak Spell Type: Heal Magick CPs: 3 Duration: Immediate Rune String: [3] [12] [5] [1] [14] Orphic Investment: 5 DESCRIPTION Cancels out the effects of any Anarchaic Hex placed on a person or object. The runes are painted either onto the person or the object (requires one full skirmish round to do so) and not only identifies the nature of the Hex but also eradicates it completely, the effect being immediate.

Dgrg’s Wlhner ri Mljkt (DOOR OF BLOCKING) Rune School: Oak Spell Type: Ward Magick CPs: 1 Duration: Permanent until broken down Rune String: [15] [19] [9] [5] [18] Orphic Investment: 5 DESCRIPTION Creates a barrier framed by two vertical edges which must be roughly parallel to one another and which must be a distance apart no greater than an amount in feet equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (equal to AA Spell Binding only for Spell-Binders). The barrier appears to consist of cane woven together like wicker, and would appear to be weak, but is in fact extremely strong and possesses 10 Object Strength points (see Overmaster's Companion) for every orphic investment the caster makes. All Object Strength points must be destroyed with attacks against the barrier before it becomes as weak as it appears and can be pushed down (AA Might dice check using any kind of weapon with a weapon bonus greater than +3. 1 point of Object Strength is reduced for every instance of 1 rolled on the attacking character's check hand).

The obstacle is permanent once made until destroyed or until the caster chooses to dispel it.

Deadly Darts of Thorn (MAGICK MISSILE) Rune School: Oak Spell Type: Weaponized Magick CPs: 1 Duration: 5 skirmish rounds. First to paint runes; four for bush to grow, last to fire thorns. Rune String: [18] [15] [19] [5] [2] [5] [4] Orphic Investment: 7 DESCRIPTION The runes are marked onto the ground where the ground consists of earth/soil/mud. The painting of the runes takes one full skirmish round. A rose bush of mightily thick stem and vicious barbed thorns grows at great speed from the earth, taking 3 skirmish rounds (45 in-game seconds) to do so (see Duration, above). Once grown, the branches and stem of the bush seem to swell then, with a variety of popping noises, the bush fires off its thorns in every direction in a roughly horizontal and circular area of effect with a radius of 40ft. Anybody within this area of effect takes 4d10 points of Life-Force damage minus their distance from the bush. For example, a victim standing 1ft from the bush will incur 4d10 Life-Force damage minus 1, while a victim standing 27ft from the bush will incur 4d10 Life-Force damage minus 27. Once the bush has unleashed its thorns it shrivels back into the ground and disappears.

Drusn’s Boesslqj (STRENGTHEN WOOD) Rune School: Oak Spell Type: Blessing Magick CPs: 1 Duration: Permanent Rune String: [6] [9] [18] [13] Orphic Investment: 4 DESCRIPTION The runes are carved, scribed or otherwise permanently etched into the surface of the object to be strengthened; the object must be at least 90% wood. The results of the spell effect generally increase the strength of the object by a factor of two, thus a wooden wall with 10 Object Strength points would become a wall with 20 Object Strength points. Items with a bonus value, such as rune-tools, weapons, armour etc. double their bonus. Thus a sword with a weapon bonus of +2 gains a new weapon bonus of +4. The vast and unpredictable range of applications for this spell informs the ambiguity of the effect and so the GM will

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need to determine, on a case by case basis, what the result might be. As a rule of thumb, palisades of wood, wooden doors and wooden shields should all be considered automatically viable unless their wooden aspects are merely decorative rather than integral (a wooden shield with a metal boss and leather arm straps, for example, is applicable whereas a metal shield with wooden trim is not). Any strengthening is permanent, but multiple applications of Drusk’s Blessing to the same wooden object will not stack unless one overall object consists of many component wooden parts, each of which has been strengthened prior to the object’s construction. The spell cannot be used to strengthen other magickal effects or any kind of animated, enchanted or golem based wood construct. The target must possess an Object Strength rather than Life-Force.

Geoo’s Swgrp ri Wrgtk (SUMMON SWARM) Rune School: Oak Spell Type: Command Magick CPs: 1 Duration: 10 skirmish rounds minus the caster’s Skill Dice in AA Orphic Talent for every 100 Life-Force points of the swarm amassed (maximum 800 Life-Force points). Thereafter the swarm remains together for skirmish rounds equal to the caster’s combined AA Orphic Talent, AA Orphic Effect and AA Kinship values (Spell-Binders equal to AA Spell Binding value only). Base Runes: [13] [1] [18] [19] [8] [1] [12] and swarm runes (see Description) Orphic Investment: See Description DESCRIPTION The runes are traced on the ground or in the air (wherever the swarm is to congregate) using a rune staff, stave, rune stones or gems or wand which, when subsequently thrown to the ground, turns into the first 100 Life-Force points of the swarm. The caster chooses beforehand which type of swarm she wishes to summon from the list below, with different effects for different swarms. The swarm takes 10 skirmish rounds to amass for every 100 points of Life-Force value it possesses. For every Skill Dice the caster possesses in AA Orphic Talent he may reduce the amassing time by one round. The swarm will remain in situ until the spell effect ends. However, the end of the spell is diffuse, and the swarm does not immediately vanish but instead disperses of its own accord at a rate of 100 Life-Force points per skirmish round. Throughout the duration of the summoning the caster has no active control over the swarm and cannot command or direct the swarm to attack. Her only influence is to keep the swarm together. As a rule of thumb, if the rune tool is thrown


into the midst of an enemy the swarm will likely attack that enemy as it appears around their feet or head. See The Wyrd Pandemonium for details on the swarms listed below and the Overmaster's Companion for details on battling swarms. DUNGEON ANTS Rune String: Base Runes plus [1] [14] [20] Orphic Investment: 25 per 100 Life-Force points in the swarm (maximum 800 LifeForce). Where rune-gems are used the Orphic Investment is reduced to 20 per 100 Life-Force. BUTTERFLIES Rune String: Base runes plus [13] Orphic Investment: 2 per 100 Life-Force points in the swarm (maximum 800 Life-Force). Where rune-gems are used the Orphic Investment is reduced to 1 per 100 Life-Force. The butterflies cause no damage or pain but are merely a nuisance and will impede actions, visibility and the general concentration of anyone in the midst of the swarm. The swarm will fill an area of roughly 1000 cubic feet (10ft x 10ft x 10ft) for every 100 Life-Force points in the swarm, the edges of this area being extremely diffuse. HAG WASPS Rune String: Base runes plus [6] [12] [9] [20] Orphic Investment: 50 per 100 Life-Force points in the swarm (maximum 800 LifeForce). Where rune-gems are used the Orphic Investment is reduced to 45 per 100 LifeForce. These potentially deadly wasps will attack anyone within range.

Hawk of Sense Stealing (PSYCHIC DRAIN) Rune School: Oak Spell Type: Psychic Magick CPs: 1 Duration: Equal in skirmish rounds to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binder equal to AA Spell Binding only) Rune String: [19] [3] [15] [15] [16] [5] [4] Orphic Investment: 20 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie

sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt.. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim.

Merrihenge (PORTALS OF STANDING STONE) Rune School: Weaving/Oak Spell Type: Cosmic Magick CPs: 0 Duration: 1 in-game hour, though from the perspective of the travelers the effect seems instantaneous. Rune String: NA Orphic Investment: NA DESCRIPTION

Characters not belonging to the Wythian cult may not cast Merrihenge. The caster must have a minimum Cult Allegiance of 5.This spell effect requires no dice check or orphic investment but nor does a successful cast award Character Points. There are numerous sacred standing stones in the lands of The Angle, Mortun Pandi and Sanas Morcorm where the old Cornovish race once held sway and erected, in honour of their sacred faith, the menhirs of old. These great standing stones are etched, from the ground up to a height of between six and ten feet, with uncountable runic marks, each the mark of Merrihenge as scribed by a different Wythian follower. The runes of Merrihenge differ from caster to caster and are developed, much like a signature, during the caster's apprentice period and perfected every subsequent time he makes the mark. Only those who belong to the cult of Wythia

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may etch their personal mark of Merrihenge upon the stones and cast this runic spell which is as much reliant upon mystical faith as on magickal talent. However, anyone can pass through a portal once it is opened by the caster if they are holding the hand of the caster or in a chain of hands connected to his. Those who travel with the caster need not be of the Wythian cult, but if they have no Cult Allegiance or zero Cult Allegiance, they will emerge from their teleportation having lost all Spirit value. The stones must be used only after sunset and regardless of the intended location, the traveler will not reappear upon Ereth for one full hour from the moment of embarkation. Where he goes during this time is unknown to even the traveler, though it is believed he dwells during this period in sublime states with the Oak Lords of the Web of Wyrd where the deeds and choices of his life to that point are judged. He will have no memory of the transition period regardless. Where the caster carves his mark into one of the (increasingly rare) blank spots on the stone he links that stone with any others upon which he has already made his mark. He may then travel between those two stones and any others marked with his rune by simply stepping between the stone and any counterpart belonging to the same circle. The caster, and anybody connected to him by means of holding hands, teleports to the intended other location, the player specifying clearly to the GM which location he wishes to target. The caster makes a Spirit roll and, where successful, teleports as intended to the specified location. Where the Spirit roll fails, the caster (and any fellow teleporters) will find himself emerging from a random set of standing stones somewhere else within Ereth. Mis-teleportations may send the caster to other stones marked with his Merrihenge rune or ones he has not yet visited or marked, the destination being ultimately decided by the GM. It has been said that fate and the spirits of destiny play a curious role in those who dare to travel through the dymensional byways of the standing stones without adequate strength of spirit and soul. Who can count the many times a traveler has found himself landing in a remote place where his presence is sorely needed, or from where his path will take him into adventures he might otherwise have overlooked or valuable experiences he might otherwise have missed? Then again, who can tell of the many ill-favoured Wythians who have sought a swift journey only to find themselves lost in some Cavernland dungeon where stones lost to unfathomable aeons have long stood in isolation and shadow.


Nge’s goo Seelqj Eye (POSSESS WINGED BEAST) Rune School: Oak Spell Type: Command Magick CPs: 1 Duration: ten in-game minutes for every orphic investment made (each attempt to cast takes one full ten minutes followed by ten minutes observation time only where the cast is successful - the initial ten minutes for the attempt cost no Orphic Plasm). Rune String: [16] [9] [12] [15] [20] Orphic Investment: 5 DESCRIPTION The runes are traced in the air with a rune staff, stave, wand or finger. Once the runes are traced the caster must enter a meditative trance (passive AA Meditation dice check with Difficulty Dice only where external factors are non-conducive to concentration and the achievement of a trance). Each Meditation dice check represents ten ingame minutes of time, thus the caster can attempt as many times as he wishes to enter a trance, but the GM should note that ten ingame minutes pass each time. The meditation period lasts ten minutes in every instance but costs no Orphic Plasm. Only when the spell is successful and in effect is the orphic investment made. As soon as the caster succeeds in entering the trance his mind leaves his body and seeks out a suitable host. This can be any flying creature equal in size to a crow or anything smaller, down to the size of a gnat. The caster can direct the host in any way he wants, using it to spy or to undertake simple tasks. No animal host will take any action that is likely to cause itself harm and if the caster attempts this the possession will be broken and the trance will end (as will the spell).

Ordeal of Purgation (PURGE POISONS & VENOMS) Rune School: Oak Spell Type: Heal Magick CPs: 2 Duration: Four in-game days Rune String: [18] [5] [8] [1] [2] Orphic Investment: 5 DESCRIPTION The runes for this spell are painted onto the forehead of the sufferer using either the sufferer’s own blood or the sap of a Wythywyr tree (whichever is more readily available to the caster - sap must be naturally harvested from an existing wound in the tree and not taken by deliberately damaging living wood). Over the course of four consecutive in-game days any poison or venom within the sufferer’s system will cease to cause damage and will begin to seep out through the pores and into the runes which become scabrous

and toxic. During this effect the victim will seem to be in a virtually vegetative state, unable to move, speak or do much more than sip liquid and eat a bare minimum to survive. In fact they are painfully aware of the process and suffer horribly during the purge. Purgation removes all toxins from the body, not just those injected as venom or poison, though this is generally the most common reason for application of Purgation runes. Since the experience is so unspeakably horrible nobody would voluntarily undergo the effect simply for purposes of improved general health. At the end of the four days the subject is completely healed. All venom, poison or toxin is gone, their Life-Force value increases by 2xd10+10 points (not exceeding maximum) and their Spirit value returns to maximum. In addition (and if they can) the subject gains +1 Skill Dice to AA Endurance. The victim incurs one Psychic Wound as a result of their experience. Where Wythywyr sap is used instead of the victim's blood the subject is spared the Psychic Wound side effect of the spell only. The use of this spell as a weapon is frowned upon by the Wythian faithful and will result in at least 10 points lost from Cult Allegiance and 10 points from Spirit respectively if used to deliberately inflict harm or misery, though there are certain adherents of fringe sects who purportedly use the Ordeal as a method to improve their endurance; the spell used ceremonially and routinely cast upon a volunteer who is more than willing.

pool turns brown and dies. Where the Pool is created underground the time of decay will indicate to any observer cut off from the surface that the sun has set. This spell will work in any climate and any weather condition, the growth being both magickal in essence and magickally protected during its life-span.

Pool of Floral Growth

Rune School: Oak Spell Type: Heal Magick CPs: 1 Duration: Immediate/Permanent Rune String: [3] [15] [14] [20] [18] [1] [4] [9] [3] [20] Orphic Investment: 10 DESCRIPTION The runes for this spell are painted onto the flesh of any subject afflicted by a viral, bacterial or infectious disease or sickness. The disease/sickness is eradicated from the subject’s system and the subject gains 1d6 Life-Force. The spell has no effect on genetic or chronic (incurable) diseases such as mutation or leprosy and will not heal wounds/injuries or the effects of poison/toxin.

(CREATE SUN FOOD) Rune School: Oak Spell Type: Transform Magick CPs: 1 Duration: ends at sunset Rune String: [7] [1] [18] [4] [5] [14] Orphic Investment: 6 DESCRIPTION The runes are traced onto the ground with a rune staff. The ground is then thumped three times with the staff held vertically. Where the staff impacts the floor a sudden expanding growth of grass, flowers and a variety of sun food plants immediately flourish. The radius of the area of effect is an uneven square roughly equal (in square footage) to the caster’s AA Orphic Effect value x 2. One Sun Food point can be harvested for every subsequent square foot. The Pool of Floral Growth will flourish on any ground surface, be it rock, marble, metal or swamp. The effect lasts only until sunset of that day after which all unharvested Sun Food points are lost as the plants decay and the greenery of the

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Runes of the Beast Master (ANIMAL ALLY) Rune School: Oak Spell Type: Command Magick CPs: 1 Duration: in-game hours equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binder equal to AA Spell Binding value only). Rune String: [13] [5] [14] [1] [7] [5] [18] [9] [5] Orphic Investment: 24 DESCRIPTION The runes of this spell are traced onto the skin either of the caster or another subject using a finger dipped in honey. The result allows the subject to apply maximum Evident Ease to any AA Kinship dice check made for the duration of the spell effect.

Runes of the Wythywar (INHIBIT DISEASE)

Sgoorw’s Fgplolgr (THE WILLOW WALK) Rune School: Oak Spell Type: Command Magick CPs: 4 Duration: In-game days equal to caster’s combined AA Kinship and AA Orphic Effect values (Spell-Binder equal to AA Spell Binding value only).


Rune String: [20] [18] [5] [5] [8] [5] [18] [4] [5] [18] Orphic Investment: 35 DESCRIPTION The runes are painted onto any willow tree. Immediately upon completion the tree animates, uproots itself and ranges forth on tentacle roots, becoming a temporary familiar to the caster. Note: this spell forces the tree into an unnatural state which can be interpreted as maltreatment and anathema to the tenets of those cults and creeds who revere and advocate the importance of respect for nature. Where the caster belongs to such a cult they should lose 1d4 Cult Allegiance when casting this spell unless there is an exceptionally good reason for their doing so. Once the spell effect wears off the tree will bury its roots back into the nearest patch of soil and return to its natural state. The Sallow Familiar should be treated as an enchanted Anima and a Sallowlorn in terms of stats and abilities, though it is not actually of that species (see The Wyrd Pandemonium - the Wyrd bestiary). As a servant to the caster the Sallow can be directed to engage in combat or undertake any action commanded by the caster. Moreover, the presence of the Sallow at the caster’s side grants the caster maximum Evident Ease for any AA Physical Intimidation dice check and Dd3 incurred by any enemy attempting an opposed AA Courage dice check vs the caster.

Salve of Apryl (BLESSING OF SPRING & SUMMER) Rune School: Oak Spell Type: Heal Magick CPs: 1 Duration: 5 in-game days Rune String: [1] [19] [3] [5] [14] [19] [9] [15] [14] Orphic Investment: 60 DESCRIPTION The runes for this spell effect are painted onto the forehead of the subject using natural dyes and are traditionally used to ease the

suffering of somebody who has experienced great trauma or the sanity wrenching effects of some terrible experience. Regardless of their actual surroundings, the subject is immediately filled with a feeling of peace and tranquility and sees everything as though they were in full sunlight, bathed in warmth on a summer’s day nd surrounded by the scents of meadow flowers and the tranquil chirruping of birds. The subject gains +5 Spirit (not exceeding maximum) and Life-Force is healed by a number of points equal to the caster’s combined AA Orphic Effect and AA Kinship values (Spell-Binder equal to AA Spell Binding value only), again not exceeding maximum. If the subject has lost any points from their CC Fate & Fortune value since the attribute was originally rolled these are immediately regained. The runic effect is not immediate and the subject must rest and bathe in the atmosphere provided by the runes for at least five in-game days, during which time they will seem catatonic but happy.

Soul Sojourn (COSMIC TRIP) Rune School: Oak Spell Type: Cosmic Magick CPs: see Description. Duration: see Description. Rune String: [3] [15] [19] [13] [9] [3] [12] [9] [3] [8] [5] [14] Orphic Investment: NA DESCRIPTION The runes are carved or marked onto or into any hallucinogenic fungi, plant or resin and then eaten by the caster and any allies he wishes to bring on his trip. The type of ingredient chosen will determine which dymension the caster opens with the spell and which he is able to visit (for details of possible shamantic journeys the soul sojourner may experience see the Overmaster's Companion, the GM's guide accompanying the core Wyrd rulebooks) Where ingredients are mixed together the caster and any allies who share the concoction will visit all relevant planes for appropriate time periods in the order the

planes appear on Table 15. Thirty in-game minutes after the hallucinogen has been consumed the subject(s) will begin to enter a strange trance-like state which will precipitate an ever deepening spiritual journey into other dymensions. Only the soul will embark upon this 'trip', the physical body remaining where it is throughout (thus ensuring the physical body is in a safe place where it is unlikely to come to harm is important). Where the runes are marked onto a single item such as a large capped mushroom or an entire hallucinogenic plant which is then carved into portions and eaten by a group of subjects, all will find themselves transported to the dymensional plane as a group and will share the same experience/journey. A complex trip, involving multiple travelers (known as a communal sojourn), all imbibing the same ingredient, may seem to last for many weeks, months or, where psychedelic mushrooms are used, maybe even years, during which great adventures may be had. Individual trips tend to be much simpler affairs in which the subject flies through the time stretched eons and dizzying landscapes of the cosmic vista and meets with those spirits and guardians who can best help him find a solution to whatever problem presents itself in the real world. In Entopic-time, a trip lasts no more than three or four hours. When the subjects emerge from the trip they will be both exhausted and disoriented, bewildered by the ‘normal’ physics of space and time and often unable to speak, move or make any basic action. In the first six hours after emerging from a trip, the subject or subjects lose the ability to make all CC Force & Form, CC Art & Expertise, CC Storm & Stamina and CC Sense & Sympathy based dice checks. Where such checks are required it should be assumed that the character has failed. For the next six hours dice checks can be made, but Skill Dice may not be applied. Only a full twelve hours after emerging from the trip will the subject(s) return to normal and be able to make dice checks in the usual way. Immediately upon returning to reality, all subjects who embarked upon a communal sojourn gain 1xd10+5 Spirit (not to exceed

Table 15 ~ Hallucinogens and Their Effects Ingredient

Plane

Period

Rusk (wild forest mushroom)

Outer Threshold

1d6+1 days

Divinorum (meadow plant)

Imagined Distractions

1d4+1 days

Hisbydryl (resin of the Hisbid desert Cactus)

Plane of Sere

1d4+1 days

Sulscent (excretion found on the trunk of Yrmynsyl)

Plane of Fawynwend

1d4 days

Magelorn (leafy mountain/high altitude plant)

Orphic Nexus

1d4+1 days

Yage (made from Monigarn jungle vine)

Twainverse

1d10+5 days

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maximum) and their Spirit maximum value increases by one. They also gain one point to their CC Fate & Fortune value (not to exceed an overall value of 12). In addition, all CC Sense & Sympathy based Active Abilities gain +1 Skill Dice (where they can), the subject gains 10xd10 Orphic Plasm points and 10xd10 Magick Character Points. The journey into the dymensional realms also has an adverse effect, however - one that stretches thin the membrane between physical mind and body and spiritual soul and sense. All subjects who participate in the Soul Sojourn, whether as part of a communal sojourn or alone lose one point permanently from their CC Mind & Memory value (representing their greater distance from entopic reality), with respective knock on effects for all related Active Abilities. All losses and gains stack, so subjects should be wary of embarking too often into the nonEntopic dymensions lest their sojourns rob them of their sanity and leave them as blithering imbeciles whose higher mind wanders independently of their body in worlds intended only for cosmic minds.

Staff of the Vanishing Trail (COVER TRACKS) Rune School: Oak Spell Type: Transform Magick CPs: 1 Duration: permanent. Rune String: [7] [8] [15] [19] [20] [19] [20] [5] [16] Orphic Investment: 50 DESCRIPTION The runes for this spell are scratched onto the wood of a staff made of dead Wythywyr Oak. The wood must be dead and thus the caster should source a small fallen branch or similar from the floor of Dwarro Wood. The staff need not be a rune-tool specifically but must be made of Wythywyr timber in order for the spell to work. Provided the caster is a member of the Wythian faith and has at least 5 points in Cult Allegiance, when he walks with this staff his tracks and signs of passing will magickally vanish in his wake. Ash from campfires will dissolve into the ground, leaves and twigs broken as he walks will instantly grow back and his footprints will fill in behind him. Any scent he leaves will vanish and any noise he makes as he walks will be muffled. The effect is permanent, but will cease working if Cult Allegiance falls below 5. Staffs of the Vanishing Trail cannot be made for others to carry and each is specific to the caster who infused it with rune magick, thus staffs cannot be mass produced and sold to the Wythian faithful and may only be created and used by their maker.

Tranquil Bubble (IMPROVED MEDITATION) Rune School: Oak Spell Type: Ward Magick CPs: 1 Duration: Semi permanent or caster defined (dispel at will) Rune String: [3] [8] [9] [12] [12] [5] [4] Orphic Investment: 7 DESCRIPTION The runes are traced onto the ground with the caster’s finger or, if he prefers, a rune stave, wand or staff. Whoever then steps onto the runes will activate the spell and be surrounded by the ‘tranquil bubble’. A glistening orb, transparent and oily like a soap bubble, surrounds the subject who levitates into the bubble’s centre as the bubble itself bobs to a height a few feet off the ground. Noise cannot penetrate the bubble and within its membranous walls the subject finds themselves embraced by a tranquil calmness, an all-permeating feeling of peace and a sense that everything is right with the world, even if everything clearly is not right with the world directly outside the bubble. Psychedelic colours will render the world outside in strange phantasmagoric hues while rhythmic pulsing drum sounds lull the subject into dream-like states. While inside the bubble the subject gains maximum Evident Ease to any AA Meditation or AA Resistance to Evil dice checks. Spell effects can still be made from inside the bubble, though if the caster breaks the membrane of the bubble by reaching out with a hand or a rune staff or by using a weaponized spell effect the bubble will burst and they will be ejected suddenly back out into the real world. If the subject can achieve a successful meditative trance (AA Meditation dice check) they can direct the bubble to move in any direction (into the air a maximum distance of feet from the ground equal to the subject’s combined AA Orphic Effect and AA Orphic Talent values, or equal only to AA Spell Binding for Spell-Binders) and moving at a rate equal or up to the subject’s own Base Movement. The subject need not be the caster in this instance and may not even necessarily be a rune-casting creed. The bubble lasts for as long as the caster requires it to last. The outer and inner surface are as fragile as that of a normal soap bubble, though magickal reinforcements prevent the bubble from bursting from simple movement of air or particles of dust. A pointing finger, weapon attack, grazing against rocks or other obstacles or any minor physical connection from inside or outside will cause the bubble to pop and the spell to end.

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If the bubble pops in this way when airborne, 1d6 Life-Force damage should be incurred for every full 8ft of height the subject falls. The GM should increase this penalty where the ground below is likely to present a particularly hard or jagged surface (sharp rocks for example) or decrease the penalty where the surface is suitably soft (snow or sand for example). If the caster chooses to end the spell the bubble gradually dissipates into reality and the caster is gently returned to earth with no ill effects.

Vertical Scurry (IMPROVED CLIMB) Rune School: Oak Spell Type: Blessing Magick CPs: 1 Duration: Equal in skirmish rounds to the caster’s combined AA Orphic Talent and AA Kinship values (Spell-Binder equal to AA Spell Binding only) Rune String: [19] [16] [9] [4] [5] [18] Orphic Investment: 12 DESCRIPTION The runes are painted onto the skin of the subject using any natural dye. The subject gains maximum Evident Ease to any AA Climb dice check made while the spell is active. The spell effect causes a sticky substance to excrete from the subject’s palms and feet, thus the hands and feet must be bare for the effect to work. One AA Climb dice check should be made for every 5 skirmish rounds the subject is climbing. As soon as the spell effect wears off the subject should make a new AA Climb dice check with no Evident Ease. The runes should not be applies as a tattoo, which will not increase the potency or duration of the spell effect.

Will-o-Wisp (PRESERVE SOUL) Rune School: Oak Spell Type: Death Magick CPs: 2 Duration: see Description. Rune String: [3] [15] [13] [13] [5] [13] [15] [18] [1] [20] [5] Orphic Investment: 60 DESCRIPTION The runes for this spell are traced with the thumb or a rune-tool onto the forehead of a recently deceased subject. The deceased must be dead for no more than four skirmish rounds or one in-game minute (Note: the runes take one round to trace). The soul of the deceased immediately


emerges from their mouth or nostrils as a small shining blue light called a wisp of wisdom or Will-0-Wisp in Erethian colloquialism, a disembodied spirit that can bob and weave through the air. The wisp is the manifestation of the fallen character’s soul and can communicate with those who knew it in life using a faint kind of psychic voice. Those who did not know the Wisp in life will be unable to hear this voice. The Wisp can travel in any direction, but no more than 100ft beyond its own dead body. Its life span is finite up to in-game days equal to the caster’s combined AA Orphic Talent and AA Kinship values (Spell-Binder equal to AA Spell Binding only). If the wisp can find a body that has been dead for less than one skirmish round (15 ingame seconds) within the period of its life span it can enter and possess that body. The character ‘awakens’ within the new body with no memory of its experience as a Wisp, nor of its life before resurrection. The new body is revived with 10 Life-Force points, though the maximum value remains as it was for the previous owner of the body. The resurrected character inherits the gender and race of the chosen body plus any racially specific attributes. All Core Characteristic values are also inherited, but the character may not apply any Skill Dice (his own or those belonging to the adopted body). Where Core Characteristics have been damaged as a result of death, the body may not be a suitable host for the Will-o-Wisp, unless the character is happy to adopt the imperfections or has no choice. The character loses his memory, his creed and any loyalties he may have previously harboured for a cult, friends, family etc. He retains his personality and recalls his own name, but will assume he has always possessed the body he now inhabits and has merely lost his memory for some reason. The player automatically loses all Allegiance values and must adopt the Exile creed. He may not choose a new creed for at least one in-game month. If the character was using an Oberorb at the time of his death and this has been retained by the caster, the Will-o-Wisp passes through the artefact before entering a new body and picks up all recorded memories then installs them in the new brain. In this instance the character remembers everything and retains his old character sheet as it was but must change his Size Bonus, Force & Form and Age values to those of his new body. The resurrected character incurs one Psychic Wound trait whether an Oberorb is used or not.

Womad’s Boesslqj

Womad’s Lrrp

(AURA OF PROTECTION-SINGLE)

(UNWEAVE THE SPELLS OF WEAVING)

Rune School: Oak Spell Type: Blessing Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Talent and AA Orphic Effect values (Spell-Binders equal to AA Spell Binding only). Rune String: [6] [15] [18] [20] Orphic Investment: 50 DESCRIPTION The runes for this spell are traced onto the body of the one to be protected or onto an object or surface that the caster wishes to reinforce. The creation of the runes takes one full magick phase and the runes are activated at the start of the next magick phase. The subject cannot lose Life-Force or gain Severe Wounds for the duration of the spell. The runes should not be applies as a tattoo, which will not increase the potency or duration of the spell effect.

Rune School: Oak Spell Type: Counterspell Magick CPs: 1 Duration: 1 skirmish round/permanent Rune String: see Description Orphic Investment: equal to number of runes in rune string x 2. DESCRIPTION Where these runes are painted or scribed over runes of Weaving or traced in the air as Weaving runes are being marked or traced, the Weaving spell effect is both countered and cancelled. The spell rune string is exactly equal in every instance to the rune string of the spell of Weaving the caster is attempting to counter and the orphic investment is equal to the number of runes in the rune-string x 2. For example, where the caster wishes to dispel the Weaving runes for Assassin’s Foot, the rune string for that spell is [20] [9] [16] [20] [15] [5], therefore the rune string for Womad’s Loom, in this instance, is also [20] [9] [16] [20] [15] [5]. As there are six runes in the rune-string the orphic investment costs 6 x 2 = 12 Orphic Plasm points. The effect cancels the Weaving spell whether it has been cast or is in the process of being cast and cannot be countered, though any effects already incurred/inflicted by a spell in progress cannot be reversed.

Womad’s Buffoe of Protection (AURA OF PROTECTION-GROUP) Rune School: Oak Spell Type: Blessing Magick CPs: 15 Duration: 1 in-game minute (4 skirmish rounds per minute) for every orphic investment made. Rune String: [4] [15] [13] [5] Orphic Investment: 100 DESCRIPTION The runes for this spell are painted onto the ground using natural dyes. The creation of the runes takes one full skirmish round and the runes are activated at the start of the player's turn in the next skirmish round. The runes mark the centre of a circular area of effect with a radius equal in feet to the caster’s combined AA Orphic Effect plus AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only). A dome of protection equal in height to the radius of the area of effect (diameter / 2) also projects upwards. Anybody within this dome is protected by Womad’s spirit and cannot lose Life-Force or gain Severe Wounds, though any damaging effect that continues after the spell duration is finished will start to cause damage thereafter. The dome protects any non-Fell creature or character with a Cult Allegiance value of one or higher and either a neutral or righteous ethos.

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Table 16 ~ Transmutation Reference

Element MINERALS & METALIC Peat or clay coal flint Granite quartz or Feldspar quartz Calcite marble, Dolomite marble, Marble schist or Marblezite gemstone Tin Lead Copper Nickel Brass or Iron Bronze Mercury Ferror steel Firesteel or Adamantine steel Megal or Grislic steel White Satin steel Aurulent steel silver gold halite diamond NATURAL FLORA, SUBSTANCE & FABRICS honey beeswax or lanolin wax secreted resin or Gum Tree latex Cantrell, Agaric, Oospor or Blastotundra mushroom cap Foxfire Mold or Twig of Chitinspor Mold oestex or cytox thrawnic hormone Cowhage pods bamboo or wicker hemp canvas, sackcloth or jute burlap, gabardine, cotton or flax lamb’s wool or standard leather Velvet Silk wood (standard) Barkwood Blackwood Yew Oak or Mahogany Kindred or Roble MAGICK green soul stone red soul stone Talisman of Ancor halite blessed water fresh rainwater Wythywyr wood firesteel Aurulent steel halite

#

Transmute Into

#

2k 2k 2k 2k 2k 2k 2k 2k 2k 5k 5k 2k 5k 2k 5k 5k 5k 5k 10k 5k 20k 50k

coal flint Granite quartz or Feldspar quartz Calcite marble, Dolomite marble, Marble schist or Marblezite gemstone Tin Lead Copper Nickel Brass or Iron Bronze Mercury Ferror steel Firesteel or Adamantine steel Megal or Grislic steel White Satin steel Aurulent steel silver gold halite diamond voltium

1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k

1k 2k 2k 2k 2k 2k 2k 2k 2k 2k 2k 2k 10k 2k 2k 2k 5k 10k 10k

beeswax or lanolin wax secreted resin or Gum Tree latex Cantrell, Agaric, Oospor or Blastotundra mushroom cap Foxfire Mold or Twig of Chitinspor Mold oestex or cytox thrawnic hormone Cowhage pods bamboo or wicker hemp canvas, sackcloth or jute burlap, gabardine, cotton or flax lamb’s wool or standard leather Velvet Silk wood (standard) Barkwood Blackwood Yew Oak or Mahogany Kindred or Roble Wythywyr Wood

1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k 1k

1 1 1 1k 1k 1k 1k 1k 1k 1k

Orphic Orb of Ganguessence Oberorb of Recording Cathartic Orb of Recording Talisman of Eret Talisman of Rinan (Glass Globe of Blessed Water) Talisman of Rinan, Wind Chimes of Dreaming Rain Talisman of Syldaer Talisman of Fyrnys Talisman of Stenlorn Talisman of Yneur

1 1 1 1 1 1 1 1 1 1

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Elemental Spells The elemental, or Elvian spells do not mimic the lines and strands of the Web of Wyrd but instead invoke the elemental spirits, forces and archetypes of the natural and supernatural realms using the Elvian sigils. Each sigil design has a basic form but when invoking the spirits the caster is required to inject the scribing of the sigils with his own flair and interpretation based on the situation. The accuracy of this scribing is represented by the rune-string of numbers which the caster must match on the rune dice check. The method used for casting Elemental Runes is the same as that of the Spells of Weaving, except that each spell requires a specific rune tool for their casting. Each spell listing below includes the school to which the spell belongs, the elemental spirit to which the spell sigil is dedicated or upon whose power the spell draws, the spell type, the required rune tool, the amount of Magick Character Points earned if the spell is successfully cast, the duration of the spell, the orphic investment, the rune string and a description of the spell effect. Spells are listed in alphabetical order.

Quick Glance Index Alchemical Transmute (Transform Element) Ancor’s Raining Stone (Conjure Meteors) Animate Elvian (Conjure Golem) Ascorn’s Density of Bone (Skull of Iron) Bind Gungin’s Host (Bind Fell) Brume’s Obscuring Presence (Fog Bank) Coalesce Orphic Air (Solidify Area of Effect) Eret’s Shocking Touch (Earth Metal) Frothlorn’s Fury (Summon Blizzard) Frothlorn’s Transmute (Freeze Element) Fulmine Fist of Eret (Stone Attack) Gungin’s Uplift (Improve Fell Mind) Hellior’s Light Blade (Sword of Light) Kaldyr’s Unnerving Sky (Intimidate Target) Kinetic Javelin of Froth (Frozen Spear) Lürmyth Inhales (Maelstrom of Havoc) Lürmyth’s Beckoning Hand (Create Lodestar) Oyldun’s Scalding Bomb (Globe of Oil) Plasmic Ether (The Runic Smoke) Rage of Forge (Volcanic Erupt) Reactive Orphic Field (Resist Fire) Rinan’s Balm (Soothing of the Waters) Rinan’s Float (Buoyancy on Water)

Rinan’s Tempest (The Seeded Storm) Stenlorn’s Command (Control Metal) Stenlorn’s Resonant Strand (Vibrate Metal) Sun Sign of Hellior (Magickal Flare) Syldaer’s Warm Breath (Summon Maelstrom) Syldaer’s Womb (Screen Maelstrom) Vortex of Fyrnys (Tornado of Fire) Whisper of the Wytch (Convey Message) Womad’s Hypostasis (Improved Kinship) Yneur’s Cask (Chest of Unending Time)

Alchemical Transmute (TRANSFORM BASE ELEMENT) Rune School: Elemental Spirit: Tarris, Spirit of Transition Spell Type: Transform Required Rune Tool: Wand of Elemental Lore Magick CPs: 1 Duration: Immediate Rune String: [3] [8] [5] [13] [9] [3] Orphic Investment: 6 DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.

Ancor’s Rglqlqj Strqe (CONJURE METEORS) Rune School: Elemental Spirit: Ancor, Spirit of the Reaching Moon Spell Type: Weaponized Required Rune Tool: Rune-stones/gems Magick CPs: 2 Duration: Minimum 5 skirmish rounds (four for the rune stones to reach an appropriate height and one for the meteors to blast to earth). The meteors will continue falling after this initial free round for a number of skirmish rounds equal to the number of orphic investments. Rune String: [19] [20] [1] [18] [6] [1] [12] [12] Orphic Investment: 50 DESCRIPTION Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus.

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Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricie. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna.

Animate Elvian (CONJURE GOLEM) Rune School: Elemental Spirit: Various - see Description. Spell Type: Command Required Rune Tool: Various - see Description. Magick CPs: 1 Duration: until dismissed or killed Rune String: [13] [5] [3] [8] [1] [14] [15] [9] [4] Orphic Investment: 50 DESCRIPTION The rune tool used for this conjuration is dependent upon the golem to be formed. For the air elemental the rune flute is used; for the stone elemental rune stones or rune gems; for the fire elemental the ever renewing tinder wand and for the water elemental the vial of blessed water. Other elemental golems may be created using the rarer and more exotic elemental rune tools (see Table 17). Each rune tool must be used to trace the rune form within the element to be transformed, thus the rune flute must be played into a wind; the rune stones must be cast against a boulder or the face of a craggy cliff; the tinder wand must be passed across the flames of a camp-fire and the blessed water sprinkled onto the surface of a river, or into a well etc. From this base element the Golem will arise, emerging first as an amorphous form without feature or detail then gradually coalescing to gain shape and detail. Each Golem has its own distinct appearance when it is completely formed.


Bind Gungin’s Hrst

Table 17 ~ Rune Tools Required For Elemental Golems

Rune Tool

Golem

Talisman of Stenlorn (Metal Wand of Conduction)

Metal Golem (Stentorian)

Talisman of Hellor (Red Virgate of the Fallen Star)

Fire Golem (Fyrnatt)

Talisman of Brume, (Sack Pipes of Summoning)

Air Golem (Wae Ling)

Talisman of Kaldyr (Crystal Verge of Permafrost)

Ice Golem (Frost-Biter)

Talisman of Forge (Molten Rod of Ever Smelting Stone)

Stone Golem (Menedroll)

Talisman of Jadisfroth (Talon of the Ice Daemon)

Ice Golem (Frost-Biter)

Talisman of Womad (Prong-wand of the Sacred Antler)

Wood Golem (Brankenbow)

Talisman of Oyldun (Petrified Finger of the Oyloc)

Oil Golem (Lubrian)

Talisman of Ascorn (Spun Bone Wand of Rune Weaving)

Bone Golem (Marrowmen)

Once conjured, the Golem is entirely at the command of the caster and will undertake any activity the caster desires. See The Wyrd Pandemonium for details of each Golem’s capabilities and attributes. If the caster possesses an Oberorb containing their memories and personality they can opt to copy the contents of the orb temporarily into the golem, essentially duplicating their own mind and memory. From the caster’s point of view this is the same as stepping out of their body into another and at the same time remaining in the original body. The result creates one Psychic Wound which both copies must suffer. The number of rifts a soul can incur is finite, so the caster should be wary of making too many copies of himself. Both the original caster and the copy suffer the same rift which counts as one (see Psychic Wounds). Almost all stats provided for each golem should be assumed even if the personality of the caster is transferred into the golem. Where the imposed Oberorb personality changes the value of any Active Ability or Core Characteristic such change will be in the golem’s details. The golem exists until dismissed by the caster or killed, at which point it returns to its base element. No elemental caster may command or possess more than one golem at any one time. Sectan creeds may only create golems if their chosen spirit is one of the base elements, and they may only then create the golem related to their spirit. A list of golems and their stats can be found in the Wyrd Pandemonium, the Wyrd bestiary accompanying the core series of books and available from www.drivethrurpg.com or from the Forever People website at www.foreverpeople.co.uk

(BIND FELL)

Ascorn’s Deqslty of Bone (SKULL OF IRON) Rune School: Elemental Spirit: Ascorn, Spirit of the Core. Spell Type: Blessing Required Rune Tool: Wand of Elemental Lore. Magick CPs: 1 Duration: blessing lasts for the remainder of the game session (see description) Rune String: [2] [15] [14] [5] [8] [5] [1] [4] Orphic Investment: 16 DESCRIPTION The rune for this spell is traced onto the forehead of the subject with a wand of elemental lore. Immediately the rune is complete the subject's player (or the GM in the case of NPC subjects) may choose to either gain maximum Evident Ease to any AA Granite Skull or AA Sturdy on the Feet dice check they make during the same game session, to gain the ability to enforce Dd1 on any dice check an enemy makes where the subject's AA Sturdy on the Feet or AA Granite Skull oppose the check, or a ubiquitous +1 armour bonus which is applied to the head as though wearing a helm with the same armour bonus (the bonus is noted as a reminder, but is not recorded in the equipment slot of the character sheet). The armour bonus does not deplete when it deflects damage in the same way as a helm. Blessings do not stack and only one blessing can be given to any one subject.

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Rune School: Elemental Spirit: Gungin, Spirit of Chaos Spell Type: Ward Required Rune Tool: rune stones/gems Magick CPs: 1 Duration: one skirmish round per orphic investment Rune String: [5] [14] [3] [9] [18] [3] [12] [5] Orphic Investment: 8 DESCRIPTION The runes are scattered in a rough circle around the target Fell using rune-stones or rune gems. One circle composed of rune stones will only effect one Fell creature at a time (thus a group of Fell cannot be bound by a circle but one member of a group can be bound) while a circle of rune gems will bind all Fell creatures within the circle. The caster must specify to the GM which individual is targeted before completing the rune circle if he is using stones. The maximum diameter of the circle is equal in feet to the caster’s combined AA Orphic Talent and AA Orphic Effect values. The width of the circle in feet must be equal to or greater than the Size Bonus of the target Fell in order to successfully surround them. Scattering the runes takes one skirmish round for every 6 points of Size Bonus the intended target(s) possesses (Size Bonuses should be combined where more than one Fell is targeted) and is performed during the player's turn during the skirmish round. The caster must make an opposed AA Swift dice check vs the target’s AA Spot Secrets (or highest AA Spot Secrets if multiple targets) if scattering the stones takes more than one skirmish round and if he fails the target sees the caster and has the option to step outside the circle if he can or take other steps to counter the spell attempt. When the runes are complete the Fell may not move outside an imagined invisible and impervious wall which curves around the inner edge of the circle of runes for the duration of the spell effect. Provided none of the rune stones are moved by somebody outside the circle, the Fell is bound to the area inside and cannot touch the stones which are on the outside of the invisible barrier. The spell does not prevent the target firing ranged attacks past the boundary of the circle, but it does prevent the target from firing or throwing missiles at the rune stones which will behave as though protected by a shield of invisible energy. Nor will the target be able to make melee attacks using limbs or natural weapons which must pass across the threshold in order to be effective. Conventional weapons can be swung across or thrown over the boundary as though nothing was there. The spell only affects targets with feet on the ground at the time of the spell cast. Flying targets that subsequently lift off will be able to escape the circle.


Brume’s Ofshurlqj Presence

Coalesce Orphic Air

(FOG BANK)

Rune School: Elemental Spirit: Wyrdorph, Spirit of Sorcery Spell Type: Divination Required Rune Tool: Rune-flute Magick CPs: 1 Duration: The walls, floor and ceiling defining the area of effect remain solidified for a number of skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [3] [15] [14] [3] [18] [5] [20] [5] Orphic Investment: 15

Rune School: Elemental Spirit: Brume, Spirit of Mist & Fog Spell Type: Cosmic Required Rune Tool: rune-flute Magick CPs: 1 Duration: in-game hours roughly equivalent to caster’s AA Orphic Talent value. Rune String: [13] [9] [1] [19] [13] [1] Orphic Investment: 20 DESCRIPTION The spirit of Brume is invoked by playing the runic essence of this spell on a rune-flute. The piping music continues even after the caster has finished playing and soon seems to become a part of the very fabric of the air itself. Swiftly thereafter a thick yellow fog forms, visibility drops to a range of no more than a few feet and strange silhouetted shapes are seen to move mysteriously through the mist. The spell has a cubic area of effect which is equal in feet and in all dimensions to the caster’s combined AA Orphic Talent and AA Orphic Effect values x 10 (Spell-Binder equal to AA Spell Binding only). For example, where the Elvian caster’s AA Orphic Talent is 12 and his AA Orphic Effect is 14 the combined value of these is 26, giving the area of effect a width of 260ft, height of 260ft and depth of 260ft (26 x 10 = 260). The edges of the area of effect are somewhat diffuse with tendrils of fog drifting beyond the edge but diminishing in power at the GM’s discretion. The caster’s position, not the position of the runes, marks the middle of the area of effect, though the middle is deemed to be the centre of the base of the area and not the centre of the cube. All enemies of the caster affected by the fog must make a passive AA Courage dice check with Dd3 incurred. A fail indicates the character is unnerved and unable to perform Combos for the duration of the spell effect. All ranged weapons and ranged spell effects fired within the fog assume a temporary unskilled range of just 5ft regardless of their listed unskilled range (unless their unskilled range is less than 5 to begin with). Targets may not attempt to dodge incoming missiles, which they will be unable to see coming. Any AA Spot Secrets or AA Place in the Cosmos dice checks made within the fog while the spell effect lasts incur Dd4.

(SOLIDIFY AREA OF EFFECT)

DESCRIPTION The caster plays the essence of the rune form on a rune-flute. He must be within range of the edge of the area of effect to be targeted, the range being equal in feet to the caster’s AA Orphic Talent value. The player may identify a spell cast by another caster as having an area of effect and the exact size and form of that area (metagame information) which then translates incharacter to knowledge, on the part of the player character, that there is an area of effect. As soon as the spell is cast the outer walls defining the enemy caster’s area of effect, be it cubic, spherical or contoured to the shape of something inside, the walls become solid and completely encase the empty space within. The material is a form of impenetrable, impervious and diamond-hard orphic plasm through which nothing can pass (immovable object rule applies). Anyone straddling the edge of the area of effect will be trapped as the walls solidify perfectly around their body, preventing their escape without harming them. This effect does not occur with the floor of the area of effect, which is deemed to follow the contours of the ground. Only if a character or creature is emerging either from a hatch, a burrow or similar is the above rule then applicable. The opposing caster cannot dispel the area by ending their own spell, though they can end any spell already occurring within the area of effect if it was cast by them and can be dispelled. As soon as Coalesce Orphic Air ends the targeted spell is also deemed to end.

Eret’s Skrhnlqj Truhk (EARTH METAL) Rune School: Elemental Spirit: Voltamerr, Spirit of the Halls of Power Spell Type: Weaponized Required Rune Tool: wand of elemental lore Magick CPs: 1 Duration: Immediate. Rune String: [5] [12] [5] [3] [20] [18] [15] [19] [20] [1] [20] Orphic Investment: 12

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DESCRIPTION The runes for this spell are traced in the air using a wand of elemental lore. Immediately the tracing is complete a bolt of lightning leaps from the end of the wand, connects with the uppermost part of a target, travels down the target to its feet then leaps back to the wand, creating a triangular arc of crackling electroplasm that lasts less than a second. The target is automatically struck by the arc and is identified by the caster using psychic targeting. The target must be visible to the caster (Line of Sight) and no further away in feet than the caster’s AA Orphic Talent value. The electrical bolt will move around anyone or anything standing between the caster and the target but cannot move through solid walls, doors or similar impassable objects. The target receives Life-Force damage in electrical burns equal to 1d10+10 + caster’s AA Orphic Effect value (where the caster is a Spell-Binder the Life-Force damage is equal to 1d10+10 only). Where the caster achieves 30 or more Life-Force damage the target also incurs one Severe Wound as though 2 had been rolled on the Severe Wounds table.

Frrtk’s Fury (CONJURE BLIZZARD) Rune School: Elemental Spirit: Jadisfroth, Spirit of Winter & Ice. Spell Type: Command Required Rune Tool: Vial of blessed water Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [6] [18] [15] [19] [20] [5] [4] Orphic Investment: 10 DESCRIPTION The caster sprinkles the water from the vial, roughly tracing the shape of the spell runes on the ground. Immediately upon completion the air is suddenly filled with a flurry of snowflakes, seemingly emerging from nowhere. The flurry rapidly turns into a whiteout and a maelstrom blizzard of stinging ice crystals and howling wind. The spell has a cubic area of effect which is equal in feet and in all dimensions to the caster’s combined AA Orphic Talent and AA Orphic Effect values x 10 (Spell-Binder equal to AA Spell Binding only). For example, where the Elvian caster’s AA Orphic Talent is 12 and his AA Orphic Effect is 14 the combined value of these is 26, giving the area of effect a width of 260ft, height of 260ft and depth of 260ft (26 x 10 = 260). The edges of the area of effect are somewhat diffuse with winds and snow retaining some of their potency beyond the edge but diminishing in power at the GM’s discretion.


The caster’s position, not the position of the runes, marks the middle of the area of effect, though the middle is deemed to be the centre of the base of the area and not the centre of the cube. The area will also move with the caster if he changes his position. Vision within the blizzard drops to zero for allies and enemies alike. Combat becomes impossible as all effort must instead be invested into remaining upright. A passive AA Sturdy on the Feet dice check is made by all affected characters (including the caster) with Dd1 incurred for characters with Size Bonus of 6-7, Dd2 for characters with Size Bonus 4-5, Dd3 for characters with Size Bonus 2-3 and Dd4 for characters of Size Bonus 1 or less. Characters with a Size Bonus greater than 7 merely make a Sturdy on the Feet dice check, gaining 1 Evident Ease for each point of Size Bonus they possess above 7. If this results in maximum Evident Ease the character does not need to make a dice check. Characters who fail their check are blown to the ground where they huddle, unable to move or recover until the spell effect ends. Characters who succeed their dice check retain their footing and may fight, defend themselves and take actions but may not use Combos or apply Skill Dice to any dice check. Characters who don't need to make a Sturdy on the Feet dice check retain all abilities as normal. Creatures capable of flight caught within the area of effect are grounded during the spell whether they were flying through the area of effect or on the ground when the spell began. All fires and fire based spell effects are extinguished by the blizzard. Once the spell is finished the winds and snow will immediately die down and visibility will return to normal. The ground within the area of effect will be covered in one centimetre of snow for every skirmish round of the spell’s duration.

Frrtk’s Trgqspute (FREEZE ELEMENT) Rune School: Elemental Spirit: Jadisfroth, Spirit of Winter & Ice. Spell Type: Transform Required Rune Tool: Wand of Elemental Lore. Magick CPs: 1 Duration: Permanent (until ice melts, see Description). Rune String: [7] [12] [1] [3] [9] [1] [20] [5] Orphic Investment: 8 DESCRIPTION The runes are traced in or upon the element using a wand of elemental lore. Immediately the runes are complete the caster has one skirmish round grace to retract the wand before the element transmutes into ice (the transmutation occurring at the beginning of the next magick phase). The ice is formed of fresh water devoid of any

contaminants. The original element must be one of the base elements; liquid, fire, earth, metal or gas (including air). The spell cannot be cast on organic material, wood, flesh, crude or organic oils, flora or fauna. If the element is an object it must fit within an imagined cubic area of effect with height, width and depth equal in centimetres to the caster’s AA Orphic Talent x 10. Where the element is air, gas or a portion of water, the area of effect determines the size of the cube of ice formed. Where fire is turned to ice, the flames immediately freeze and the entire fire takes on the appearance of an ice-carving depicting flames. If the caster attempts to turn only a portion of a larger fire into ice the rest of the fire melts the ice immediately, creating a bank of steam. The resulting water run-off will simultaneously have a dousing effect on the general size and ferocity of the fire, the effect dependent on the size of the fire and the area turned into ice. Where the element is earth that is not first removed from the ground only the upper surface of the ice cube will appear as a perfect square sheet. Unevenly shaped stones or boulders will similarly retain their form and change only in element and appearance. Where only part of a stone-based element is transmuted (part of a wall, for example) only that part turns to ice. The GM should determine what will happen as the ice melts and support once provided to any overall structure vanishes from the overall integrity. A supporting wall, for example, transmuted partially into ice, is likely to collapse once the ice melts if there is no lintel or continuous support above the transmuted site. In the city of Santun Morvagh, the Elvian Wytches are known to use this spell effect repeatedly in order to kill fires at their source and to create drinkable water where the ocean cannot be filtered, reservoirs dry up and underground wells fail to produce. It is also popular with the Steamsmyths who operate in Santun Morvagh, the spell's ability to create immediate banks of steam considered useful for certain magick/steam hybrid mechanisms.

Fulmine Fist of Eret (STONE ATTACK) Rune School: Elemental Spirit: Eret, Spirit of the Deeping Earth Spell Type: Transform Required Rune Tool: rune stones/gems Magick CPs: 1 Duration: number of skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) or until the caster opens the fist and releases the rune stones, at which point his hand morphs back to its normal state. Rune String: [19] [13] [1] [19] [8] [5] [18] Orphic Investment: 14

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DESCRIPTION The runes for this spell are cast using elemental rune stones or rune gems. The stones are clutched tightly in the caster’s hand. That hand transforms immediately to become ten times its normal size and rendered of solid stone (solid diamond if the caster is using rune gems). Though the caster can wield this fist as easily as if it were his own hand, the fist carries a mighty heft and is as brutal and heavy as it appears. The fist is treated as a bludgeoning melee weapon (+14 weapon bonus) and simultaneously as a gauntlet of armour with a +20 armour bonus (+50 armour bonus if diamond). The caster’s Size Bonus is doubled when added to base damage. The fist is not a normal weapon and cannot be fumbled or otherwise dropped. Magickal attacks directed at the fist will have no effect. Once the spell effect ends the fist returns to its origina, flesh-based state.

Gungin’s Usolit (IMPROVE FELL MIND) Rune School: Elemental Spirit: Gungin, Spirit of Chaos. Spell Type: Blessing Required Rune Tool: Vial of blessed water Magick CPs: 5 Duration: Permanent Rune String: [5] [9] [14] [19] [20] [5] [9] [14] Orphic Investment: 40 DESCRIPTION Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam.. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis.

Heoorr’s Lljkt Bogde (SWORD OF LIGHT) Rune School: Elemental Spirit: Hellor, Spirit of the Burning Sun Spell Type: Weaponized Required Rune Tool: ever-renewing tinderwand Magick CPs: 2 Duration: skirmish rounds equal to 3 plus any Skill Dice the caster possesses in AA Endurance (see description) Rune String: [12] [9] [7] [8] [20] [19] [1] [2] [5] [18] Orphic Investment: 60


DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget.

Kaldyr’s Uqqervlqj Sny (INTIMIDATE TARGET) Rune School: Elemental Spirit: Kaldyr, Spirit of Winter’s Coming Spell Type: Phantasy Required Rune Tool: wand of elemental lore. Magick CPs: 1 Duration: number of skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [16] [15] [18] [20] [5] [14] [20] Orphic Investment: 15 DESCRIPTION The runes for this spell are traced into the air using a wand of elemental lore. The wand is then aimed at the target and the spell fired as a ranged attack (AA Hit Bullseye, unskilled range equal to caster’s AA Orphic Talent x 10). To the target the sky from horizon to

horizon suddenly seems to grow dark, black boiling clouds billowing high in the atmosphere and a doom-laden, ominous greyness passing across the land like the shadow of some huge winged monster. The spell effect can also be utilized indoors where it will cause the atmosphere to darken, strange fungal slime to run down the walls and a dank, sinister mood to settle on the target. Anyone making AA Physical Intimidation or AA Intellectual Intimidate dice checks vs the target gains maximum Evident Ease, while the target incurs Dd2 on any CC Fate & Fortune or CC Mind & Memory dice check he attempts while under the influence of the spell. As soon as the spell wears off, all penalties vanish and the dark mood lifts immediately from the target.

Kinetic Javelin of Froth (FROZEN SPEAR) Rune School: Elemental Spirit: Jadisfroth, Spirit of Winter & Ice. Spell Type: Weaponized Required Rune Tool: Vial of blessed water Magick CPs: 1 Duration: The javelin will melt after a period of skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only). Rune String: [19] [20] [1] [18] [6] [1] [12] [12] Orphic Investment: 18 DESCRIPTION The runes for this spell are sprinkled into the air with a vial of blessed water. The droplets coalesce in mid-air to create a long shimmering line of liquid which immediately freezes solid and drops to embed vertically in the ground at the caster’s feet. The caster can then draw this ice javelin and use it either as a melee polearm weapon or as a ranged lob or line of sight weapon. Ice Javelin (magickal javelin, large melee and ranged weapon (melee: AA Polearm, ranged: AA Pitch or AA Sling) weapon bonus equal to caster’s AA Rune Scribing value, 1 shot ranged weapon [Line of Sight or Lob, unskilled range equal to wielder's AA Might value x 10] as a Polearm the javelin has a Reach of 3) As a magickal weapon the ice javelin is deemed to be impervious to physical damage (the javelin is an immovable object in this sense, though it is only unbreakable and can be moved in most conventional senses immovable object/unstoppable force rules apply - see page 54) but if targeted with a fire-based spell effect, used on a fire-based enemy or thrown into any kind of fire or intense heat, the javelin will melt in the same way as any other kind of ice. Only regular physical damage will have no effect.

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Lürmyth Inhales (MAELSTROM OF HAVOC) Rune School: Elemental Spirit: Lürmyth, Spirit of Gravity’s Pull. Spell Type: Command Required Rune Tool: Rune-flute. Magick CPs: 1 (3 if the spell can be maintained for 20+ skirmish rounds) Duration: one skirmish round per Orphic Investment. See also Description. Rune String: [3] [15] [5] [18] [3] [5] Orphic Investment: 10 DESCRIPTION The caster plays the essence of the runes on a rune flute. The piping music of Lürmyth continues to play even after the caster has lowered the flute, merging somehow with the fabric of the air and filling all who hear it with a feeling of great weight and an inexorable pull toward the ground. The spell has a square area of effect which is equal in feet and in all dimensions to the caster’s combined AA Orphic Talent and AA Orphic Effect values x 10 (Spell-Binder equal to AA Spell Binding only). For example, where the Elvian caster’s AA Orphic Talent is 12 and his AA Orphic Effect is 14 the combined value of these is 26, giving the area of effect a width of 260ft and depth of 260ft (26 x 10 = 260). Anyone or anything above this square area of effect is grounded for the duration of the spell. Birds drop slowly to the ground, magickally or naturally levitating objects drift gradually to earth and all creatures capable of flight are unable to lift off. If any portion of a creature capable of flight is above the square, they are still prevented from flying, thus Size Bonus has no reflection on which creatures succumb to the spell (a titan or colossal creature is still affected, even if only one foot is on or over the area of effect). All creatures on foot inside the area of effect (excluding the caster but not his allies) must move as though wading through quicksand and incur Dd4 on all AA Swift dice checks. Combat is impossible for anyone except the caster, whose attacks are opposed in the usual way but where AA Combat Talent or AA Dodge is used as the opposing Active Ability the defender may not use Skill Dice. The spell duration lasts as long as the caster can fuel the spell with Orphic Plasm, however if the spell can be maintained for longer than 10 skirmish rounds a secondary effect can be enjoyed by the caster in the form of a magickally induced cyclone. After 10 skirmish rounds the air above the area of effect begins to compress downward toward the square of land and air pressure begins to rise. This will result in an anticyclone of winds which will consequently surround the square to create a minihurricane.


Characters within the area of effect should be considered to be 'in the eye of the storm' and are unaffected by the winds which will rage around them, lifting a swirling tornado of dust and debris that obscures vision. For every skirmish round after the tenth of the spell's continued existence any character with a Size Bonus of 1 to 6 within a radius of roughly 600ft outside the edge of the area of effect must make an AA Sturdy on the Feet dice check. In the 11th round the dice check is made without Difficulty Dice. Thereafter one Difficulty Dice is incurred for every subsequent skirmish round to a maximum of Dd4, after which it should be considered impossible for anyone to stand up in the winds. Characters with 7 - 12 Size Bonus make their first AA Sturdy on the Feet dice checks in the 12th skirmish round of the spell. Between 13 and 18 characters begin in the 13th skirmish round and any character with a Size Bonus greater than 18 should be considered immune to the winds. If the spell is maintained for 20 skirmish rounds or more the power of the winds outside the area of effect are deemed to be so ferocious that nothing will be able to stand (even characters with a Size Bonus greater than 18) and anything not secured to the ground will be lifted into the air and whirled around the walls of the vortex. Any wooden buildings will be torn apart, trees will be uprooted and the tornado will be filled with myriad spinning bits of debris. Anyone caught in this deadly maelstrom outside the area of effect incurs 1d6 Life-Force damage for every skirmish round they remain ensnared. In addition they gain 10 feet of height within the rotating wall of the tornado and, when the spell effect ends and the tornado subsequently loses its power, will be dropped to the ground. Victims should incur a further 1d10 Life-Force damage for every full 10 feet they fall, with any roll of double zero (20, 20) indicating a Severe Wound.

Lürmyth’s Attracting Force (CREATE LODESTAR) Rune School: Elemental Spirit: Lürmyth, Spirit of Gravity’s Pull. Spell Type: Kinetic Required Rune Tool: Rune-stones (see Description). Magick CPs: 1 Duration: Permanent. Rune String: [13] [1] [7] [14] [5] [20] [9] [3] Orphic Investment: 16 DESCRIPTION The runes are cast using rune stones. Immediately the runic form is matched the stones merge together to create the seemingly carved likeness of a hand, its fingers curled slightly upwards.

This is a lodestar, unbreakable, immovable and impervious to all damage both physical or magickal, with such strong magnetic properties that all non secured metallic objects weighing 100k or less within one foot of its surface will be attracted with such force that they cannot be removed without first succeeding a passive AA Might dice check (Dd3 incurred, representing the power of the magnetic force). The lodestar is always the dominant attractive force and never the attracted target - in this sense it should be considered an immovable object (as opposed to an unstoppable force see page 54), though it can be moved manually and weighs very little. Even where the attracted target is large and heavy and the lodestar is in no way secured to the ground, the lodestar will remain in position and the target will come to the stone.

Oyldun’s Shgodlqj Brpf (GLOBE OF BOILING OIL) Rune School: Elemental Spirit: Oyldun, Spirit of Oil. Spell Type: Weaponized Required Rune Tool: Ever-renewing Tinder Wand. Magick CPs: 1 Duration: skirmish rounds equal to the caster’s Orphic Effect (see Description). Rune String: [3] [8] [18] [9] [19] [13] Orphic Investment: 12 DESCRIPTION The runes are traced in the air using an ever renewing tinder wand. The globe - a perfect sphere of viscous black oil with a diameter equal in centimetres to the caster’s AA Orphic Effect x 10 - emerges like a huge black tear drop from the end of the wand then rises upward to a height of 20ft (or ceiling height if indoors) and drifts away through the air at whatever target the caster identifies. The globe moves at a steady rate of one foot per skirmish round in any direction. The outer skin of the sphere is an orphic force field which contains the boiling oil inside and prevents any heat or oil escaping, thus the orb will look like nothing more than a black bubble floating in the air. Any enemy with a CC Sense & Sympathy value of 4 or higher and a CC Mind & Memory value of 3 or higher may make a passive AA Spot Secrets dice check and react to the incoming bubble accordingly (by identifying it as a threat and either moving away from it or trying to attack it, as the GM determines is the most likely course of action). The bubble cannot be burst using normal physical attacks or ranged weapons but may be burst using counterspell magick which dispels the orphic field but not the oil. At the caster’s behest the force field vanishes and the oil is no longer contained. Anyone and anything underneath the bomb at this point is deluged in scalding oil and suffers

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2d20+10 Life-Force damage. For every 20 centimetres of diameter the bomb possesses it gains 1 point to its Splash value (see Ranged Combat). When the spell effect ends, only the spherical force field disappears, and not the oil which is a permanent conjuration.

Plasmic Ether (THE RUNIC SMOKE) Rune School: Elemental Spirit: Wyrdorph, Spirit of Sorcery. Spell Type: Orphic Required Rune Tool: Wand of Elemental Lore. Magick CPs: 5 Duration: 1 skirmish round to create the ether - 1 cubic metre of ether conjured per skirmish round, with each round costing one Orphic Investment. Thereafter the ether remains solid for in-game days equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [7] [15] [15] Orphic Investment: 5 DESCRIPTION The caster traces the shapes of the runes into the air with a wand of elemental lore. Immediately upon completing the rune cast a dense white and expanding orphic ectoplasm starts to belch forth from the end of the wand. The caster waves the rune tool in order to create shapes and forms with the smoky stuff which, very soon after emerging from the wand, solidifies into a white veined material (similar in appearance to pale marble, but more amorphous in form) as strong as the marble it vaguely resembles, yet simultaneously as light as feather down. The solidified version resembles precisely the shape of the smoke when fashioned. The level of detail the caster can create with plasmic ether is low due to the inherent inaccuracy and general amorphous volume of the billowing smoke and the short but varying periods of time between its emergence and solidifying. Nevertheless, applications are endless. The solidified ether might be shaped into a bridge spanning a rift in the ground; as a concave shell shape for use as a makeshift boat; as a repair to a broken defensive wall; as a temporary obstacle to block an enemy advance or as a stopper to clog a tunnel or other aperture. Successful moulding of the ether into a desired shape requires a passive AA Craft dice check. The GM and player should determine using common sense what can and cannot be created using plasmic ether. As a general rule of thumb, the average player character will be unable to render anything smaller than himself with any degree of accuracy. The best plasmic creations are large, requiring only vague shaping, or deliberate amorphousness, making use of the smoke’s elemental qualities


or using surrounding walls or enclosed spaces as a form of mould. Small moulds can also be used to create smaller, customized objects but the amount of ether created by one spell cast will engulf moulds smaller than the caster himself and, once set, will be virtually impossible to separate in order to extract the mould. Plasmic ether is extremely durable and will bear the heaviest weight without bowing or breaking and should be given 100 Object Strength points for every cubic square metre created - seconds after conjuring the ether it is maleable enough to be carved or shaped with the right tools but the process must be fast as the stuff will set to hardness by the end of one skirmish round (15 in-game seconds). Ether is also extremely useful as a form of bonding agent, engulfing a target and solidifying around them so that they cannot escape. Victims targeted in this way require a Line of Sight ranged attack by the caster using Hit Bullseye and opposed by the target's AA Dodge value in the usual way. The caster is allowed one shot per skirmish round he continues to power the spell, but GM and player should remember that the ether already created will solidify and create obstacles, making it almost impossible to hit the target after a maximum four rounds (the area between caster and target now being filled with ample cover for the target to duck behind). Collateral should also be considered, with any allies or innocent bystanders of the caster as vulnerable to the billowing and unpredictable ether as the target may be. At the end of the spell effect duration the ether will return to its gaseous form and dissipate gradually back into the Orphic Nexus from which it came.

Rage of Forge (VOLCANIC ERUPT) Rune School: Elemental Spirit: Forge, Spirit of Molten Stone Spell Type: Transform Required Rune Tool: wand of elemental lore. Magick CPs: 1 Duration: equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) plus 2 skirmish rounds from casting of runes (see Description). Rune String: [3] [9] [14] [4] [5] [18] [19] Orphic Investment: 28 DESCRIPTION The runes for this spell are traced in the flames of a fire with a wand of elemental lore. Immediately upon completion the fire dies down then gutters out, leaving a smouldering pile of ash. The ground beneath the ash seems to collapse inward and from the imploded hole comes a bubbling fountain of lava. This process takes two skirmish rounds (30 in-game seconds) long enough for the caster

to retreat to a safe distance. In the third round the hole erupts upward, throwing a geyser of molten lava, superheated rocks and ash into the air. The eruption is deemed to be an explosive with a Splash value equal to the caster's AA Orphic Effect Skill Dice x 10. Damage at the epicentre of the eruption is resolved as 2d20+30 Life-Force damage. The player should roll this value as the basis for any damage incurred within the splash zone. When the effect is over the ground within the affected Splash distance of the eruption will be too hot to walk on without incurring amage to the feet (1 point of Life-Force for every skirmish round the victim remains in the Splash zone) and will appear as a pool of molten lava. The lava ends precisely at the edge of the affected area and goes no further beyond this point, though the heat from the lava is diffuse and will be experienced within another 20ft radius near the edge of the pool. The lava forms a hardened crust which is warm to the touch but safe to walk on within 15 in-game minutes, though the molten rock beneath the crust will remain super-heated and fluid for anything up to a month after the spell duration is over.

Reactive Orphic Field (RESIST FIRE) Rune School: Elemental Spirit: Wyrdorph, Spirit of Sorcery Spell Type: Ward Required Rune Tool: Ever Renewing Tinder Wand. Magick CPs: 1 Duration: Skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [1] [2] [12] [1] [20] [5] Orphic Investment: 6 DESCRIPTION The runes for this spell are traced in the air with an ever renewing tinder wand. The tracing takes one skirmish round and the spell activates at the start of the caster's turn in the next skirmish round. A semi-translucent field of orphic energy surrounds the caster, enclosing him entirely and following the contours of his body, clothing, armour, equipment etc. at a distance so small that it can be deemed negligible. The caster appears to shimmer as though encased in a reflective film with a bluish tint. The field moves freely with the caster’s movements and encompasses anything he wears or holds. If he physically touches something or someone while the spell is in effect the field will immediately extend to cover them as well. Anyone and anything encased by the field is immune to the ablative and combusting effects of fire and heat. The internal temperature of the orphic field remains at a steady 18 degrees regardless of the temperature outside.

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The field has no effect on kinetic or physical weapons or energies (strong winds, for example) and can be pierced as easily as though nothing were there at all. Any melee attacks landing successful blows on anyone within the field will be momentarily encompassed within the field as their weapon makes contact. The caster, therefore, is still vulnerable to attack from arrows or other ballistics and the slashing of bladed or bludgeoning weapons as per normal. Only fire attacks fail and where a flaming weapon (an arrow dipped in oil and alight with flame, for example) penetrates the shield only the fire aspect of the weapon has no effect on its target.

Rinan’s Bgop (SOOTHING OF THE WATERS) Rune School: Elemental Spirit: Rinan, Spirit of Flowing Rain. Spell Type: Command Required Rune Tool: Rune-flute. Magick CPs: 1 Duration: in-game hours equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [13] [9] [12] [12] [16] [15] [14] [4] Orphic Investment: 16 DESCRIPTION The caster plays the essence of the runic form on a rune flute. The tranquil, piping music continues, even after the caster has stopped playing. The music seems to merge with the air and become a part of the fabric of reality, carrying across vast distances and echoing in strange dymensions usually beyond the comprehension of normal senses. Rinan, spirit of flowing rain, answers in soothing song. All water within visual range of the caster is immediately calmed. Rapids flow softly and gently, as though in slow motion, waterfalls drop so slowly that they almost seem to cease in mid-air, storm-wracked oceans become as flat and sedate as mill ponds in summer and rising flood waters stop rising. Rinan’s Balm has no effect on water falling from the sky in droplets. Rains and snows will continue to fall and associated effects, such as high winds, lightning or hail will continue unabated. Only bodies of water will respond to the caster’s music, thus while a storm rages around the ship and in the distance waves as tall as mountains obscure the horizon, the water beneath the ship’s hull will be flat and calm. The spell only affects water and no other liquid, even if that liquid is partly water or a substance diluted by water. The GM should apply common sense when determining what constitutes diluted water (alchemical potions, for example, are often diluted one part element to millions of parts water, while the ocean is composed largely of salt).


Rinan’s Forgt

Rinan’s Tepsest

(BOUYANCY ON WATER)

(THE SEEDED STORM)

Rune School: Elemental Spirit: Rinan, Spirit of Flowing Rain Spell Type: Blessing Required Rune Tool: Wand of Elemental Lore. Magick CPs: 1 Duration: skirmish rounds equal to the number of orphic investments. Rune String: [2] [15] [2] Orphic Investment: 2 per affected object/subject DESCRIPTION The runes are traced onto the object or person the caster wishes to float using a wand of elemental lore. Immediately the spell is cast the object gains the ability to stand or walk on water. If the object is already in water, they will rise to the surface. Even in a situation where all naturally buoyant objects would usually be sucked down to a watery doom, the magickally imbued object will remain on the surface. The object must have a Size Bonus no greater than 6 or weight no more than 600k. Objects affected by Rinan’s Float are only impervious to sinking and not the physics of normal kinetic movement. Wind will still drive them along, currents will still carry them, and they will still bob up and down on turbulent water surfaces. In addition, violently turbulent bodies of water can still swamp an object or subject with rough waves or surf, though the object/subject will quickly bob back to the surface afterwards.

Rune School: Elemental Spirit: Rinan, Spirit of Flowing Rain. Spell Type: Area of Effect (Summon) Required Rune Tool: Vial of Blessed Water. Magick CPs: 1 Duration: 8 skirmish rounds for the initial orphic investment, thereafter each round of rainfall costs one additional orphic investment. Rune String: [7] [1] [12] [5] [6] [15] [18] [3] [5] Orphic Investment: 18 DESCRIPTION The runes are sprinkled into the air using a vial of blessed water. The droplets vanish into the air and within seconds the sky starts to fill with black and purpling clouds, lightning flickering in their depths. Thunder growls ominously and an electrical tension fills the air. The storm spans a distance from horizon to horizon (radius 30 miles from the caster’s position in all directions). This initial phase of the spell takes five skirmish rounds, after which rains start to fall lightly for one skirmish round, then heavily the next and finally, on the eighth round of the spell, torrential and vertical. Visibility is reduced at this point to a distance of just 10ft, with everything beyond this point a silhouette. All ranged attacks or ranged spell effects assume an unskilled range of 10ft unless their unskilled range was already less than this. The noise of the tempest should also be taken into consideration. Along with the sound of so

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much water hitting the ground, lightning and thunder will crash repeatedly overhead, disorienting anyone beneath and adding further confusion to the stupefying effects of the spell. Any CC Art & Expertise based dice check incurs Dd3 with the exception of AA Swift and AA Swim, both of which are unaffected, along with AA Sneak dice checks which instead gains maximum Evident Ease. AA Hear a Pin Drop and AA Spot Secrets dice checks incur four Difficulty Dice. For each skirmish round after the initial 8 rounds, one centimetre of rain will fall, combining over a long period (where additional orphic investments are made) to saturate the ground and cause flooding or swelling of rivers and bursting of river banks. Where Tempest is cast on high ground all water will flow downhill and gather speed as it does so. This may lead to flash floods where the spell continues for prolonged periods and the land is notably high. The floods will take the form of a rapidly flowing and churning river with a definite leading edge and cut off point. The GM should use her best judgement to guess how long such a flood will last and how much damage it can cause based on the estimated rainfall. Where the flood water passes through areas already saturated by rain, especially heavy rain, the result is likely to be an even more impressive flood than if the spell alone provides all volumes of water. The rain will stop immediately at the end of the 8th skirmish round unless further orphic investments are made.

Stenlorn’s Crppgqd (CONTROL METAL) Rune School: Elemental Spirit: Stenlorn, Spirit of Metal. Spell Type: Command Required Rune Tool: wand of elemental lore Magick CPs: 1 Duration: See description Rune String: [3] [18] [1] [14] [5] Orphic Investment: Orphic Plasm equal to weight of object. DESCRIPTION The runes are traced onto the metal surface to be affected using a wand of elemental lore. The surface must be visible, within reach of the wand and only that aspect which is made of metal will be affected by the spell. Range of control should be no further than a distance in feet equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding). If the object is not tethered to the ground by non-metallic means or magickal means it can be levitated or moved in any direction except through solid surfaces. The object can be propelled away from the caster as a Line of Sight (AA Sling) ranged weapon. The unskilled range is equal in this case to the


caster’s AA Orphic Talent value and damage should be resolved in the usual way with weapons bonus determined by the GM and based on the object’s heft/weight. As a rule of thumb every 50k of weight should equate to a +1 weapon bonus. If the object consists of mechanical working parts these can be controlled so far as the caster knows how they operate, otherwise their behaviour can simply be perturbed or their parts broken. Control of a lock mechanism, for example, does not automatically equate to the caster’s ability to open the lock if the caster has no idea how the lock works. The GM may call for a passive AA General Knowledge dice check with Difficulty Dice based on complexity and rarity of the mechanism. If the caster wishes to simply rattle the component parts around in order to achieve some kind of effect a Spirit roll would be more appropriate, with success based more on luck than ability. Objects containing non-metallic components cannot be moved around kinetically but only manipulated in situ.

Stenlorn’s Resonant Strand (VIBRATE METAL) Rune School: Elemental Spirit: Stenlorn, Spirit of Metal. Spell Type: Kinetic Required Rune Tool: Wand of Elemental Lore. Magick CPs: 1 Duration: See Description. Rune String: [20] [18] [5] [13] [15] [18] Orphic Investment: 5 + an additional 5 for every 100k of weight possessed by object. DESCRIPTION The runes are traced onto the metal object to be affected using a wand of elemental lore. Immediately the runes are complete a resonation is sent deep into the body of the metal which subsequently causes a thrumming vibration to travel the length and breadth of the object. The caster has a period of grace should he need it whereby the spell effect is delayed up to 10 skirmish rounds, giving the caster time to get clear. The caster must specify if this is the case before casting the runes and the duration of rounds before the spell effect kicks in. Where the object is small (less than 100k) the vibration will be undetectable to the naked eye but will set up a strange and extremely uncomfortable empathy in the hand, arm and then body of anyone trying to hold or touch the object. The feeling is akin to a slowly building electric shock and for the subject to continue holding the object requires one successful passive AA Endurance dice check per skirmish round with Dd1 incurred and an additional Dd1

stacking every additional round the subject tries to hold on (up to but not exceeding Dd4). On the first failed check the subject drops the object and cannot attempt to pick it up again for 24 skirmish rounds minus their Recovery value. In larger objects (between 100k and 500k) the vibration will be visible as a strange blurring, as though the item is somehow not quite a part of reality but separate from it. If the object is resting on a surface, a loud buzzing noise will be heard. Anyone or anything touching an object of this or similar size will experience the vibration. Living creatures will suffer a shock that forces them to withdraw their hand while objects with component parts will start to rattle and shake violently. Anything larger than this (501k or greater) will blur in the same way, and a violent quaking will be felt upon any surface in contact with the object. Anyone touching the object will be thrown backwards 1xd20+20 ft minus Size Bonus, and take 1xd10 Life-Force damage as if from an electroplasmic shock. The object itself, or objects touching, containing delicate or component parts will not only rattle and vibrate but will start to shake themselves apart. As a guide, 10 Object Strength points of damage will be inflicted on any target object or touching object per skirmish round. Where an object is truly huge, such as a tower made entirely of metal or a metal bridge, the vibration will cause a high pitched hum to emit from the surface of the object which will create great distress in anyone who tries to approach within 50ft and inflict d20+20 LifeForce damage to anyone or anything that tries to approach within 5ft. Touching the object will result in 10d20+100 Life-Force damage and the victim will be thrown a distance of feet equal to 5d20+50 minus their Force & Form value. The vibration is at such a short and intense frequency that the shockwaves flowing outward hit the victim at a rate of millions per second, shaking his bones apart. Such enormously powerful vibrations will also quickly undermine the integrity of the structure which will start to disintegrate. As a guide, the structure should incur 1000 points of Object Strength damage per skirmish round for the duration of the spell effect, thus only huge objects made entirely from metal are likely to survive. All the above examples are for items made from metal. Items that are composed of both metallic and other elements (for example, a door made of wood with metal hinges and handle) the vibration is greatly diluted by the other element. Only in truly huge objects such as bridges or buildings will there be a detectable vibration that can cause discomfort to anyone touching the item. The GM should use her best discretion in deciding to what ratio an object is made of metal compared with other elements and how much the other element is likely to dampen the vibration of

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the metal. Even a relatively low percentage (90% metal, 10% other materials) will greatly reduce the effect of the spell, causing near negligible results in any object weighing under 500k.

Sun Sign of Hellor (MAGICKAL FLARE) Rune School: Elemental Spirit: Hellor, Spirit of the Sun. Spell Type: Cosmic Required Rune Tool: Ever-renewing Tinder Wand. Magick CPs: 1 Duration: The duration of the flare begins once it has exploded and lasts a number of skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [20] [1] [14] Orphic Investment: 15 DESCRIPTION The runes are traced into the flames of a fire using an ever renewing tinder wand. The flames will seem to adhere to the end of the wand, resolving themselves into a dangling sprite with a wicked face and sharp talons. The sprite can then be flicked upward into the air where it zooms to a height of 1000ft before bursting like a firework. The sprite is not entirely immolated in the explosion, but leaves behind the glowing sign of Hellor (a disc surrounded by fractal flames and furnished with a macabre gargoyle face). This rotates slowly in position, casting a glow as bright as daylight and illuminating an area roughly 5000ft in radius in all directions. The sigil will be seen from up to 30 miles away, the gargoyle face appearing front-on to any observer irrespective of their position. The sprite can be directed horizontally, or thrown at a target (Lob ranged weapon (AA Pitch) with an unskilled range of 100ft) but the explosion will cause no damage, only temporarily blinding anyone caught within 20ft of the flare for the duration of the spell effect. This includes enemies and allies alike. The flare will only illuminate normal darkness and has no effect on Abysmal Dunlight (for example, such as the impenetrable darkness of the Gungin Gap or the lightlessness of a Mergeth Daemon).


Syldaer’s Wgrp Bregtk

Syldaer’s Wrpf

(SUMMON MAELSTROM)

(SCREEN MAELSTROM)

Rune School: Elemental Spirit: Syldaer, Spirit of the Reaching Sky Spell Type: Command Required Rune Tool: rune flute. Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only) Rune String: [19] [9] [18] [15] [3] [3] [15] Orphic Investment: equal to caster’s AA Orphic Talent DESCRIPTION This spell is conjured using a rune-flute. The caster plays a tune encompassing the essence of the rune form. The musical piping continues even after the caster has stopped playing. The music is carried on a warm gusting breeze which gains intensity until it becomes the howl of a furious wind. The caster can manipulate the direction of the wind with the wave of a hand. The wind is warm and filled with dust and fine particles of sand that blind and sting the exposed skin of anyone within the area of effect. The spell has a cubic area of effect which is equal in feet and in all dimensions to the caster’s combined AA Orphic Talent and AA Orphic Effect values x 10 (Spell-Binder equal to AA Spell Binding only). For example, where the Elvian caster’s AA Orphic Talent is 12 and his AA Orphic Effect is 14 the combined value of these is 26, giving the area of effect a width of 260ft, height of 260ft and depth of 260ft (26 x 10 = 260). The edges of the area of effect are somewhat diffuse with winds and dust remaining potent beyond the edge but diminishing in power at the GM’s discretion. The caster’s position, not the position of the runes, marks the dead centre of the area of effect, though the caster is deemed to be standing within the base of the cube. Combat within the maelstrom becomes extremely difficult for any character with a Size Bonus of 6 or less. Such characters lose all Attacks bar one while characters with a Size Bonus between 7 and 12 lose all Attacks bar two. Any character wearing both breathing apparatus and protective goggles loses just one from their Attacks value for the duration of the spell. Creatures capable of flight who are flying through the area of effect or on the floor at the time of casting are grounded for the duration. All fires and fire based spells gain potency during the maelstrom as their flames are fanned by the wind (GM discretion as to how this translates for any given effect). Once the spell is finished the winds will immediately die but all surfaces will now be covered with a layer of dust and sand.

Rune School: Elemental Spirit: Syldaer, Spirit of the Soaring Sky. Spell Type: Ward Required Rune Tool: Rune-flute. Magick CPs: 1 Duration: in-game minutes equal to the number of orphic investments. Rune String: [19] [5] [18] [5] [14] [5] Orphic Investment: 6 DESCRIPTION The caster plays the essence of the runic form on a rune flute into the approaching winds of a coming storm. Syldaer’s Womb will screen against all natural wind storms including gales, dust devils, tornados and hurricanes. It has no effect on magickal wind effects or knock-on effects caused by magick, nor can it shield against rain or other physical elements associated with high wind such as cold, storm-wracked seas, the howling noise of the wind or lightning. The rune music rises as ripples in the air from the end of the flute and spreads outward in a circular fashion to create an invisible hemispherical area of effect with a diameter equal in feet to the combined AA Orphic Talent and AA Orphic Effect values of the caster x 10, and a domed roof whose apex lies at a height equal only to AA Orphic Effect. The caster marks the dead centre at the base of this hemisphere which moves as he moves. Spell-Binders create a dome with a diameter equal in feet to their AA Spell Binding value only, the height of the dome being approximately half this distance. Within this dome of effect the air remains perfectly still and calm as all winds break against the outer invisible curve of the magickal wall.

Vortex of Fyrnys (TORNADO OF FIRE) Rune School: Elemental Spirit: Fyrnys, Spirit of Primal Fire Spell Type: Weaponized Required Rune Tool: ever-renewing tinderwand Magick CPs: 5 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only). After the effect ends the air remains hot (see Description). Rune String: [13] [1] [5] [12] [19] [20] [18] [15] [13] Orphic Investment: 30 DESCRIPTION The runes for this effect are traced into the air using an ever-renewing tinderwand. The runes appear as flaming icons in the air and, immediately upon completion, whirl away from the caster to a distance of 15ft (caster

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chooses the direction based on where he points the wand) and then combine to create a swirling mini-tornado of smoking flame which the caster can move at will. This fiery dervish is a vortex of spinning fire approximately fifteen feet high and six feet in diameter with a heat of 1400 degrees within the tornado and a super-hot area of effect surrounding the tornado’s main body. Black smoke pours from the uppermost part of the vortex and this will rise into the air up to 100ft. Within an enclosed space the smoke will quickly engulf everything (see below for smoke damage). The tornado has a Splash value of 14 which moves as the tornado changes position. Where the tornado itself passes over a victim it causes 140 Life-Force points of damage which should be used to resolve damage caused elsewhere within the splash zone. Where the dervish is unleashed within an enclosed area the smoke pouring from the top of the funnel will quickly fill the space. Characters trapped within the smoke will quickly begin to suffocate, requiring one AA Hold Breath dice check covering the first four skirmish rounds, then another covering the next four. One additional dice check per skirmish round is thereafter required with Dd1 stacked every round up to a maximum of four. If the character holds his breath for 12 rounds successfully they automatically inhale on the thirteenth. Inhalation will result in 1d10+10 Life-Force damage for every round the smoke continues to fill the space. Further AA Hold Breath dice checks cannot be made once a check has failed. Everything the dervish itself touches will burst immediately into flame if combustible. Noncombustible items (metallic armour, for example) will become extremely hot very quickly if within the 14ft radius but will not burn. Anyone trapped inside super heated armour will suffer the same Life-Force point damage as anyone else, though the damage is a result of slow roasting rather than direct scalding. The motion of the tornado is dependent upon the motion of the caster who will always be exactly 15ft away, his position locked with the tornado’s position. If the caster moves toward the tornado it will move away from him and if he moves away it will follow. If he moves sideways the tornado will do likewise. The caster should be deemed to have a certain degree of control over where the tornado travels as it orbits him, but it must always remain exactly 15ft from his position. Air heat levels within the area of effect diminish immediately once the spell effect ends, and all heat within the tornado’s last position dissipates as soon as the tornado moves away. Beyond the 14ft Splash zone the heat drops away completely. Smoke in enclosed spaces will vanish as soon as the spell ends, allowing all characters to breathe freely.


Whisper of the Wytch (CONVEY MESSAGE) Rune School: Elemental Spirit: Nabunum, Spirit of Words Spell Type: Psychic Required Rune Tool: rune-flute Magick CPs: 1 Duration: Immediate after command word is spoken and ending once the message has been repeated at the destination. Conveyance is immediate. Rune String: [9] [14] [20] [15] [14] [5] Orphic Investment: 24 DESCRIPTION The caster plays the essence of the runic form on a rune flute. The piping continues after the caster has finished playing and seems to weave itself into the very fabric of the air. Anything the caster now says will be recorded by the piping then carried to the destination or individual of the caster’s choice, the words entering the minds of everyone located at that destination or the chosen individual as though the caster were speaking into their ear. To ensure the message arrives at the correct destination the caster must first make a successful AA Place in the Cosmos dice check. There is a spatial limit to the distance the message may be sent, but it is so vast (light years) that for purposes of transmitting a message from one part of the world to another the limit should be considered negligible. The caster may record up to ten complete words for every orphic investment made, ending the message with the command word ‘Convey’ which is not counted as one of the ten words. The destination must be a place the caster has personally visited and he must have a general idea of where he is in relation to that destination (hence the AA Place in the Cosmos dice check). The volume and pitch of the message will depend on how it is spoken at the time of casting. Messages cannot be sent to an alternate dymension or plane beyond that of the Entopic Plane, even if the caster has visited that dymension.

Womad’s Hysrstgsls (IMPROVED KINSHIP) Rune School: Elemental Spirit: Womad, Spirit of Life & Vitality Spell Type: Blessing Required Rune Tool: Rune wand of elemental lore. Magick CPs: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binder equal to AA Spell Binding only). Rune String: [5] [14] [12] [9] [7] [8] [20] [5] [14] Orphic Investment: 2

DESCRIPTION The runes for this spell are traced into grass using a rune wand of elemental lore. The runes emerge as depressions in the grass and from them rises a misty spiritual avatar resembling Womad, the spirit of vitality, nature and rebirth. Womad, a majestic oaken figure with a humanoid body, wide antlers and the face of an elk, steps forward, gradually merging into the body of the caster or the body of another subject identified by the caster (the subject must be willing and must be within visible range). The subject gains maximum Evident Ease to any AA Courage, AA Kinship, AA Learn, AA Meditation, AA Place in the Cosmos, AA Resistance to Evil or AA Zone Out Noise dice check for the duration of the spell. They also gain 5 points of Spirit which remains after the spell duration is complete (not to exceed maximum value). The subject is also imbued with a sudden wide-reaching wonder for the beauty of nature, a love for all living things and an almost preternatural understanding of the interconnectivity of the cosmic plane. They will feel an empathy with the grass beneath their feet, the branches of the trees swaying happily in the wind and the joy of birds swooping carefree and unfettered in the high reaches of the sky. While affected the subject cannot undertake any deed the GM deems to be wicked or morally questionable. If the nature of the deed is ambiguous the GM should use her best judgement and her decision is final, even if players disagree (the GM may wish to refer to the Morality Guide). When the subject emerges from the spell effect they will remember their experience and may remain affected for some time after. The length of time the feeling of ‘holistic belonging’ lingers is entirely up to the player or GM if the player is unsure but can be permanent if the player wishes to embrace the idea. Characters with an already benign personality will remain affected for far longer than characters of a naturally wicked disposition. This is a purely role-playing aspect of the spell and in no way rule based beyond the added Spirit bonus.

Yneur’s Cgsn (CHEST OF UNENDING TIME) Rune School: Elemental Spirit: Yneur, Spirit of Time and the Wheel of Fire. Spell Type: Cosmic Required Rune Tool: rune stones/gems Magick CPs: 1 Duration: Permanent. Rune String: [20] [1] [18] [4] [9] [19] Orphic Investment: 24 per cubic foot of box

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DESCRIPTION Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus.


Elder Runes The Elder Runes are divided into two categories, Anarchaic and Craven. Both category of spell are indexed in this section which covers the Elder school in general. Spells are listed in alphabetical order.

ANARCHAIC Anarchaic runes can be cast by anyone. These spell effects are available to all and sundry, from the most powerful rune caster down to the lowliest farm hand. Anarchaic runes are singular and require only one die roll match. All runes are powered by the soul of the caster, since they represent the hollow abyss of the gaps between the strands of the Web of Wyrd which are entirely without energy. To cast an Anarchaic spell the caster must have enough of his own soul energy to power the spell effect. Investment points are taken first from Spirit and then from the Fate & Fortune Core Characteristic. A mixture of the two may be used where the caster lacks sufficient Spirit to achieve the spell effect. Rolls can be nudged using Spirit points first, then Fate & Fortune points. Expending Fate & Fortune on Anarchaic magick should be considered only as a last resort, since a loss of value in Core Characteristics cannot easily be replenished. In all the civilized lands of Ereth the Anarchaic are outlawed and those who willingly cast these forbidden runes are condemned without exception. The caster of the Anarchaic risks imprisonment or even execution, depending on the rune cast and the law of the land. In most cases the casting of a hex or a summoning spell will bring the full force of local law down upon the head of the caster. Righteous and neutral characters who cast Anarchaic spells lose 5 points of Cult, Guild, Institute and Community Allegiance as applicable (unless they belong to the Elgan cult or a sect thereof).

Each spell listing below includes the school to which the spell belongs, the spell type, any Cult Allegiance gains made by casting the spell (if the caster is a member of the Cult of Flies) the likely sentence wyrman civilizations and authorities will pass on anyone found to be casting the spell, the spell duration, the rune-string, and the Spirit/Fate & Fortune investment required to power the spell. Spells are listed in alphabetical order.

Quick Glance Anarchaic Index Awaken Dwellers of Absence (Summon Evil) Hex Doll of the Anarchaist (Harm Victim) Hex of the Fetish (Curse Object) Hex of Wytchcraft (Curse Victim) Lesser Fireball (Magickal Missile) Mask of the Thief (Disguise Self) Pad Feet of the Assassin (Improved Sneak)

Awaken Dwellers of the Absence (SUMMON WICKED SPIRIT) Rune School: Anarchaic Spell Type: Summon Cult Allegiance Gain: 5 for Fell/Engel, maximum value for Elgan god. Likely Sentence for Casting: Death Duration: Permanent (see Description). Rune: [3] Point Investment: 11 DESCRIPTION The runes for this spell effect are painted or chalked onto the floor within the space between a large outer circle and a smaller inner circle. A pentacle rune is drawn within the smaller circle and a twig of Wythy oak placed at its centre. Candles with tallow made from the congealed fat of wyrman or myrman corpses are placed at the points of the pentacle. When all the candles are lit the summoning begins. Where the caster is attempting to deliberately summon an Elgan god he will need to sacrifice a wyrman hero/champion or he may need to perform preliminary rituals and may even need the presence of another god. A dark rift in the fabric of space appears above the pentagram and from this emerges 1xd10 denizens from the absence between the strands of the Web of Wyrd. The summoned creatures may be Red Soul Stone monsters of Fell breed, or may be the manifestations of one of the many Engel lords who served Uselyorn in times of myth, or a mixture of both. The GM should use the ‘Summoning Table’ in the Wyrd Pandemonium (the Yarnian bestiary accompanying the core rulebooks) to determine who or what appears. The Elgan gods rarely answer the summoning call of this spell. Uselyorn himself is certainly beyond the spell’s power to muster. The gods

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will only come if the caster is known to them or is a dark wizard of great status whose power is known throughout Ereth and whose infamy is noted even in the empty voids beyond the physical plane. If the sacrifice of an equally noteworthy and famous hero of the wyrmen is offered at the time the spell is cast and the corpse is placed at the heart of the pentacle, there is an even greater likelihood that an Elgan god will answer. In this case the summoning must take place at night. The god will possess the flesh of the dead hero, corrupting it to take on hideous forms. But the god can remain only until the sun rises, at which point he or she must return to their prison in the Web of Wyrd. Summoned horrors that emerge from the dark rift cannot be controlled, commanded or bound by the caster without also using Craven runes, and no Elgan god can be bound even with the help of Craven runes. The spell merely summons and does nothing to manipulate that which is unleashed. Summoned gods will either appease the summoner if they suspect he has more to offer them and may even follow his instructions if they think he is of particular use, but in most cases they will ignore or destroy the summoner and then unleash the pent up furies of centuries imprisonment upon any wyrman civilization within range, their rampage continuing without mercy until the sun rises and banishes them back to the gaps of the Web. The effect is permanent where the summoned is not a god. Once a dread enemy has been brought into the physical plane it will remain until killed or banished back from whence it came by one powerful enough to do so.

Hex Doll of the Anarchaist (HARM VICTIM) Rune School: Anarchaic Spell Type: Hex Cult Allegiance Gain: 1 Likely Sentence for Casting: Listholm and The Angle: death. Skytor and Mortun Pandi: life sentence. Duration: See Description. Rune: [7] Point Investment: 20 DESCRIPTION The rune of Hexas is marked upon a stuffed doll. The skeleton of the doll is first formed of twigs tied together with twine. Glue is then applied to this frame which is rolled in raven feathers. Thereafter a fabric skin is wrapped around the frame and stuffing and tied with hair from the victim’s head. Any damage caused to the Hex Doll will be felt and incurred by the victim. Pins shoved into the doll’s fabric skin will cause the victim sudden and debilitating pain, while


Table 18 ~ Severe Wounds and the Hex Doll Weak Point

# on Severe Wounds Table

Leg 1

6 (Maim)

Leg 2

6 (Maim)

Left Arm

4 (Maim)

Right Arm

5 (Maim)

Torso

1 (Impale)

Neck

7

Head

10

manipulation of the limbs that snap the twig frame within will result in damage to the victim’s respective limb. Pins cause pain and Life-Force damage, debilitating the victim and preventing him from making any dice checks, engaging in combat or moving. For every pin inserted the victim loses 1d4 Life-Force points and debilitation lasts 25 skirmish rounds minus their AA Recover value. If any part of the doll’s seven weak points is broken (x2 legs, x2 arms, torso, neck and head) debilitating pain is accompanied by a respective Severe Wound (see Table 18). Debilitation lasts 24 skirmish rounds minus the victim’s AA Recover value. Any one part of the doll’s seven weak points can only be broken once and only one Hex Doll can affect any one individual, even if different dolls are made to target the same person by different casters. For this reason, many superstitious folk (and cautious adventurers) procure the (expensive) services of a Dunwytch or Warlock to fashion them their own Hex Doll which they subsequently hold safe within their own keeping. Such things are generally reserved for nobility and royalty who are above the law. The penalty for possession or creation of a Hex Doll by anyone outside aristocracy is usually imprisonment or execution, depending on the location. Once fashioned, Hex Dolls cannot be destroyed. If they are burned or otherwise torn apart they will miraculously return to the form when they were first created and into the possession of the original creator. There is a diametric penalty for the use of a Hex Doll. All pain and damage inflicted is also incurred by the one who inflicts the damage. Thus, if the arm of the victim is broken, so the arm of the one who inflicts damage will also break (one identical Severe Wound for both victim and perpetrator). If a pin is inserted, both victim and perpetrator will suffer Life-Force loss. Only the victim, however, experiences debilitating pain. The perpetrator will only experience normal pain associated with the damage.

The perpetrator need not be, and probably will not be, the same as the caster and creator of the Hex Doll but is merely the one who takes the doll in their hands and maliciously snaps the doll’s limbs or otherwise harms the doll. Warlocks who use the Hex Doll to this end will usually enslave a manipulator and force them or hypnotize them into harming the doll. Counterspells or spells designed to lift curses and hexes will have no effect on a Hex Doll which is effectively impervious to all attempts to destroy it once created. The Hex Doll is deeply feared by all cultures in all parts of Ereth. Dark rune casters invariably create Hex Dolls then force those enslaved by them to use the doll at their behest (or worse, use those the doll represents to inflict damage on themselves, doubling all damage and pain incurred). Broken limbs are often favourable to the terrible tortures a practitioner of black magick might visit on a slave or prisoner and for this reason is the penalty for creation or possession of a Hex Doll so severe.

Hex of the Fetish (CURSE OBJECT) Rune School: Anarchaic Spell Type: Hex Cult Allegiance Gain: 1 Likely Sentence for Casting: between 10 and 15 years imprisonment, depending on judge and location Duration: See Description. Rune: 5 Point Investment: 8 DESCRIPTION This hex is similar in many ways to other hexes except that it targets an object and the ‘owner’ of the object in turn. The owner is deemed to be anyone who purchases the object or takes possession of it through theft, purchase, transfer of deeds, inheritance, by finding and taking the object as their own or by receiving the object as a gift. Most important is that the victim considers himself the rightful owner. Thus, anyone merely borrowing or renting a cursed object with the knowledge and consent of its true owner will not incur the hex which will remain with the true owner, regardless of the distance between the object and the owner. Similarly if the owner tries to give the object as a gift but the recipient does not want the object the curse is not transferred. Once cursed the object is known as a Fetish. Fetishes can be any kind of object, both large and small, but must be visible to the naked eye, tangible, non-organic and must be whole as an object. Where one whole object cursed as a Fetish becomes an integral supporting or working part of a greater whole, the greater whole inherits the curse and the lesser part becomes a normal object again. The lesser part can be disinherited of the curse if removed from the greater whole, but only if the greater whole remains a functioning

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object with or without the lesser part. If the greater whole is completely disassembled by removing the lesser part, the lesser part reinherits the curse.

Example 1: the gears working a clock cannot be considered a complete object but are instead integral parts of the clock. Only if a gear is removed from its parent clock and cursed as an individual (whole) object does it then become a Fetish. Once cursed the gear might be added back into the clock and the clock then inherits the hex as a whole. If the gear alone is now removed the clock remains hexed while the gear is merely an object. As the clock can no longer be deemed to still be a functioning clock without the gear the curse is not disinherited from the gear if the gear is then removed again. Example 2: A cursed staff is used as a flagpole to hold a flag and thus becomes a lesser part of a whole (the whole being the functioning flagpole). The flagpole now inherits the curse. However, if the staff is removed, the flagpole is no more. It has become merely the broken sum of its parts; a staff and a flag. The staff inherits the curse once more. Example 3: were the clock gear to be threaded onto a silver chain necklace rather than being fitted to a clock, the gear plus chain would form the components of the necklace. The necklace, as a whole object in its own right, inherits the curse. But if the gear is removed from the chain, the necklace remains a functioning necklace, therefore the necklace and not the cog inherits the curse and remains a fetish while the cog returns to being a mundane object. The hex can only be lifted from the object by a rune caster or by completely destroying the object so that it is reduced to its elemental components. If the object is merely damaged or smashed the largest fragment retains the curse. For example, a clock made of wood and metal, shattered and smashed to such a great degree that it resembles a jumbled chaos of broken pieces can no longer be called a clock. But provided the clock as a whole was cursed and not some component part, the largest of its broken parts remains cursed. Only if the clock was smelted down to molten metal and ash (so that all fragments are equal) would the curse be fully dispelled. Victims of a Fetish should beware, however, for some Fetishes can be cursed with greater potency than is possible with the normal Hex Object rune and its destruction may result in some terrible retribution visited upon the would-be destroyer. Most who come across a Fetish will instead attempt to pass the object on to another victim. Indeed, this is the safest way to dispose of a Fetish as retribution runes are not activated and the curse is passed on to become somebody else’s problem. Thus do Fetishes lurk in the most innocuous places; on the shelves of curiosity shops, lying apparently discarded in dungeon vaults or discarded like rubbish on city streets, as free gifts passed


along by apparently well meaning Samaritans or as suspiciously affordable wares sold by shady merchants. The nature of the hex is determined by the caster from the index below and each hex is a small rune string, usually hidden in the design or pattern on the Fetish or in some unseen part. For this reason the nature of a Fetish is rarely known when the victim takes possession of the item. Even when the effects of the hex become apparent, the victim may remain unaware of which item in his inventory is causing the problem. Only a rune caster talented in the arts of the Runes of Naming can lift a hex from a cursed object and only a Craven rune caster will be able to identify the type of Hex by finding its rune-string on a cursed object (AA Spots Secrets dice check). HEX OF ASGINETH the victim will begin to notice the suspicious loss of Wealth or gear. He may suspect he has misplaced his stuff, or perhaps a hole in his backpack. He may suspect pickpockets, or may even accuse a fellow party member of stealing from him. In fact the Fetish is intermittently teleporting items in the owner’s inventory to an unspecified but almost certainly distant location. When the hex is originally crafted, the caster’s position at the time of crafting determines the destination of all objects teleported by the curse. The location, not the caster, mark the destination, therefore if the hex is applied with the intent of gathering items the caster should be sure to choose a convenient place when he casts the hex. So long as the victim continues to ‘own’ the Fetish his equipment and wealth will continue to vanish. BANE OF WYRDORPH Shortly after acquiring the Fetish the victim will notice his Orphic Plasm and any magickal items he owns losing power and points. The Fetish drains all magickal energy possessed by the owner, either from his own Orphic Plasm or from items imbued with magick, and then transfers them directly to the creator of the hex. The rate of this magickal drain is left entirely to the discretion of the GM. As a rule of thumb 1xd10 points of Orphic Plasm per ingame day and an equivalent from any magickal items should prove adequate. In addition, all Orphic Plasm costs for spell effects are doubled while the Fetish remains in the caster’s possession. One half of this will be drained by the Fetish itself and transferred directly to the Fetish creator. For as long as the Fetish exists the creator will likely continue to receive incoming packets of Orphic Plasm stolen and sent by the cursed object. The plasm will go straight to the

creator’s own Orphic Plasm value if he is a caster of any but the Elder runic schools. If he is a Craven rune caster he will need to store transferred Orphic Plasm in some kind of orphic sink. If he cannot do this the hex will fail to transfer the orphic plasm and the owner of the Fetish will lose no magickal energy. The only indicator that the owner is in possession of a cursed fetish will be apparent when casting spells as all orphic investments will remain at double the cost, interpreted incharacter as an exhausting effort when casting usually standard spells. HEX OF ZIRCONALUM The object to which this hex is applied must possess some form of depicted eye. This might, for example, be the eye of a statue, an eye as part of a painted design or a marble fashioned to resemble an eye. The Fetish becomes a channel through which the caster can, at any time, observe what the owner of the Fetish observes at that time and hear everything the owner hears (including the owner’s own voice). The caster will always see through the eye depicted in the Fetish, thus when the eye is placed face down or somehow obscured the caster will be temporarily blind. So common was this Fetish as a form of spying and scrying device during the Sanas Morcorm war that modern culture has grown to be suspicious of any object furnished with a decorative eye. Such items are considered dangerously occult, even if they possess no hex, and are usually shunned by the superstitious. It is still customary for occultic faiths and dark orders to use the watching eye as a symbol of their devotion to the black magicks of the past. Indeed, within the ranks of those acolytes who serve dark masters it is usual to carry about an object known as a Zirconalum, a double pyramid-shaped talisman furnished on all eight planes with an eye, allowing the master to watch the activities of those who serve him.

Hex of Wytchcraft (CURSE VICTIM) Rune School: Anarchaic Spell Type: Hex Cult Allegiance Gain: 1 Likely Sentence for Casting: between 10 and 15 years imprisonment, depending on judge and location Duration: Permanent until removed (see Description). Rune: [4] Point Investment: 5 on successful cast only. DESCRIPTION The hex is a simple rune but must be tattooed onto the victim. Most who utilize the curse first render their target unconscious before applying the tattoo. Where the rune roll fails, the tattoo remains but has no effect.

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When the successful tattoo is complete the effect of the hex cannot be removed unless by a skilled rune caster. Any attempt to rub or carve off the tattoo will reveal only that the ink goes far deeper than the victim could ever safely dig. Only if the tattoo is upon a limb and that limb is lopped off can the hex be removed by force. For this reason most curses are tattooed upon the victim’s chest or head where they can be clearly seen and never removed without killing the target. The face is a particularly cruel location for the site of a Hex of Wytchcraft as many rural and backwater locations in Ereth will display intolerance of anyone sporting such a hex, mistaking them for a Craven cultist or fearing their affliction may in some way be catching. The nature of the hex is determined by the caster from the index below, each hex accompanied by a unique tattoo design. Only one hex may effect any individual at any one time, thus the caster cannot apply a tattoo to someone already marked by a Hex of Wytchcraft. HEX OF MALAISE The design of an uprooted and inverted tree. The tangled uppermost part of the image intertwines in such a way as to create the image of a skeletal wyrman dying on a pedestal of roots, the main Hex rune is carved onto the bark of the tree trunk and from the upside down branches dangle the skulls of wyrmen. The victim is afflicted with a permanent feeling of nausea and illness. His limbs feel heavy, his bones ache and his eyes feel sore. His nose will continually run or bleed at inopportune moments and sores will appear all over his body. He may vomit frequently and will find most routine actions a chore to complete. The victim’s maximum Life-Force value drops by 20 points (if this requires the victim to lose Life-Force this also occurs). Until the hex is lifted the victim also applies Dd1 to all Storm & Stamina based dice checks and cannot use or add Skill Dice to AA Allure. HEX OF SCORN Note: this hex cannot be cast upon Ethenans. The design of a loathsome, wart covered toad from whose mouth protrudes a three pronged tongue, the prongs intertwining one about the other to create a knot. The hex rune is visible as the iris in both eyes of the toad. The victim exudes an odious air; profuse and noxious sweat with a vile fishy stench appears as a permanent oily sheen on their skin; hair becomes lank and greasy; the skin becomes pale with a yellowy tinge and black circles appear around the eyes; the lips seem cracked, never moist and the shoulders become stooped. The character develops a loping gait and a shifty eye, unable to meet the gaze of any who look upon them. When the victim speaks they


generally say the wrong thing or speak out of turn; charisma is non-existent and even a victim previously known for their charm becomes a maligned, avoided and loathed creature. Any Skill Dice in AA Allure are lost (the value should be noted somewhere in case the hex is ever removed) and any AA Allure dice check incurs Dd4. All AA Read Person, AA Resistance to Evil, AA Sense Motive and AA Kinship dice checks either incur Dd1 where they are the active attribute or cause maximum Evident Ease in dice checks they oppose. Spirit is also reduced to a new maximum value of 6 (unless the current value is less than this), above which value it may not rise until the hex is lifted. HEX OF HOODOO Note: this hex cannot be used against Ethenans. The design of a black figure with white eyes sitting cross-legged upon a pedestal formed of closely entwined tentacles. The figure’s arms are held up at its side, the two outer fingers pointing upward the other fingers curled into the palm. The hex rune is hidden in the mesh of tentacles. This hex curses the victim with bad luck. Where the victim attempts to make a wager or engage in any form of competitive game the victim automatically loses. Spirit drops to 4 and cannot be increased while the hex is in place. Any ranged attack made with an unskilled range of more than 10ft automatically fails and all AA Quick Reflexes, AA Sneak, AA Immunity to Poison, AA Immunity to Disease, AA Intellectual Intimidate and AA Place in the Cosmos dice checks either incur Dd2 where they are the active attribute or cause maximum Evident Ease in dice checks they oppose. Victims suffering from the Hex of Hoodoo automatically come last in combat regardless of their Skirmish Smarts value .

Lesser Fireball (MAGICKAL MISSILE) Rune School: Anarchaic Spell Type: Weaponized Cult Allegiance Gain: 0 Likely Sentence for Casting: 1 to 2 years imprisonment if cast within a civilized location such as a city or town. Wealth penalty is likely if cast in countryside or private land. Duration: Immediate, 4 skirmish rounds (see description) Rune: [6] Point Investment: 6 DESCRIPTION The rune for this spell is traced into the air with a rune tool. Immediately the rune is complete a small sizzling orb of fire no larger than the caster’s fist appears where the rune was traced. (The rune-tool bonus is not used to improve Nudges but must be used to trace the runes). The caster plucks the fireball out of the air,

which he can do without suffering pain or damage, then hurls it as a ranged Line of Sight weapon with an unskilled range equal to his AA Sling value. The caster uses AA Sling as the dice check Active Ability. The orb has a +6 Weapons Bonus and explodes on impact with a Splash value of 10. Immediately after being conjured, the orb is impervious to any physical effect except that of the caster’s hand. All other physical material will pass through the fireball’s core without changing its position. If the caster has not grabbed the fireball within 4 skirmish rounds (one in-game minute) the orb vanishes in a puff of smoke and the caster remains unmarked (see below). Once the caster has handled the fireball both his palm and the back of his hand are permanently marked with the Lesser Fireball rune (the character’s dominant hand is marked). Even if the caster wears gauntlets while using the spell he will be thus marked. Only one rune marks the caster, even if he uses Lesser Fireball more than once. Those who cast this spell and travel in civilized regions thereafter must wear gauntlets or gloves in order to conceal the telltale rune-scar from law enforcement. Where the casting of a fireball within civilized locations is suspected, routine stop and search becomes common place, with the palms and backs of the hands being the first place officers look. The rune mark is indelible and runs through the hand from front to back. Once there it cannot be removed without cutting off the hand - ironically the usual punishment meted out by law enforcers to those found to be carrying the mark of the rune.

Mask of the Thief (DISGUISE SELF) Rune School: Anarchaic Spell Type: Phantasy Cult Allegiance Gain: 0 Likely Sentence for Casting: 1 to 2 years imprisonment. The sentence is likely to be much more harsh if the spell is used to perpetrate some kind of nefarious crime Duration: In-game hours equal to the caster’s CC Soul value prior to casting Rune: [2] Point Investment: 4 on successful cast only DESCRIPTION The rune is traced onto the caster’s or subject’s forehead with a thumb or a rune-tool. The spell changes the subject’s appearance in various and subtle ways so that even those who know him well will believe him to be somebody else. A slim body becomes obese and an overweight body becomes unhealthily skinny, full lips become thin and mean, a soft oval face becomes rugged and hard and smooth features become weather worn. Height always

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remains the same. The spell effect is visual only and the subject retains all her attributes and characteristics. Generally the alteration is unbecoming and will create a somewhat uglier or harder version of the actual person. As a result, the subject temporarily incurs Dd1 on any AA Allure dice check and Ee2 on any AA Physical Intimidate dice check made while the spell is in effect

Pad Feet of the Assassin (IMPROVED SNEAK) Rune School: Anarchaic Spell Type: Blessing Cult Allegiance Gain: 0 Likely Sentence for Casting: 1 to 2 years imprisonment. The sentence is likely to be much more harsh if the spell is used to perpetrate some kind of nefarious crime Duration: lasts for one dice check only. Rune: [1] Point Investment: 2 on successful roll only. DESCRIPTION A simple rune to trace using a finger or runetool upon the forehead of the subject. The spell effect grants the caster and the subject both the soft and unnoticed lightness of step associated with skilled assassins and thieves. The caster and subject gain maximum Evident Ease to their AA Sneak dice check for one check only. During the period between casting and making the dice check the caster and subject will also appear semi-transparent, betraying their use of the spell.

CRAVEN The Craven Runes are Elder Runes deemed to be beyond the knowledge of those who are unpracticed in dark arts. They represent the deliberation of evil and those who cast them are worthy only of execution in the eyes of the civilizations of the wyr. These are the rune spells of the Elgan host, dark spirits and winged Engel lords of the Abysmal Dunlight whose acolytes and servants in the physical plane desire more than anything to unleash them upon the world. The Craven were crafted by the Elgan gods and given to those first corrupted wyrmen of the Cult of Flies. The wizards of malicious art draw their power from magickal items and the orphic energy of others. They are vampiric in this respect, taking the power they need for their spell effects from the very victims they intend to target, from energy robbed from the potent strands of the Web and contained in orphic sinks or from the natural reservoirs of orphic energy inherent in all metazoan creatures.


Craven magick is powerful and dangerous, superior in most respects to other forms of runic magick but not without its inherent perils and costs. All Craven warlocks must have a source of Orphic Plasm that comes not from their own spirit but from an item energized with plasm of its own or from the plasm of other rune casters. Where enemies of the Craven caster can find this energy source they can then separate him from it and defeat him. A Craven warlock using a Vampiric Stave can drain Orphic Plasm points from those around him, including player characters, at a rate equal to his Cult Allegiance value per skirmish round. As with the separate source of Orphic Plasm, where the vampiric stave is destroyed or removed from the caster, the caster's source of Orphic Plasm is instantly cut-off. Most Craven rune-casters use a mixture of separate source and vampiric stave, so that where one fails, the other is still there to use. The casting of any Craven Rune immediately diminishes Spirit to zero. At the same time Cult Allegiance is increased by the number of points detailed in the spell description. All casters of the Craven Runes must be a member Creed of the Cult of Flies or a similarly wicked organisation deemed to be a sect or faction of the Elgan cult generally. From the eldritch priests of these orders they have gained their blasphemous proficiency with the Craven Runes and by using dark magicks to wreak havoc in the name of the Elgan faiths they gain power through fear and favour from the dark gods of old. Each spell listing below includes the school to which the spell belongs, the spell type, any Cult Allegiance gains made, the likely sentence that wyrman civilizations and authorities will pass on anyone found to be casting the spell, the spell duration, the rune-string, and the Orphic Plasm investment, which the caster must steal from other sources. Spells are listed in alphabetical order.

Quick Glance Craven Index Abysmal Dunlight (Banish Light) Aswõd’s Bubbling Veins (Boil Blood) Aswõd’s Purge (Bleeding Touch) Audience With Santlorn (Invoke Insanity) Blood Golem (Forge and Bind Blodmonite) Bolt of Woe (Soul Drain) Call of Mergeth (Summon Horror) Canker’s Pinch (Throttle Target) Canker’s Shave (Skin Enemy) Caster’s Decay (Source Energy) Desecration of The Twain (Enter Metaverse) Dread Doppelganger (Summon Avatar) Dunethen’s Ghast (Shade of Watching) Dunethen’s Malevolent Charm (Mesmerism) Dunethen’s Pool (Summon Creeping Death) Elgan Sigil, The (Pentagram of Protection)

Engel Swarm (Summon Carrion Fly) Evisceration of Crewel (Hideous Disembowel) Execration (Curse the Righteous) Fearful Scream of the Dead (Alarm Enemy) Gestate Gungin’s Form (Birth Fell Ally) Greater Fireball (Craven Magick Missile) Gungin’s Door (Summon Fell) Limbs of the Abyss (Summon Tentacles) Mirror’s Dark Ally (Summon Evil Reflection) Mortwyrd’s Tattoo (Increase Life) Necromantic Absorb (Ensnare the Dead) Oubliette’s Laceration (Dungeon Portal) Plague Golem (Abominable Guardian) Plasmer’s Vile Goo (Improved Climb) Reanimate (Raise Undead) Rune Recoil (Spell Rebound) Runes of Cremation (Condemn Enemy) Scuttling Host (Summon Scorpion Swarm) Sigils of Merr (Anarchaic Tattoos) Soul Blight (Block Soul Walker) Soul Whip (Drain Orphic Plasm) Spiritual Cleave (Force Psychic Wound) Stitched Ally (Summon Flesh Golem) Swell of Dunlight (Banish Sanctity) Transmogrify (Transmute Self) Weaver’s Bane (Banish Magick) Ympynyon’s Will (Command Other)

Abysmal Dunlight (BANISH LIGHT) Rune School: Craven Spell Type: Cosmic Magick CPs: 1 Cult Allegiance Gain: 0 Duration: 1 in-game hour. Rune String: [4] [1] [18] [11] [5] [14] Point Investment: 6 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut,

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ultrices convallis metus. Nullam non quam. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat.

Aswõd’s Buffolqj Velqs (BOIL BLOOD) Rune School: Craven Spell Type: Weaponized Magick CPs: 1 Cult Allegiance Gain: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [18] [15] [1] [19] [20] [9] [14] [7] Orphic Plasm Investment: 16 DESCRIPTION Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam..

Aswõd’s Qurje (BLEEDING TOUCH) Rune School: Craven Spell Type: Hex Magick CPs: 2 Cult Allegiance Gain: 1 Duration: permanent. See Description. Rune String: [8] [1] [5] [13] [15] [18] [18] [8] [17] [5] Orphic Plasm Investment: 40 DESCRIPTION Duis congue sollicitudin leo ac malesuada.


Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget.

Audience with Santlorn (INVOKE INSANITY) Rune School: Craven Spell Type: Cosmic Magick CPs: 3 Cult Allegiance Gain: 3 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only). Optional after-effect psychological disorders are permanent unless healed. Rune String: [1] [2] [5] [18] [18] [1] [20] [9] [15] [14] Orphic Plasm Investment: 20 DESCRIPTION Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum

turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus.

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Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat


Blood Golem (FORGE AND BIND BLODMONITE)

Blood Golem gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt.

Proin aliquet augue sit amet orci feugiat, eget tempus mi porta. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem. Etiam facilisis dui nec elit tincidunt, sed bibendum nisl suscipit. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum magna. Praesent aliquam libero in tortor aliquet. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at.

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Rune School: Craven Spell Type: Command Magick CPs: 2 Cult Allegiance Gain: 3 Duration: Permanent once summoned until destroyed (see Description). Rune String: [2] [12] [15] [15] [4] [3] [12] [15] [20] [19] Orphic Plasm Investment: 120 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus.

Bolt of Woe (SOUL DRAIN) Rune School: Craven Spell Type: Weaponized Magick CPs: 1 Cult Allegiance Gain: 1 Duration: maximum 2 skirmish rounds, one to trace runes; one to fire or can be traced and fired in the same round. Rune String: [4] [5] [16] [18] [5] [19] [19] [9] [14] [7] Orphic Plasm Investment: 4 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis


est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas

Call of Mergeth (SUMMON HORROR) Rune School: Craven Spell Type: Cosmic Magick CPs: 1 Cult Allegiance Gain: 1 Duration: the Mergeth remains until the candle from which it was summoned burns itself out. Rune String: [4] [1] [5] [13] [15] [14] [9] [3] [1] [12] Orphic Plasm Investment: 10 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu

efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat.

Canker’s Qlqhk (THROTTLE TARGET) Rune School: Craven Spell Type: Weaponized Magick CPs: 1 Cult Allegiance Gain: 1 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only). Rune String: [4] [1] [18] [20] [8] Orphic Plasm Investment: 15 at time of using gauntlet, not when the runes are applied. DESCRIPTION In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique

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ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta.

Canker’s Skgve (SKIN ENEMY) Rune School: Craven Spell Type: Weaponized Magick CPs: 1 Cult Allegiance Gain: 1 Duration: Disc is permanent, but once used reverts to original shape. Rune String: [19] [11] [9] [14] [14] [5] [4] Orphic Plasm Investment: 170 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque


sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna.

Cgster’s Dehgy (SOURCE ENERGY) Rune School: Craven Spell Type: Psychic Magick CPs: 0 Cult Allegiance Gain: 0 Duration: see Description Rune String: [1] [14] [1] [2] [15] [12] [9] [3] Orphic Plasm Investment: 0 (see Description). DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit.

Desecration of the Twain (ENTER METAVERSE) Rune School: Craven Spell Type: Cosmic Magick CPs: 2 Cult Allegiance Gain: 0 Duration: number of in-game days equal to orphic investments. Rune String: [13] [5] [20] [1] [20] [18] [9] [16] Orphic Plasm Investment: 8 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante

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faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In


hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor.

Dread Doppelganger (SUMMON AVATAR) Rune School: Craven Spell Type: Hex Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) or until the doppelganger is killed. Rune String: [2] [18] [5] [1] [3] [8] [5] [4] Orphic Plasm Investment: equal to target’s CC Mind value x 10. DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet

ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id.

Dunethen’s Gkgst of the Tome (SHADE OF WATCHING) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 1 Duration: Caster defined (see Description). Rune String: [2] [15] [15] [11] [8] [15] [18] [18] [15] [18] Orphic Plasm Investment: 15 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum

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quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imp. Donec ac sapien pretium


Dunethen’s Malevolent Charm (MESMERISM) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [6] [1] [19] [3] [9] [14] [1] [20] [5] Orphic Plasm Investment: 18 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit.

Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante.

Dunethen’s Qrro (SUMMON CREEPING DEATH) Rune School: Craven Spell Type: Transform Magick CPs: 1 Cult Allegiance Gain: 0 Duration: see Description. Rune String: [13] [9] [18] [5] [4] Orphic Plasm Investment: 25 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu,

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fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin.

Elgan Sigil, the (RUNE OF PROTECTION) Rune School: Craven Spell Type: Ward Magick CPs: 1 Cult Allegiance Gain: 0 Duration: see Description. Rune String: [3] [8] [1] [13] [2] [5] [18] Orphic Plasm Investment: 14 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio


lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu.

Engel Swarm (SUMMON CARRION FLY) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [1] [9] [18] [19] [20] [18] [9] [11] [5] Orphic Plasm Investment: 18 DESCRIPTION Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam.

Evisceration of Crewel (HIDEOUS DISEMBOWEL) Rune School: Craven Spell Type: Hex Magick CPs: 2 Cult Allegiance Gain: 1 Duration: see Description Rune String: [9] [14] [14] [1] [18] [4] [19] [5] [10] [5] [3] [20] Orphic Plasm Investment: 300 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque

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sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam fringilla orci semper, molestie urna. Proin.

Execration (CURSE THE RIGHTEOUS) Rune School: Craven Spell Type: Hex Magick CPs: 2 Duration: Various (see Description) Cult Allegiance Gain: 1 Rune String: Various (see Description) Orphic Plasm Investment: Various (see Description) DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia


nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar

tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus

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placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu. Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt. Proin aliquet augue sit amet orci feugiat, eget tempus mi porta. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam.

Fearful Scream of the Suffering Dead (ALARM ENEMY) Rune School: Craven Spell Type: Phantasy Magick CPs: 1 Cult Allegiance Gain: 0 Duration: Immediate/1 skirmish round Rune String: [3] [12] [1] [13] [15] [18] Orphic Plasm Investment: 12 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante


faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum.

Gestate Gungin’s Frrp (BIRTH FELL ALLY) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 1 Duration: see Description. Rune String: [3] [15] [14] [3] [5] [16] [20] [9] [15] [14] Orphic Plasm Investment: 100 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in

faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus.

Greater Fireball (CRAVEN MAGICKAL MISSILE) Rune School: Craven Spell Type: Weaponized Magick CPs: 1 Cult Allegiance Gain: 0 Duration: must be fired in the skirmish round following conjuration, not the same skirmish round as the spell is cast. Rune String: [16] [12] [1] [19] [13] [1] Orphic Plasm Investment: 8 DESCRIPTION Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis. Donec ac sapien pretium, fringilla.

Gungin’s Drrr (SUMMON FELL) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 0 Duration: see Description. Rune String: [13] [15] [14] [19] [20] [5] [18] [19] Orphic Plasm Investment: 30

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DESCRIPTION In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem.


Limbs of the Abyss (SUMMON TENTACLES) Rune School: Craven Spell Type: Phantasy Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [5] [12] [4] [18] [9] [20] [3] [8] Orphic Plasm Investment: 8 DESCRIPTION In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam.

Mlrrrr’s Dgrn Aooy (SUMMON EVIL REFLECTION) Rune School: Craven Spell Type: Summon Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the number of orphic investments. Rune String: [18] [5] [6] [12] [5] [3] [20] Orphic Plasm Investment: 2 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum

ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus

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porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare.

Mortwyrd’s Tgttrr (INCREASE LIFE) Rune School: Craven Spell Type: Blessing Magick CPs: 1 Cult Allegiance Gain: 0 Duration: See Description. Rune String: [19] [20] [9] [7] [13] [1] Orphic Plasm Investment: 12 DESCRIPTION The In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget


neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim.

Necromantic Absorb (ENSNARE THE DEAD) Rune School: Craven Spell Type: Death Magick CPs: 1 Cult Allegiance Gain: 1 Duration: Permanent/until caster dies. Rune String: [4] [5] [1] [20] [8] [5] [1] [20] [5] [18] Orphic Plasm Investment: 50 DESCRIPTION In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque

scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi. In felis diam, lacinia eget tellus sit amet, rutrum volutpat neque. Etiam ac dictum erat. Integer sed lectus accumsan augue pulvinar suscipit. Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor.

sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapen pretium, fringilla orci.

Oufolette’s Lghergtlrq

(ABOMINABLE GUARDIAN)

(DUNGEON PORTAL) Rune School: Craven Spell Type: Kinetic Magick CPs: 1 Cult Allegiance Gain: 0 Duration: Five landed blows, after which the weapon and stone revert to normal. Rune String: first half: [3] [15] [14] [4] [5] [13] [14], second half: [9] [13] [16] [18] [9] [19] [15] [14] Orphic Plasm Investment: first half: 100, second half: 100 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque

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Plague Golem Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 1 Duration: Permanent once summoned until destroyed (see Description). Rune String: [16] [5] [19] [20] [9] [12] [5] [14] [3] [5] Orphic Plasm Investment: 60 DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis


Qogsper’s Vloe Grr

Re-Animate

(IMPROVED CLIMB)

(RAISE UNDEAD)

Rune School: Craven Spell Type: Blessing Magick CPs: 1 Cult Allegiance Gain: 0 Duration: Caster dispels at will. Rune String: [1] [18] [1] [3] [8] [14] [9] [4] Orphic Plasm Investment: 12 DESCRIPTION Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat

Rune School: Craven Spell Type: death Magick CPs: 1 Cult Allegiance Gain: 1 Duration: until Fetch is killed or dispelled by caster. Rune String: [18] [9] [19] [5] [14] Orphic Plasm Investment: 5 + 1 per Size Bonus point of target corpse. DESCRIPTION Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar.

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Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse.

Rune Recoil (SPELL REBOUND) Rune School: Craven Spell Type: Counterspell Magick CPs: 1 Cult Allegiance Gain: 0 Duration: see Description Rune String: [3] [1] [18] [15] [13] Orphic Plasm Investment: 10 DESCRIPTION Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum


Sigils of Merr (ANARCHAIC TATTOOS) Rune School: Craven Spell Type: Blessing Magick CPs: 1 Cult Allegiance Gain: 0 Duration: Permanent. Rune String: [13] [15] [20] [8] [5] [18] Orphic Plasm Investment: 6

Runes of Cremation (CONDEMN ENEMY) Rune School: Craven Spell Type: death Magick CPs: 1 Cult Allegiance Gain: 1 Duration: permanent. Rune String: [3] [18] [5] [14] [1] [20] [5] Orphic Plasm Investment: 10 x 1 per Size Bonus point of target corpse. DESCRIPTION Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit blandit enim id interdum. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Pellentesque euismod quam sem, ut tempus ante tempus eget. Proin nulla tellus, feugiat vitae sagittis sit amet, mattis in diam. In hac habitasse platea dictumst. Fusce condimentum id ipsum quis porta. Proin bibendum pellentesque risus, sit amet elementum purus elementum eu.

Nullam imperdiet blandit libero mollis efficitur. Phasellus posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada massa. Morbi posuere odio eu elementum tincidunt. Proin aliquet augue sit amet orci feugiat, eget tempus mi porta. Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet.

Scuttling Host (SUMMON SCORPION SWARM) Rune School: Craven Spell Type: Command Magick CPs: 2 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [13] [1] [14] [20] [9] [3] [15] [18] [5] Orphic Plasm Investment: 18 DESCRIPTION Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem. Etiam facilisis dui nec elit tincidunt, sed bibendum nisl suscipit. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac fringilla tincidunt, neque est venenatis augue, vitae interdum ligula est nec neque. Sed vel rutrum magna. Praesent aliquam libero in tortor aliquet, sit amet facilisis velit vehicula..

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DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero.


Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius, nec vehicula est sodales. Mauris congue leo nec nunc ullamcorper, ut congue dolor interdum. Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel.

Soul Blight (BLOCK SOUL WALKER) Rune School: Craven Spell Type: Ward Magick CPs: 1 Cult Allegiance Gain: 0 Duration: in-game minutes equal to number of orphic plasm investments (4 skirmish rounds per in-game minute). Rune String: [16] [19] [9] [2] [12] [15] [3] [11] Orphic Plasm Investment: 16 DESCRIPTION Maecenas aliquam laoreet risus, eget pulvinar tellus maximus eu. Donec placerat, lacus porta pretium lacinia, neque magna facilisis erat, eu vestibulum ligula est ut libero. Quisque convallis erat tellus, ac semper nulla ornare finibus. In hac

habitasse platea dictumst. Curabitur felis nunc, congue a erat euismod, aliquam finibus nisl. Nunc et eros at elit lacinia ultricies non a quam. Sed molestie vel tellus vitae euismod. Pellentesque scelerisque sagittis velit vitae sollicitudin. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Aenean eget purus augue. Sed quis semper risus, in egestas tellus. In vestibulum sem quis sapien feugiat, sed ultrices turpis vestibulum. Fusce tempus felis quis ipsum ultricies, quis fringilla diam laoreet. Ut a velit in nunc volutpat accumsan id bibendum felis. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus consequat dignissim venenatis. Vivamus luctus ornare ornare. Phasellus suscipit ex et elit suscipit, sit amet tristique ipsum pellentesque. Aenean at semper nulla. Praesent vel enim sit amet risus dapibus interdum eu nec nulla. Sed ligula risus, fermentum quis ultricies non, eleifend finibus mi

Soul Whip (DRAIN ORPHIC PLASM) Rune School: Craven Spell Type: Weaponized Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [6] [12] [1] [9] [12] Orphic Plasm Investment: 5 DESCRIPTION Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Morbi non velit aliquet, imperdiet augue aliquam, consectetur leo. Aliquam erat volutpat. Proin augue

248

magna, lobortis vitae viverra et, viverra et quam. Nulla pulvinar, nisl a dictum vulputate, turpis est sagittis nunc, vitae maximus nulla nisl sit amet dolor. Pellentesque eget nisl vitae lacus finibus placerat. Duis ac urna volutpat, venenatis magna eget, tristique enim. Donec hendrerit.

Spiritual Cleave (FORCE PSYCHIC WOUND) Rune School: Anarchaic Spell Type: Psychic Magick CPs: 2 Cult Allegiance Gain: 1 Duration: Permanent. Rune String: [18] [5] [14] [4] Orphic Plasm Investment: 90 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci


semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit. Aenean lobortis nunc in eros varius.

Stitched Ally (SUMMON FLESH GOLEM) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 2 Duration: see Description. Rune String: [6] [18] [1] [14] [11] [5] [14] [19] [20] [5] [9] [14] Orphic Plasm Investment: 120 DESCRIPTION In congue purus in magna hendrerit semper. Etiam ut venenatis dui, nec dictum quam. Fusce metus risus, ultrices id ornare quis, vulputate quis lacus. Maecenas finibus vel velit eget tincidunt. Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam

risus. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id pharetra eros. Morbi aliquet ipsum id tellus rhoncus, id dapibus odio egestas. Duis vitae molestie sapien. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Etiam congue ante quis magna cursus posuere. In eu ex lobortis leo tempor fermentum. Fusce suscipit ante sit amet arcu efficitur tincidunt. Donec risus arcu, fermentum nec tellus et, sodales convallis ipsum. Duis ut accumsan magna, non interdum ipsum. Integer eu eros sit amet dolor condimentum lobortis vel ut justo. Sed id pulvinar purus. Nulla quis velit ac dolor cursus rhoncus at vel magna. Fusce est lacus, porta in urna a, laoreet suscipit elit. Donec ac sapien pretium, fringilla orci semper, molestie urna. Proin ac consequat orci. Phasellus a malesuada mauris. Sed purus libero, congue at diam a, dignissim condimentum eros. Proin vel mi libero. Nullam nec lorem eros. Nulla semper mi ac orci dapibus hendrerit. Suspendisse eget convallis libero. Etiam sit amet metus risus. Aenean non lectus condimentum, finibus sem eget, vestibulum arcu. Duis vulputate est eros, sed elementum tortor aliquet faucibus. Nunc id dui tellus. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam magna neque, faucibus eu pellentesque a, rutrum sit amet ante. Integer arcu lacus, feugiat vitae arcu sit amet, aliquet luctus nunc. Quisque tincidunt nibh vitae commodo mollis. Cras scelerisque diam et augue congue, aliquet finibus lorem luctus. Aliquam non imperdiet lacus. Nullam a felis neque. Aliquam feugiat est massa, id maximus dolor luctus vitae. Fusce fermentum quam et efficitur ultricies. Etiam hendrerit neque diam, at vestibulum erat tempor eu. Donec pharetra neque quam, id bibendum tellus dictum vel. Donec tempor tortor quis leo rhoncus, ac imperdiet ex blandit.

Swell of Dunlight (BANISH SANCTITY) Rune School: Craven Spell Type: Hex Magick CPs: 1 Cult Allegiance Gain: 0 Duration: immediate, effects last in-game minutes equal to caster’s AA Orphic Effect. Rune String: [12] [5] [5] [3] [8] Orphic Plasm Investment: 5 DESCRIPTION In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nibh, et dictum tortor elit a elit. Mauris cursus aliquam dolor. Cras ultrices mi in

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arcu fermentum suscipit. Praesent porttitor id ex vel gravida. Donec consectetur volutpat volutpat. Proin bibendum eros quis quam consectetur pulvinar. Duis congue sollicitudin leo ac malesuada. Donec scelerisque at eros quis hendrerit. Pellentesque tortor arcu, vulputate at risus eu, malesuada aliquet felis. In facilisis tellus dignissim, iaculis mi a, facilisis nulla. Nunc sed porta odio. Mauris at urna euismod mauris pharetra commodo. Integer tempor convallis urna, sit amet ornare felis semper eget. Fusce eros tellus, tempus quis enim vel, ultrices consectetur quam. Quisque scelerisque nisi ut sapien auctor ornare. Nunc tortor nisi, laoreet vel libero nec, suscipit fringilla nulla. Maecenas faucibus ornare volutpat. Integer sed mi vel nibh vestibulum scelerisque non ut quam. Vivamus id.

Transmogrify (TRANSMUTE SELF) Rune School: Craven Spell Type: Transform Magick CPs: 1 Cult Allegiance Gain: 0 Duration: maximum duration lasts skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) but may be dispelled by caster at any time. Rune String: [6] [1] [14] [7] [15] [18] [9] [1] Orphic Plasm Investment: 16 DESCRIPTION Aliquam erat volutpat. In ut tempor massa. Morbi semper semper ligula. Aenean varius maximus nisl, vel mattis est malesuada non. Fusce fringilla odio lobortis urna facilisis posuere. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Ut rhoncus lorem erat, sit amet lacinia urna pellentesque sit amet. Nam ac accumsan nibh, id placerat magna. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse ornare arcu scelerisque ante faucibus mollis. Vivamus eget odio in ante egestas lacinia. Suspendisse vitae ultricies urna. Phasellus sit amet sapien rhoncus, ornare orci sit amet, luctus quam. Donec elit lectus, eleifend in congue non, consequat quis nulla. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Ut eget neque ligula. Nam nisi est, auctor suscipit arcu ut, ultrices convallis metus. Nullam non quam In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper quam eget lobortis. Integer id sem quis erat posuere volutpat eget a ante. Sed eget tincidunt turpis. Nam sed ligula vitae est feugiat lacinia. Vestibulum varius, ligula ac suscipit dignissim, dui lacus luctus nib. In porttitor justo ut felis rhoncus, nec ultrices massa tincidunt. Proin scelerisque ullamcorper.


Weaver’s Bgqe (BANISH MAGICK) Rune School: Craven Spell Type: Counterspell Magick CPs: 1 Cult Allegiance Gain: 0 Duration: skirmish rounds equal to the caster’s combined AA Orphic Effect and AA Orphic Talent values (Spell-Binders equal to AA Spell Binding only) Rune String: [6] [12] [5] [13] [5] Orphic Plasm Investment: 5 DESCRIPTION Phasellus euismod felis ut est volutpat, at tempor tortor rhoncus. Cras quis tellus laoreet augue vulputate mattis. Etiam volutpat gravida sodales. Sed ullamcorper est eu massa bibendum, sit amet ultricies erat venenatis. In laoreet, metus id varius tincidunt, velit tortor luctus enim, ac posuere nisi elit non diam. Maecenas non dolor et dolor pellentesque porttitor quis sit amet augue. Nam ultricies lorem vel magna congue, ac aliquam est sodales. Integer molestie rhoncus lacus, sed pellentesque ante pretium in. Maecenas pharetra, ante nec malesuada malesuada, risus ipsum semper mauris, sed tincidunt justo erat ut diam. Suspendisse condimentum arcu a tempor sodales. Etiam volutpat gravida sodales. Sed ullamcorper est.

Ypsyqyrq’s Wloo (COMMAND OTHER) Rune School: Craven Spell Type: Command Magick CPs: 1 Cult Allegiance Gain: 0 Duration: see Description. Rune String: [18] [5] [14] [4] Orphic Plasm Investment: 8 DESCRIPTION Mauris enim mi, auctor non semper vel, sodales posuere augue. Nullam aliquam leo eros, at porta quam ultrices eget. Proin eleifend velit enim. Fusce eget nunc ac ipsum vulputate posuere eget dictum turpis. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum at viverra leo, nec molestie ante. Phasellus metus ipsum, efficitur quis libero vel, facilisis ullamcorper neque. Nam rhoncus arcu tortor, vitae eleifend mauris ornare sit amet. Nunc a est ultricies, tristique risus et, molestie sem. Etiam facilisis dui nec elit tincidunt, sed bibendum nisl suscipit. Nam vitae posuere augue. Suspendisse metus nulla, consectetur sit amet eros ac, auctor mollis augue. Suspendisse dapibus nec metus eget lobortis. Nam laoreet iaculis luctus. Donec posuere, eros ac posuere volutpat tincidunt. Ut sagittis mi iaculis, vulputate augue eget, eleifend elit. Etiam sed malesuada

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Guilds and institutions are corporate, ethnic, political or organisational structures, companies and societies that unite certain demographics and creeds of wyrman culture. Joining a guild or institution may be optional or required as part of the player’s chosen creed. In almost every case membership to a guild or institution will offer a balance of benefits and penalties, benefits usually coming in the form of support, penalties coming in the form of responsibility and a necessity to show loyalty to the chosen organisation. Guild Allegiance and Institutional Allegiance are both measures of a character’s dedication to his chosen organisations. Characters may belong to more than one guild or one institution, but only where those guilds/institutions do not clash (see individual details below for more information).

Guilds Guilds are semi-corporate structured societies funded by member subscriptions and supporting specific trades, professions, creeds and social castes. In most cases a guild will have more than a modicum of political, social and economic clout and will be as powerful as any local ruling authority. Most guilds are a-religious, but will likely be embroiled, to a certain extent, in local government and politics. Some creeds will require the character joins a guild, while others will not. Creeds not required to join a guild may still do so if the player wishes, either at character creation or during the game (see Creeds). The player will be able to make use of guilds, using their services, experts, public archives and training courses to improve his abilities, whether he is a member or not. “Nature teaches beasts to know their friends.”

Guilds and Institutes

Fees Guild fees are usually paid once every in-game year and are deemed to be a set cost minus the member’s Guild Allegiance x 10 (exact fees will vary from guild to guild). For example, where the fee is 200 Wealth per year and the member has a Guild Allegiance of 8 he may deduct 80 Wealth (8 x 10) from the annual fee, paying 120 Wealth instead.

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Where Guild Allegiance x 10 cancels out the fee the character is deemed to be a member of high enough standing that he pays no fee. In some cases the high standing member will even earn a wage in return for providing the guild with his expertise. Where the character trains at a guild to which he is a paid up member, training costs can be greatly reduced and there will usually be exclusive offers available to the member that are not extended to non-members, such as access to secret archives and guarded vaults, free or paid use of guild equipment, facilities, lodging and free or cheaper training.

Loyalty Where the character belongs to one guild and pays to train in another, he loses 1xd10 Guild Allegiance points if his own guild provides the same training option or if the guilds clash. Players are free to join more than one guild, but in every instance their Guild Allegiance value will diminish and where guilds clash (as detailed in individual guild descriptions) Guild Allegiance will drop to zero only for the guild that wishes to disassociate itself from the other guild (often only one guild wishes to disassociate itself with another, identified as the guild that 'clashes with' the other guild). As soon as the respective guilds learn of the character's disloyalty he will likely be expelled from the disapproving guild and black-listed from joining any others. Whether the remaining guild keeps the character as a member will be left to the discretion of the GM. In most cases, provided they don't consider themselves to clash with the expelling guild, they won't also expel the character. However anyone who knowingly joins two disparate guilds is likely to be disloyal and this may reflect on his general membership to all guilds (since guilds share information).

Joining Guilds offer numerous benefits and options for character improvement, not least of all access to free training courses (see Training, below). Most guilds also offer facilities and some may even offer tenure based property and a wage in return for services rendered at the higher levels of membership. Players can join a guild either at character creation or mid-game. During the game the character will need to enter a city or town (or, in rare circumstances, a village) and physically enter a guild chapter or state house where he can then pay his membership and join the guild. At character creation this is deemed to happen automatically. Annual membership fees must be paid yearly and the character must physically enter a chapter or state house to do so.


Chapter & State Houses In the major cities of Ereth most guilds are represented by a guild building known as a chapterhouse. Some will also be represented in smaller towns. Only a handful bother with premises in villages, but some will still show a presence in the form of stalls at market time or in some cases a guild representative who lives within the area and serves any local members. In cities, the chapterhouse is usually large and impressive, housing all the guild training facilities and some kind of lodge in which members can enjoy privileged access to aspects of the guild not open to the general public. The chapterhouse will be manned by paid employees and high standing members whose job it is to ensure the guild runs smoothly. Most chapterhouses will have their own administration offices as well as training centres, stores, a treasury and chancellery, some form of grand hall and in some cases an extensive library. One or several guild concierges will operate within the building, helping members get what they need, greeting members of the public and generally acting as the face of the guild. All guilds will also possess a main building or statehouse where the main administration is based and from which the ruling authority of the guild will operate. Statehouses are almost always extravagant buildings, highly opulent and designed to both impress and intimidate those who enter their marble-columned surrounds.

TRAINING As with employment, training requires an investment of time which all players will need to agree to where one wishes to train. The most convenient time for training usually comes between adventures, quests or tasks when no other obligation demands the player group’s attention and they have the freedom to take some time out. Because the group will be restricted in their options when one of their number chooses to tie himself into a long term training course it makes sense for all characters to train at the same time. Other nonadventuring tasks players may wish to pursue could include healing, employment and changing creed. The details of training should not be roleplayed and in most cases can be skipped in chunks of passing time allowing the group to move forward to the next role-play aspect of the GM's campaign.

Table 19 ~ Skill Dice rewards from training Condition

Skill Dice achieved

Completed term of training

+1

For each instance of double (1) rolled on dice check

+1

If guild member of Rank 3 (Acolyte) or higher

+1

For each instance of double (0) rolled on dice check

+1

Non-Member and Non-Creed Training

Training Dice Check

Characters need not be a paying member in order to benefit from the training courses offered by most guilds, but they will need to meet certain qualifying factors.

In every instance the non-member character undertakes training and completes a full term, the player makes one passive AA Learn dice check. Refer to Table 19 to determine how many Skill Dice are earned at the end of the course. Skill Dice awarded from a completed term and AA Learn dice check stack in every instance. Skill Dice achieved may not exceed +12 for any given Active Ability.

Course fees for non-members are also, usually, much higher than for nonmembers. Not only does this incentivise those who are genuinely interested in bettering their knowledge in the guild’s area of expertise but it also provides a reason for characters to dedicate themselves to one guild over others. Characters can gain Skill Dice in any noncreed based Active Ability if that ability is offered as a training option by a guild. However, if the character creed is not one of those listed in the ‘requirements for membership’ condition of the guild’s details the character must undertake a minimum one year course of induction (where this requires more than one term of training the character will need to stack training and pay for each term). While fees must be paid during this induction period, no Skill Dice will be achieved. All subsequent training thereafter will result in the acquisition of Skill Dice as usual. Inductions do not equate to guild membership. For example, the Lenadier creed is a nonmember of the Guild of Starcraft but wishes to acquire Skill Dice in AA Astronomy, usually a creed specific Active Ability of the Stellamancer. In order to qualify for membership of the guild and immediate Skill Dice gains in training the character would need to be either a Stellamancer or an Ebberman , Empath or Morvanian Wytch. As he is none of these, the Lenadier must undertake a one year induction course during which time he will gain no Skill Dice. Each Astronomy training course covers a six month term and costs 800 Wealth to non-members, meaning the Lenadier character must stack two terms in order to achieve the full one year induction and must pay a total of 1,600 Wealth. After this initial year is complete the Lenadier will then need to pay for another term of six months after which he will finally acquire AA Astronomy with +1 Skill Dice.

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MEMBER BENEFITS All members of any Guild gain access to the benefits listed below provided they have at least one point in Guild Allegiance for that guild. As soon as a character joins a guild they will be checked for past misdemeanours and other loyalty issues before the character acquires his Guild Allegiance value. Maximum Guild Allegiance upon joining is always set at 10 points, but the actual starting value will be equal to 10 minus the following penalties: -1 if the character possesses no Cult Allegiance or the character’s existing Cult Allegiance value is less than 5. -1 if the character has membership to any other guild (not including guilds with which the current guild clashes) -1 if the character has zero Spirit at the time of joining. -1 if the character possesses no Institutional Allegiance or their existing Institutional Allegiance is less than 5. -1 if the character possesses no Family Allegiance or their existing Family Allegiance is less than 5. -1 if the character ethos is wicked or they are an Exile (including Exile crosscreeds). -1 if the character has ever been imprisoned in an official capacity (i.e. a city jail).


Refusal of application can occur if the character has ever knowingly joined two clashing guilds simultaneously and is thus noted on a black list shared by all guilds.

Free Legal Representation Where the member is charged with a crime he gains legal representation in a court of law from the guild barrister. The nature of the crime is immaterial, as is the innocence or guilt of the character. The barrister will represent the character to the best of his ability with the aim of either preventing a prison sentence, deferring sentence in favour of a Wealth based fine instead or, failing both options, a lower sentence than might otherwise be passed. Few criminals represented by a guild will face the death penalty unless the charge is deemed to be treason or a direct threat to the central authority to which the court is answerable. In some cases the guild will have an agreement with the local authority based on acceptable or ‘licensed’ criminality. In this case the character might find a court summons is waived in favour of increased guild membership fees or the performance of some kind of community service to the local authority. Most problems of this nature will also result in loss of Guild Allegiance as the guild is usually obligated to keep some semblance of control over its members in return for retaining their acceptable criminality agreement. Characters who belong to more than one guild do not enjoy this benefit, a stipulation written into all guild membership contracts and based in lawful decrees which prevent a guild giving legal representation if the membership is non exclusive of other guilds.

Facilities If their location includes a guild chapterhouse members will enjoy cheap lodging with a high standard of service in luxury surroundings, access to libraries and other vaults of information specific to the idiom of the guild and facilities for mingling with other guild members, holding meetings, conferences and general networking. Such benefits are usually only extended in statehouses to high ranking members. Different levels of membership within the hierarchy will give the character access to different parts of the guild, with the more meaningful and fascinating aspects closed off to all but the higher echelons.

Skill Improvement All guilds offer their members (and nonmembers) training courses where abilities, attributes and skills pertaining to the specific

creed of the guild can be improved. Training is generally given at a reduced price or free to members provided the member has a Guild Allegiance of 1 or more. Non-members will be charged based on the chosen training course and the time they intend to invest in that course (see Training, above).

Funding Guilds will sometimes agree to fund adventures, expeditions and other endeavours up front if they can be convinced that the result of the adventure (if successful) will result in some kind of advantageous gain for the guild. A significant monetary return is usually preferred, but the guild might also consider a substantial increase in membership an interesting proposal. Funding of this sort is rare and most guilds are wary of handing out Wealth to members who make bold claims with little proof and no previous form upon which to make a sound judgement. Where characters approach more than one guild with a request for funding they will likely be turned down by all guilds (guilds share information and will likely hear of their member's open disloyalties). Where funding is given, the GM will need to draw up a guild NPC who will dog the steps of the player group until they have fulfilled their objective. For this character, the guild’s interests will always be paramount and where player characters dally or lose sight of their original mission, he will be quick to pester them until they are back on course. Guild reps are sharp characters, hardened by experience to the follies and usual complaints of funded adventurers and single minded when it comes to upholding the interests of the guild. The rep will usually be strong both in presence and in mind and more than capable of handling himself in combat.

MEMBER SERVICE Guilds benefit their members, but also require a high degree of commitment from members in order to function. Certain high level guild members will earn a wage, while others operate at such a high level that they should be considered a controlling force rather than employees. At the lowest level menial workers (often non-member employees) will provide the services needed in order to keep the basics of the guild running, but at mid-level all operations are handled by volunteering

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guild members. How much service the player character invests in his chosen guild will determine his level of Guild Allegiance. Guild Allegiance can decrease where the character behaves in a way that is anathema to the reputation of the guild, or where he fails the guild in some other way, but the only way Guild Allegiance can be increased is by way of service. Service comes in two forms, either utilitarian or donation.

Utilitarian Service Utilitarian service is the investment of time and personal energy. The character must expend a minimum 6 months at a time working for his guild. Where the character possesses Skill Dice in related Active Abilities he might operate as a teacher on training courses. If he possesses Skill Dice in AA Allure he might work in a diplomatic capacity or where he has Skill Dice in AA Intellectual Intimidate he might work in a managerial capacity, overseeing menial workers. Most utilitarian service will come in the form of administration, marketing, management, upkeep of guild buildings and the general problem solving required in any functioning institution. For each period of 6 months volunteered, the character gains a number of Guild Allegiance points equal to Skill Dice possessed in his relevant Active Ability.

Donation Service Donation service is either Wealth or asset based and comes in the form of money or valuable goods given freely to the guild, without condition, to fund the guild’s continuing existence or to increase the assets in its treasury. Donation does not form a part of the overall membership fee which is not a form of service but an obligation. There is no minimum donation but the minimum required to earn +1 Guild Allegiance points is 15,000w. This money will pay higher executives within the Guild, pay for maintenance of premises, increase general revenues and provide low level wages for menial workers. Members may make donations in large or small chunks and mark them down under Guild information on their character sheet, achieving the +1 Allegiance point when they have successfully amassed a 15,000w donation. Assets gifted to the guild must be worth at least 15,000w and are usually desirable historical or magickal artefacts which increase not only the guild’s coffers but also its cultural prestige. As a general rule, guilds prefer asset based donations because these come free of tax impositions by local government/ authority.


Guilds are hierarchical organisations or clubs, with different states of membership starting from basic and rising through a variety of levels of importance until a cut-off point. Each level is deemed to be a Guild Rank, and each Rank determines the character’s standing within the guild. In most guilds some form of ritualistic and ceremonial oath or rite of passage will need to be achieved before the character can rise in Rank. Characters belonging to more than one guild can never rise above the rank of Initiative in any but one guild. Where a character wishes to rise to the rank of Highbinder in his chosen guild he must sever ties with all other guilds first.

where they are given keys to secret and otherwise hidden parts of the guild chapter and state houses. These keys must be treated as sacred artefacts by the Acolyte and if lost, traded or given away will result in loss of all Guild Allegiance and expulsion from the guild. Immediately the character gains the status of Acolyte his maximum Guild Allegiance in this guild only rises to 20. The keys given to an Acolyte will invariably give them access to private lounges, libraries, training grounds and lodging within guild premises. Where the character belongs to more than one guild his maximum Guild Allegiance for any one guild will only ever be 15. If he wishes to rise to the next rank in his favoured guild and increase maximum Guild Allegiance he must relinquish membership of all other guilds and concentrate only on that for which he has become an Acolyte.

Rank 1 - Initiate

Rank 4 - Highbinder

All Initiate members are entry level and pay a nominal fee, are required to provide guild service (either utilitarian or donation) and must act in accordance with the tenets of the guild. At Rank 1 maximum Guild Allegiance is set at a value of 10 (though the actual starting value may be lower). The value of Guild Allegiance for this guild may not rise above this level under any circumstance.

After one full year of impeccable service as an Acolyte the character may apply to become a Highbinder. In order to qualify as a Highbinder the character must have maintained Guild Allegiance in this guild at a value of at least 15 points for at least one year prior to applying. If the character is the member of more than one guild he must also quit all other guilds. Highbinders are sworn into their status by a Whip who will give the character a secret location and time where the ceremony will take place. Highbinding rituals are usually vaguely religious and involve the taking of deathly oaths which, if broken, will result in the character’s life being forfeit. Once sworn in as a Highbinder, if the character’s Guild Allegiance drops to zero he will be at risk of being murdered by the Eldermen of his guild. He should, therefore, be certain of his loyalties and his intention to stick with the guild. This aspect of guilds tends, in most cases, to be ceremonial only, with disloyalty resulting in expulsion or loss of Guild Allegiance rather than assassination. Only in the more ruthless and nefarious guilds such as the Assassin's or Thief's guilds or the Chieftain's Lodge will broken vows result in an actual threat to life. The Highbinder is not required to give any service to the guild other than ceremonial services (any of which will maintain his Guild Allegiance but not increase it). He will be given private lodging within one of the chapterhouses of the guild (usually the character may choose which chapterhouse) and will be recognized by the great and powerful within the guild as an official peer. Maximum Cult Allegiance is increased to 25. At Rank 4 the character enters the powerful echelons of the guild and may find he is now rubbing shoulders with NPCs whose talent for subterfuge, politics and manipulation will

RANKS

Rank 2 - Pledge Becoming a Pledge requires a minimum proven membership of at least one in-game year. Guild Allegiance for this guild must be at maximum value (10 points) and the member must have volunteered at least one service (utilitarian or donation). The member is required to take an oath at an annual guild ceremony in which they pledge an undying loyalty to the guild. Once the guild member becomes a Pledge they are henceforth referred to as either brother or sister by other members. Their maximum Guild Allegiance for this guild only rises to 15. Certain other privileges (specific to each individual guild) may also be at the member's disposal. Once a character favours one guild by becoming a Pledge he cannot become a Pledge in any other guild, though he may retain membership to other guilds.

Rank 3 - Acolyte After 5 full years of membership, at least four of which must be as a Pledge, the character may become an Acolyte provided he has a Guild Allegiance in that guild of 15. Acolytes are sworn into their new status in the private chamber of a Highbinder (see below)

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surpass anything he has experienced as a member of the lower ranks. At this level the main focus of the guild in terms of served professions, castes and creed becomes less important than the acquisition of wealth and power. In this respect most guilds become very similar entities at Rank 4 and higher.

Rank 5 - Whip, Warden, Secretary or Chancellor After five years service as a Highbinder the character may move to the next rank and has the option of becoming either a Whip, a Warden, a Secretary or a Chancellor. Not only do the above positions pay no membership fee, they each qualify for a wage paid to them by the guild. To qualify the character must have a minimum Cult Allegiance of 25 and a minimal qualifying value in the relevant Active Abilities as specified below. The type of role chosen will depend on the character's Active Abilities and where his ambition is to achieve one of the ranks listed the player should develop his skills accordingly. If he lacks these skills he is likely to be of no interest to the guild as a Rank 5 member. WHIP Whips are enforcers of guild law. The position of Whip requires values of at least 18 in AA Brawl, AA Skirmish Strength, AA Opacity and AA Physical Intimidation. The Whip will be called upon from time to time to carry out sometimes brutal services for Wardens, Secretaries, Chancellors and Eldermen. Where a Highbinder has broken their oath they may even be called upon to take a life. Whips earn a wage of Wealth equal to their Guild Allegiance x 10, paid at the start of every game session or, where a game session covers a period of more than one in-game month, every in-game month. WARDEN Wardens act as concierge in chapterhouses and are the public face of the guild. They will be expected to serve at least two in-game months out of every year in any chapterhouse of their choosing. During these two months the character cannot undertake any other activity, such as adventuring, working or training. To qualify as a potential Warden a character must possess a value of at least 15 in AA Allure, AA General Knowledge, AA Immune to Charm, AA Read Person, AA Sense Motive and AA Speak/Read/Write Language. Wardens earn a wage of Wealth equal to their Guild Allegiance x 10, paid at the start of every game session or, where a game session covers a period of more than one in-game month, every in-game month.


SECRETARY Secretaries are guildsmen who are expected to work in an administration capacity and, similar to the Warden, will be expected to spend at least one in-game months out of every year working in a guild chapterhouse of their choosing. During this month the character cannot undertake any other activity, such as adventuring, working or training. To qualify as a potential Secretary a character must possess a value of at least 18 in that Active Ability which is best suited to their chosen guild and which marks them as an expert in their field. In addition they must have a minimum value of 15 in AA General Knowledge, AA Intellectual Intimidate and AA Speak/Read/Write Language. Secretaries earn a wage of Wealth equal to 100 plus their Guild Allegiance x 10, paid at the start of every game session or, where a game session covers a period of more than one ingame month, every in-game month. CHANCELLOR Characters who qualify for the lofty position of Chancellor will be rare and each guild will employ only a handful of Chancellors. Chancellors are guildsmen who are expected to manage the guild’s coffers and help the guild turn a profit. Like the Warden they will be expected to spend at least two in-game months out of every year working for the guild, but they must do so in the guild’s main statehouse. During these two months the character cannot undertake any other activity, such as adventuring, working or training. To qualify as a potential Chancellor a character must possess a Spirit value at maximum (at time of application) and a CC Mind & Memory value of at least 12. In addition they must have a minimum value of 18 in AA General Knowledge, AA Intellectual Intimidate, AA Learn, AA Read Person, AA Speak/Read/Write Language and AA Sense Motive. Chancellors earn a wage of Wealth equal to their Guild Allegiance x 100, paid at the start of every game session or, where a game session covers a period of more than one in-game month, every in-game month. In most cases there will be no Chancellor positions available to player characters unless an existing Chancellor dies, is disgraced from office or becomes an Elderman. The chances of any of the above occuring by chance are slim to zero, thus the GM should call for the player who wishes to procure such a position to make ten successive Spirit rolls. The player must achieve a minimum 9 successful rolls in order for the desired position to be available. The character must then also succeed one AA Allure dice check with a minimum one instance of (1) and one AA Intellectual Intimidate dice check with a minimum two instances of (1) in order to secure the vacancy for themselves.

Rank 6 - Elderman After serving a minimum 10 years in the capacity of any Rank 5 position, the character may attempt to become an Elderman. Eldermen stand almost at the top of the guild hierarchy and are recognized as those individuals who have served their guild with dedication and loyalty for the longest period of time. It is rare, though not unheard of, for an Elderman to be younger than retirement age (60+). Eldermen are purely ceremonial and provide no service to the guild other than in the forming of policy and the directing of guild law. They have the greatest clout of all the guild ranks and where they give any order to a member of lesser rank the order is either carried out to the letter or the lesser ranking member loses Guild Allegiance. Eldermen are paid a wage of Wealth equal to 1000 plus their Guild Allegiance x 100 which is paid at the start of every game session or, where a game session covers a period of more than one in-game month, every in-game month. Eldermen can lose Guild Allegiance to a minimum of 1 point, but can only be given zero points and expelled from the guild by the Grand Doyen.

Rank 7 Grand Doyen One in a million guild members will achieve the status of Grand Doyen. This exalted individual holds exclusivity in his title and is both the figurehead and presiding authority of the entire guild. All guilds will have just one Grand Doyen, but the tenure is typically short, Doyens being, for the most part, in the final years of their natural life when they acquire the position. To qualify for the title of Grand Doyen the character must have served a minimum 30 years as an Elderman and maintained an unchanging maximum Cult Allegiance of 25 throughout that time. He must also be sponsored by at least twenty other Eldermen who will vote him in. As soon as he is inaugurated the Grand Doyen’s Guild Allegiance is fixed at 30 and can never lose value. The Grand Doyen cannot be removed from his position except by death and thus any character with ambitions for this rank will either need to wait for the existing Doyen to die of natural causes or 'take matters into their own hands'. The Grand Doyen is able not only to manipulate and direct guild policy but to enact law and determine the very nature, purpose and ethos of the guild. He can dismiss a member from the ranks, increase or decrease a member’s Guild Allegiance or even

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order a guild member killed. Such activities do not require the approval of lesser ranks, but in most cases the smart Grand Doyen will try to appease Eldermen, Whips, Wardens, Secretaries and Chancellors since unrest among these ranks can lead to a wide variety of trouble. Coups and the unseating of tyrannical Doyens is not unheard of, but usually have more to do with internal politics than unrest in the lower ranks, for while the Doyen may be immune to the laws of his own guild he is not immune to the point of an assassin’s dagger or the ingenuity of ambitious Eldermen with designs on his position. The Grand Doyen earns no wage but instead is given a lifetime award of 1,000,000 Wealth which he is then free to spend as he sees fit. Few Doyens live long enough to spend much of this vast sum, the remainder of which is automatically inherited by a guild trust which then recycles it into the purse awarded the succeeding Doyen.

GUILD INDEX Player characters may join any of the following guilds if they qualify. Some creeds require automatic enrollment in a guild (see Creeds). Patron Spirits are generally symbolic only and play no manifest role in the function or mechanics of the guild.

Artlsgq’s Gulod Type: crafters and creative creeds Patron Spirit: Forge Clashes with: Smyth's Guild, Assassin's Guild Chapterhouse: premises in all major cities and most towns. Naturally, a strong presence with stalls displaying and selling wares during market or festival times. Statehouse: Technographer’s Guild House of Verdandi in The Angle. Annual Fee: 320 Wealth Requirements for Membership: must be Balatron, Ebberman, Electrasmyth, Geomancer,


Premancer, Soul-Smyth or Steamsmyth Creed or possess a minimum +6 Skill Dice in AA Craft at time of joining. TRAINING AA Aesthete (Fate & Fortune): 6 month term costs 100 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Alchemic Talent (Art & Expertise): 1 year term costs 600 Wealth to non-members and 200 Wealth to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Craft (Art & Expertise): 6 month term costs 300 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Engineer (Art & Expertise): 1 year term costs 500 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Entertain (Art & Expertise): 6 month term costs 400 Wealth to non-members, 50 Wealth to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Gizmo Sense (Art & Expertise): 1 year term costs 1000 Wealth to non-members, 200 Wealth to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Infuse Crystal (Fate & Fortune): available to Geomancers only. 2 year term costs 1,500 Wealth to non-members and 1,200 Wealth to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only.

different forms of craft and the general hubbub mixing together at the heart of the building. The statehouse premises include the underground library of Daytaria, a heavily guarded vault protected by a system of labyrinth corridors furnished with traps and deadly but ingenious mechanisms designed to scupper thieves. Daytaria contains secret blue-prints for Geomantic, Premantic, Steam and Soul Smythery designs which can be unlocked only when a guild member achieves the rank of Acolyte and is given a chain of keys for disabling the traps of the labyrinth. The Acolyte will be taken only once on safe paths through the maze to the library door and then immediately returned along the same safe path to the statehouse above ground. The Acolyte must thereafter commit these paths to memory or never again safely visit the library. Marking down or writing the route is strictly forbidden and the Acolyte will be closely watched for signs of cheating. To commit the route to memory requires a successful AA Learn dice check with Dd1 incurred. The failed check indicates the character fails to learn the route and may never again visit the library. A successful check indicates the character learns the route successfully and may thereafter enter the library at will and acquire the secret blueprints. (The blueprints are detailed in The Overmaster's Companion, the gamesmaster's companion volume accompanying the Wyrd series).

Assgsslq’s Gulod (Gallo House Society) Type: paid killers and combat mercenaries Patron Spirit: Dunethen Clashes with: City & Merchant's Guild, Order of Cosmic Light, Slayer's Guild, Thief's Guild, Soul Stealer's Guild. Chapterhouse: premises in most major cities but not towns and never represented in rural locations. Chapterhouses are always low key and operate on an official but clandestine level with local authorities. Their presence is tolerated but on the understanding that they remain out of sight and therefore out of mind. Usually a chapterhouse is marked only by a black flag fluttering above its turrets or rooftop. Public display of the guild symbol is strictly forbidden in most parts of Ereth. Statehouse: purported to be the mysterious Gallo House in Santun Morvagh but only Rank 6 members know for sure. Annual Fee: 1,200 Wealth Requirements for Membership: must be Raider creed. TRAINING AA Acrobatics (Art & Expertise): 1 year term costs 1000 Wealth to nonmembers and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Archery (Art & Expertise) & AA Hit Bullseye (Art & Expertise): 6 month term costs 900 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Assassinate (Art & Expertise): 6 month term costs 3000 Wealth to non-members and 1000 Wealth to members up to +6 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Bladed Weapons (Art & Expertise): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only.

DETAILS The Artisan’s Guild is a place where creative, designers, engineers, entertainers and artists rub shoulders. Here they can share ideas and learn from one another in order to better their understanding of technique, aesthete and general crafting ability. The Artisan’s Guild is an institute of intellectualism and academia and its policies, doctrines and ambitions tend to be idealistic. Where an hierarchical structure exists it tends to lack the ruthless politics and power play of other guilds and at Rank 5 there is no option to take on the role of Whip, though all other roles are still available. The Technographer’s Guild House in the city of Verdandi (the Angle) is a grand architectural edifice of white stone upon whose roof top stands a huge statue of the Elvian spirit Forge, a muscular wyrman hammering away at his anvil. Chapterhouses tend to be more akin to universities than the average guild house, with different parts of the building dedicated to

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AA Brawl (Art & Expertise): 6 month term costs 200 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Climb (Art & Expertise) & AA Leap (Art & Expertise): 6 month term is unavailable to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Skirmish Strength (Storm & Stamina): 1 year term costs 1,500 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Combat Talent (Art & Expertise) & AA Dodge (Art & Expertise): 1 year term costs 800 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Endurance (Storm & Stamina): 6 month term costs 4,000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Hear a Pin Drop (Sense & Sympathy) & AA Spot Secrets (Sense & Sympathy): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100, is available to members only and only increases Skill Dice in AA Spot Secrets. Skill Dice achieved prior to +6 Skill Dice shared out between the two Active Abilities at the player’s discretion. AA Immunity to Poison (Storm & Stamina): 1 year term costs 5,000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 6000 Wealth minus Guild Allegiance x 100 and is available to members only. Each term also costs the character 1d10 Life-Force points. AA Sling (Art & Expertise) & AA Pitch (Force & Form): 6 month term costs 1000 Wealth to non-members and 200 Wealth to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Sneak (Art & Expertise) & AA Swift (Art & Expertise): 6 month term costs 2000 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Swim (Art & Expertise): 6 month term

costs 800 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Trap Sense (Art & Expertise): 6 month term costs 4000 Wealth to non-members and 800 Wealth to members up to +6 Skill Dice, thereafter costs 8000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS The Assassin’s Guild has become a necessary evil in the wyrman enclaves of Ereth where the two typical ruling forces of any civilization: its organized crime and its political statesmen butt heads. The jostling between ruthless and ambitious forces at the heart of all ruling powers; the brutal mafiosa and the ruthless politicians alike, have at various points in history, threatened to spiral out of control and undermine the very stability of society. In any city there are, on the one side, intellectual oligarchs who purport to rule for the people while hiding their ruthless personal ambitions beneath a veil of piety and politics. While on the other side the organized criminal underclass veil nothing from society but a great deal from the legal systems designed to serve the ruling class. Which side is the more dishonest is a tangled matter for philosophers to unravel. How both sides should control the city state without turning the streets red with the blood of innocents is a matter the Assassin's Guild was formed to resolve. One of the wealthiest and most prestigious of the guilds, the Assassin’s Guild earns the majority of its riches from those high standing members of society who wish to avoid the point of a dagger or the taste of the assassin’s poison. In return for regular, clandestine and extremely generous donations to the guild, these individuals can rest happy in the knowledge that no paid up assassin working within the guild will come after them and that the guild will deal ruthlessly with any non-paid up assassin who tries to bypass guild law. Mafia kings, meanwhile, owe the same allegiance to the same guild, the contract killers in their employ restricted from carrying out certain orders by tenets imposed upon them by guild law. Thus are politicians created by mafia funds protected against their original masters once they can achieve great enough power to ensure the guild protects them and thus are the former masters, at large in the dark belly of the city's underworld, protected from daggers hired by statesmen in high office. Most assassins who work on a non-guild, mercenary basis are generally of a lesser talent than those who belong to the guild and where they attempt to operate within guild territory (virtually every city, town and rural district of wyrman civilization)

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they will eventually be forced to either join, forfeit their chosen profession or forfeit their lives (most choose to join). In return for this policing of the civilized lands the guild is given autonomy to operate at its own discretion and a certain immunity to the law that allows their members to work without fear of retribution from local authorities. Every month a new list of contracts is published by the guild and given to all members. Members then bid on each contract, giving their price compared with that proposed by the contract based on the target. All bids are given in secret so that no one assassin knows what his fellows will bid. The proposed target gives all members a target upon which to base their bid (the GM may wish to present these lists to any Raider creed players during pre-game checks where she deems enough time has passed in the last session. Players can then enter their bids and receive results either mid-game or at the start of the next session). Whether the assassin bids at contract price or gives a lower price is up to him. The underwriter of the contract (the guild’s client) will offer the client the lowest bid and that assassin will then be given the contract. If that assassin fails the task or is killed the contract will be given to the next lowest bidder and so on. If any assassin fails to fulfill the contract at the client’s proposed price, the contract is torn up and the target is deemed to have beaten the guild. Thus it is usually a matter of honour that any assassin taking a contract at the proposed price completes the job. Failing to do so will almost certainly result in a loss of Guild Allegiance. The exception to this unwritten rule comes where the contract target purchases the contract themselves. Most who occupy seats of power and have the intelligence enough (or intelligent enough advisors) to maintain those seats will have regular and free access to the monthly lists. With great power comes great wealth, or perhaps the reverse is true regardless of which truism is more applicable, the powermonger is at liberty to purchase a contract through his own assassins who will then purposely fail to fulfill the contract at the stated price. This is an acceptable way to handle any contract and recognized by the guild as a necessary loss, both for its own survival and the survival of those high powered individuals whose employees comprise the better part of guild membership. Guild conditions are as follows and any member breaking these conditions will lose significant Guild Allegiance. o The Assassin’s Guild does not exist and any member openly claiming they are a member will immediately be expelled from the guild. No exceptions (even the Grand Doyen will refute any claim that he is the leader of the Assassin’s Guild. He will instead be known as a powerful head of


o

o

o

o

o

o

Gallo House Society - as the Assassin’s Guild is sometimes known). Members will remain anonymous and must don masks at all times within guild premises. Unmasking oneself or another member is a transgression punishable by expulsion and Guild Allegiance reduced to zero. Members may not discuss their bids on guild contracts which they bid for. Nor may they work together to fix contract prices or submit their own contracts. Any member found to be taking part in any of these clandestine acts will be immediately expelled from the guild and Guild Allegiance will drop to zero. There are no exceptions. Members are free to take their own private contracts if they wish. However, the guild keeps a list of all ‘donors’ who give regular and recognized support to the guild. Contracts taken out against these donors are deemed to be illegal and no member should take them under any circumstance. Members are expected to check the list before taking any private contract. Breaking this condition will result in a loss of all Guild Allegiance and ‘expulsion’ from the guild. The taking of a life should be done with respect and care. Mess should be kept to a minimum and witnesses should be as few as possible (preferably zero). Breaking this condition will result in a loss of Guild Allegiance equal to the number of witnesses and, where the slaying is messy and badly executed, the assassin may find themselves demoted in guild rank. Suffering should be minimal. The target’s death should be swift and as painless as possible given the nature of the task. Torture and deliberate protracted infliction of pain in the execution of a contract are both deemed to be an unnecessary flouting of recognized social ethics resulting in a loss of Guild Allegiance and possibly guild rank depending on the severity of the transgression. Exceptions are made where a member is fulfilling a private contract, the nature of the slaying then deemed to be a matter between client and assassin. Knowingly slaying another member of the guild as part of a private contract (one that does not pass through the guild) is illegal under guild law without the express consent of a Rank 6 Elderman (requiring an appeal to the Eldermen and a presentation of evidence that the slaying should take place along with a drawn up agreement between the feuding parties that some kind of pre-arranged duel should take place). The slaying of a higher rank is strictly forbidden and the slaying of an Elderman is forbidden without the consent of the Grand Doyen. Where a slaying does occur the killer will lose all but one point of Guild Allegiance and will be

expected to compensate immediate relatives of the deceased to the tune of 15,000 Wealth per relative. o Unknowingly slaying another member of the guild is legal but does not come without forfeit. Lists of members are not available, thus the assassin may not be aware that his target is a member. In any case the penalty for an illegal slaying is a loss of 5 Guild Allegiance points for a target of equal guild rank, an additional loss of one point for each rank the target held above that of the assassin or all points if the target was an Elderman (accidental slaying of the Grand Doyen is a more complex matter discussed below). In addition the assassin must pay 4000 Wealth compensation to one qualifying member of the victim’s family plus an additional 1000 Wealth points for every guild rank above that of the assassin held by the target at the time of his death. Where the breaking of conditions results in zero Guild Allegiance the character is immediately expelled from the Assassin’s Guild and a contract will be drawn against him. This will then be added to the list of monthly contracts and members will be able to bid on the contracts in the usual way. Unless the character can somehow persuade guild elders to let him back into the guild he will face an endless stream of assassination attempts. Where the Grand Doyen is 'accidentally' slain by a member who fails to recognize his identity that member is immediately promoted to the rank of Highbinder and a contract bidding level of 1,000,000 Wealth is placed on his head. If no assassin meets this bid the Highbinder automatically usurps the rank of Grand Doyen and is recognized as the new head of the guild. Where the existing Doyen was surrounded by powerful allies, the bid will almost certainly be matched. This is the only time where multiple assassins who match or exceed the recommended bid may attempt to execute the same contract against the same target. Typically a contract of such considerable size will be divided between a veritable army of assassins. Thus deliberate killing of the Grand Doyen is a matter for delicate politics and sure-footed subterfuge. When guild members attend any of the guild’s understated chapterhouses they are expected to don black cowled robes and face masks at reception which are provided by the guild. Robes must be worn at all times where members socialize, but are usually discarded during training. The discarding of a mask is an act worthy of expulsion, as is the unmasking of another member. The black robes are worn to keep identities secret but are also a sign of respect for the guild’s patron spirit, Dunethen, whose image adorns most chapterhouses either as a statue or paintings on walls.

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Ckleitglq’s Lrdje Type: aristocrats, patricians and soldiers of high status and rank. Patron Spirit: Voltamerr Clashes with: none Chapterhouse: All major cities and most towns. Statehouse: Mansion of the Guildsmen in Verdandi (the Angle). Annual Fee: 8,000 Wealth Requirements for Membership: must be Amonight, Journeyman or Patrician Creed or possess Family/Nobility Allegiance with a value of at least 5. TRAINING AA Command & AA Hold the Lines (Mind & Memory): 6 month term is unavailable to nonmembers and is free to members up to +6 Skill Dice, thereafter costs 25,000 Wealth minus Guild Allegiance x 1000 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Byzantine Cunning (Sense & Sympathy): 6 month term unavailable to non members and is free to members up to +6 Skill Dice, thereafter costs 28,000 Wealth minus Guild Allegiance x 1000 and is available to members only. AA Name Drop (Art & Expertise): 6 month term unavailable to non-members. Free to members. AA Do You Know Who I Am? (Mind & Memory): 6 month term unavailable to nonmembers. Free to members. AA Physical Intimidation (Force & Form): 6 month term unavailable to non-members. Free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Read Person (Mind & Memory): 6 month term unavailable to non-members. Free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Sense Motive (Sense & Sympathy): 6 month term unavailable to non-members. Free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only.


AA Opacity (Fate & Fortune): 6 month term unavailable to non-members. Free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS Where the rich and the powerful meet and discuss the lands they rule, the estates over which they preside and the campaigns they command. Many of the training courses listed for Chieftain’s Lodge are spent in mere attendance, lounging in the opulent bar of a chapterhouse, networking with other members and making valuable contacts. This is particularly true of any gains made in AA Name Drop and AA Do You Know Who I Am? which is not so much a training course as a measure of time spent circulating in the halls of power. Members bolster one another's confidence and in the world outside the Lodge there will be much back scratching where members help other members to climb the ladder of their ambition. There is also, however, a great deal of subterfuge, politics and power play within the ranks of the guild itself. Few guilds possess as complex and dangerous an hierarchy as the Chieftain’s Lodge. But then few guilds play host to so mighty and influential a membership (the majority of which is military, and therefore warlike, in nature). The statehouse of the Chieftain’s Lodge is the Mansion of the Guildsmen in Verdandi, a lordly building whose main entrance is overshadowed by a great columned porch furnished with statues of Voltamerr, Yneur, Mot, Merriday and the high kings of Erethian history. Within the main hall of the building the busts and statues of the guild’s most prestigious past members can be seen along with towering portraits of founding members and Grand Dukes and Duchesses of the Angle. Access beyond the main hall into the galleries of the rich and powerful is impossible without a membership. The guild offers nothing to the public and keeps whatever activities take place beyond its public face well hidden from the general populace. The Mansion of the Guildsmen is known to harbour a huge library whose volumes, scrolls and parchments give sublime detail of the wars of the wyrmen, of the methods used to win campaigns against enemies and of those constructions, siege engines and other devices of war that can be employed to defeat foreign armies. The library is also rumoured to have a hidden vault, accessible only by Eldermen, which houses artefact spoils from centuries of war and secrets pre-dating the Winter of Discontent.

Circus Guild, the Type: entertainers, tumblers, jesters, musicians and animal handlers. Patron Spirit: Leoht. Clashes with: none Chapterhouse: all major cities but few towns and no rural presence, though performers will invariably represent the guild at festivals, markets and other notable ceremonies in rural locations. Statehouse: Helter-House in Santun Morvagh Annual Fee: 200 Wealth Requirements for Membership: must be Balatron or Catharxis creed. Alternatively must have spent at least one period of employment as a Jester’s Apprentice or a Harlequin (see Employment). TRAINING AA Acrobatics (Art & Expertise): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Aesthete (Fate & Fortune): 6 month term costs 500 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Climb (Art & Expertise) & AA Leap (Art & Expertise): 6 month term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Dodge (Art & Expertise): 1 year term costs 400 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Entertain (Art & Expertise): 6 month term costs 500 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Sturdy on the Feet (Force & Form): 6 month term costs 800 Wealth to nonmembers and is free to members up to +6 Skill Dice. Thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only.

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DETAILS An organization dedicated to tumblers, jesters, Balatrons, Catharxis and entertainers, the Circus Guild is a surprisingly influential guild, maintaining a certain standard of performer within the civilized lands of Ereth. While the public face of the guild is one of entertainment, frivolity and those merriments typically associated with the fun of the fayre, the guild has a more serious side and employs considerable clout when dealing with unlicensed artists attempting to ply a trade within guild jurisdiction. Members of the guild gain a license to perform as soon as they join. The membership fee not only gives them access to guild facilities, training courses and equipment but also grants them freedom to entertain in whatever capacity they see fit. Local authority in the form of royalty, nobility or government tolerate the guild’s somewhat overbearing nature in return for a certain level of state control over the content used by performers. This boils down to a certain concession, on the part of the guild, to ensure its members use both local authority approved material and local authority produced material, or propaganda. The relationship is one of give and take, with the guild fighting its own corner and that of its members by insisting on a fair degree of artistic license. Members are encouraged to dip into material provided by local authorities but are also encouraged to entertain on their own merits using their own material provided they avoid any criticism of the ruling classes and avoid courting controversy. This aspect of the guild is well established and unlicensed entertainers can expect to face fines or imprisonment for failing to produce a guild-approved and guild-awarded license when asked to do so by local militia, guards, police or similar agents of law enforcement. Such demands will usually only occur if the performer is obviously looking to tout subversive or shocking material. The guild is yet to enforce laws governing the creation of cathartic orbs, though this seems a likely evolution at some future point as the ever growing Catharxis industry is in desperate need of regulation and many members of that industry are now also becoming members of the Circus Guild. During festivals, fayres and other traditional periods of wyrman culture the guild will be a strong presence, its members organizing plenty of outdoor theatre, music, cathartic stalls, events and games to keep the masses entertained. Such times are deemed by the higher ranks of the guild to be opportunities for improving public relations and encouraging new members to join, but at its heart the guild has a profound dedication to its purpose and does what it does as much for the love of performance as for monetary rewards and improvements in public perception.


City and Merhkgqt’s Gulod Type: merchants and public service workers of city civilizations. Patron Spirit: Nimrosbane. Clashes with: Assassin's Guild Chapterhouse: all major cities and towns but rarely a presence in rural settings. Statehouse: Kenwythi House in Verdandi Annual Fee: 200 Wealth Requirements for Membership: there are no set requirements for membership, although a character of openly wicked ethos will usually be refused. TRAINING AA General Knowledge (Mind & Memory): 6 month term costs 100 Wealth to nonmembers and is free to members with a Guild Allegiance value of 5 or more. Only up to +3 Skill Dice. AA Learn (Mind & Memory): 6 month term costs 200 Wealth to non-members and is free to members with a Guild Allegiance value of 5 or more. Only up to +3 Skill Dice. AA Speak/Read/Write Language (Mind & Memory): 6 month term costs 200 Wealth to non-members and is free to members with a Guild Allegiance value of 5 or more. Only up to +3 Skill Dice. DETAILS The City and Merchants Guild is a decentralized authority which is usually funded by taxes taken from the city populace and subsidized by membership fees. As certain professions cannot operate without a license granted them through membership to the guild, the fee can also be

interpreted as a form of stealth tax and, indeed, much of the profit of the guild flows directly back into the coffers of local government or nobility. Some of the professions affected include Postal Runners, Debt Collectors, Librarians, Politicians, Political Administrators, Money Lenders, Barristers and Legal Administrators. Merchants who source their wares outside the city walls but then ply a trade inside the city will need to apply for and purchase a license from the City and Merchants Guild. This may affect characters who seek employment with merchants or creeds like the Catharxis, Lumbering Jack, Soul Reaper or Yarnsayer. Smyths should come under the authority of the guild where they try to sell their creations on city premises. However, where their creations are donated freely to the city and are beneficial to the city, fees will generally be waived. Geomancers and Premancers are only affected by City & Merchants Guild requirements if they are trying to sell their wares in any city other than Santun Morvagh.

Craft, the Type: benign guild serving those who cast the Runes of Oak, are druidic in nature or of the elkenwyr race. Patron Spirit: Womad. Clashes with: Order of Cosmic Light, the Guild of Magick, Thief's Guild, Assassin's Guild. Chapterhouse: chapterhouses are found only in the cities of Arvortun and Verdandi in the Angle. Smaller lodges can also be found in most of the rural parts of the Angle. Training is usually paid for and organized in one of the chapterhouses but then undertaken in facilities outside the city in one of the Craft’s rural settings.

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Statehouse: The Elken Lodge in Carnuntun. Annual Fee: 200 Wealth (100 Wealth for elkenwyr) Requirements for Membership: members must belong either to the Wythian or Erther cult (with a minimal Cult Allegiance of 5) and must be casters of the Runes of Oak. Expulsion may occur if Cult Allegiance drops to zero. TRAINING AA Alchemic Talent (Art & Expertise): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Archery (Art & Expertise) & AA Hit Bullseye (Art & Expertise): 6 month term costs 400 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Erther Lore (Art & Expertise): 6 month term unavailable to non-members and is free to Loric Mage members only up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to Loric Mage members only. AA Guru (Art & Expertise): 1 year term costs 400 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to elkenwyr members only. AA Kinship (Sense & Sympathy): 6 month term costs 300 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to elkenwyr members only. AA Meditation (Mind & Memory): 6 month term costs 400 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Nature’s Call (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to elkenwyr members only. AA Orphic Effect (Sense & Sympathy) & AA Orphic Talent (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 6000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Resistance to Evil (Fate & Fortune): 6 month term costs 100 Wealth to nonmembers and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus


Guild Allegiance x 100 and is available to members only. AA Rune Scribing (Art & Expertise): 1 year term costs 1500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Syl Form (Fate & Fortune): 1 year term unavailable to non-members and is free to Wood Sylf members only up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to Wood Sylf members only. AA Swim (Art & Expertise) & AA Hold Breath (Storm & Stamina): 6 month term costs 100 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Wood Sense (Sense & Sympathy): 1 year term costs 2000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Wythian Lore - Sacred Version (Fate & Fortune): 1 year term is free to non-members and members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS Established in the city of Carnuntun, The Craft was originally an exclusively elkenwyr guild dedicated to furthering the skills and doctrines of the grass-roots Erther cult. Today The Craft has expended into Wythian culture and chapterhouses can be found in Arvortun and Verdandi along with small training lodges in most of the southern Anglian rural regions. The Craft now allows membership to any race, provided the applicant belongs to either the Erther or the Wythian cult (minimum Cult Allegiance of 5) and is a caster of the Runes of Oak. Despite this widening of the guild’s demographic The Craft remains a largely elkenwyr and sowyr guild and some of the older training courses are still only available to elkenwyr members at a higher level. Non-elkenwyr members cannot hope to achieve a rank greater than Rank 4.

Crewpgq’s Gulod Type: serving sailors, chandlers, ship builders and fishing communities. Patron Spirit: Seren and Rinan. Clashes with: none Chapterhouse: A chapterhouse can be found in all the cityports of the Angle and Mortun Pandi. Statehouse: Serenporth Citadel (Mariner’s House) in the cityport of Arvortun in the Angle. Annual Fee: 200 Wealth Requirements for Membership: all who live permanently in the cityport of Arvortun or who fish the waters around the west coast of the Angle. Elsewhere members are usually sailors or fishermen. TRAINING AA Astronomy (CC Mind & Memory): 6 month term. costs 800 Wealth to nonmembers and 100 Wealth to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Place in the Cosmos (Mind & Memory): 1 year term costs 800 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only.

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DETAILS The crewman’s guild was established with the founding of Arvortun by the ruling Chersya family of the Anglian west coast as the Mariner’s Shrine of Rinan. Originally a temple-based institution, the shrine was used as a way to calm the superstitious fears of mariners from Cornoval. The Shrine would make regular offerings to Rinan, the Elvian spirit of the sea, and to Seren, patron spirit of sailors, in order to ensure good fortune and good weather for those who sailed the waves. At first the Shrine was free to all and began to take on the shape of an emerging cult. But then the Wythian faith established itself as the dominant Anglian religion and the Shrine was forced to convert to a guild in order to comply with ducal decrees. Thus the cult of Rinan and Seren became the Guild of Crewmen and many of its former worshippers were unable or unwilling to pay the now compulsory membership fee. Then, in 1503, after extensive and strange storms had been battering the west coast for nearly a month, the cityport of Arvortun came under attack from the Endeleas. The giant squid Mikelbreg, forced into the shallow waters of the harbour by the raging tempest, laid siege to the city, destroying many of its buildings and killing many of its inhabitants. The event has remained at the forefront of Arvortun’s collective memory since that time and has long been blamed on the city’s decision to shun Rinan in favour of Wythia. Thus the Crewman’s Guild is now all powerful, for everyone who lives in the city, plies a trade on the Inland Seas from Arvortun’s harbour or fishes the waters in and around the west coast of the Angle is a paid up member. The Chambers of Chersya, statehouse of the guild, is more like a cathedral wherein members give their thanks to Rinan and Seren and give offerings of food,


fish and wealth (deemed to be donation based services). All visitors to the city are required to pay a ‘due’ to the guild even if they are not members. This 10 Wealth donation - which is compulsory and strictly enforced by Arvortun’s militia - must be placed in the Dish of Jorum, a great marble bowl which stands in the foyer of the statehouse. The vaulted ceiling above the bowl is inlaid with an intricate mosaic depicting Mikelbreg’s attack on Arvortun and the penitence of the people of the cityport as they beg the spirit of Rinan for forgiveness. All members of the Crewman’s Guild are awarded the Seal of Rinan and Seren, a sturdy wooden shield which is invariably placed somewhere onboard ship to show the spirits of the sea that the sailor respects and reveres them.

Deover’s Gulod Type: adventurers, dungeon masters and miners who frequently venture into the underdark and Cavernlands of Ereth’s subterranean realms. Patron Spirit: Willow Clashes with: Thief's Guild Chapterhouse: chapterhouses can be found in most cities and some towns all over Ereth from Skytor and Listholm to the Angle and Mortun Pandi. Rumours abound of secret lodges in the Cavernlands themselves. Statehouse: The Lodge Underground in Pelgallo.

of

Secrets

Annual Fee: 400 Wealth (free to Dungeon Master Creed). Requirements for Membership: must be Dungeon Master, Steamsmyth, Stone Master or Yarnsayer Creed. TRAINING AA Acrobatics (Art & Expertise): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Climb (Art & Expertise) & AA Leap (Art & Expertise): 6 month term costs 1000 Wealth to non-members and is free to members up to

+6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Dungeon Sense (Fate & Fortune): 1 year term costs 3000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Firecraft (Art & Expertise): 6 month term costs 300 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Hear a Pin Drop (Sense & Sympathy) & AA Spot Secrets (Sense & Sympathy): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100, is available to members only and only increases Skill Dice in AA Spot Secrets. Skill Dice achieved prior to +6 Skill Dice shared out between the two Active Abilities at the player’s discretion. AA Place in the Cosmos (Mind & Memory): 1 year term costs 600 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 6000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Sneak (Art & Expertise): 6 month term costs 300 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Stone Oracle (Fate & Fortune): 1 year term costs 8000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 8000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Stone Sense (Fate & Fortune): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 6000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Swim (Art & Expertise) & AA Hold Breath (Storm & Stamina): 6 month term costs 80 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Trap Sense (Art & Expertise): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS All Dungeon Masters may join the Delver’s Guild, a worldwide society dedicated to the upholding of Dungeon Master lore and the training of Dungeon Masters. Membership to the guild is free to this creed with some conditions. As soon as a Dungeon

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Master completes his apprenticeship (a process that usually begins at a very young age and completes around the age of 20), he is granted membership as a Rank 1 Initiate and gains 5 points in Guild Allegiance, provided he is not a member of any other guild. A Dungeon Master gains one point in Guild Allegiance every time he enters a dungeon in the service of others (i.e. in the capacity of a guide, as the paid up or commission-based member of an adventuring party, etc.) The Master must spend a minimum of two days in the subterranean realm and during this time must make a map of his progress which should be submitted to his nearest guild house, both as proof of his journey and as a reference for guild cartographers. These maps are compared with existing cartographies in order to maintain an accurate database of the underdark and where major discrepancies are found a cartographic crew may be dispatched to investigate. Dungeon Masters are not the only characters likely to join the Delver’s Guild. Anyone who adventures regularly in the underdark or who plies a trade in the deep, dark places of stone and earth will benefit from membership to the Delver’s Guild. The Delver’s is the first port of call when seeking guides for any dungeoneering expedition and character groups lacking a Dungeon Master creed in their midst would benefit from employing the talents of a guild-approved Dungeon Master if they intend to enter the underdark for any reason. Dungeon Masters can usually find a list of regular clients in each chapterhouse and work available should they desire to earn some easy wealth. Such work is usually mundane, involving regular trade routes through underground thoroughfares or mine shafts that may still be worked by miners or abandoned. From time to time a more interesting job may spring up, creating roleplay opportunities for the GM with a dungeon crawl in mind. The statehouse of Secrets Underground in Pelgallo is not the only headquarters of the guild, though it is the official centre for operations. In the underdark beneath the statehouse there exists a great cavern wherein a stone lodge dedicated to the guild has been hewn from the rock itself and here is the guild house used by members of rank 4 or above. Access to the interior of the underground guild house is via a great stone door which can only be opened using command words which change daily and are given to each rank 4 or higher member who collects it at the aboveground statehouse. Beyond guarded chambers and trapped tunnels is an extensive museum containing incredible artifacts from Erethian history and blueprints to traps not available to Dungeon Masters of lesser rank. These trap designs are listed in The Overmaster's Companion, the GM's companion volume accompanying the Wyrd series and will bolster the Dungeon Master creed's existing list of trap build options.


Frrester’s Gulod Type: those who live, work and journey regularly within Ereth’s many wild forests. Patron Spirit: Yrmat Clashes with: none Chapterhouse: chapterhouses in cities are rare and generally found in towns only. Villages whose communities rely upon nearby woodland or forests are likely to have a guild house which will double as a local bar or inn. Statehouse: The Green Citadel of Leaf and Branch in Elowen (the Angle). Annual Fee: 120 Wealth. Requirements for Membership: must be Wood Sylf, Beast Master, Empath, Loremaster, Loric Mage, Lumbering Jack, Medicine Man, Premancer, Shamancer, Weaver or Wyrthy. TRAINING AA Archery (Art & Expertise) & AA Hit Bullseye (Art & Expertise): 6 month term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1200 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Firecraft (Art & Expertise): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Hear a Pin Drop (Sense & Sympathy): 6 month term costs 300 Wealth to nonmembers and is free to members up to +6 Skill Dice. AA Herbology (Mind & Memory): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Kinship (Sense & Sympathy): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to elkenwyr members only. AA Pharmacology (Mind & Memory): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2800 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Place in the Cosmos (Mind & Memory): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Sling (Art & Expertise) & AA Pitch (Force & Form): 6 month term costs 1000 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Sneak (Art & Expertise) & AA Spot Secrets (Sense & Sympathy): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice shared out between the two Active Abilities at the player’s discretion. AA Wood Sense (Sense & Sympathy): 1 year term costs 2000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS The Forester’s Guild is an earthy, rural and simple guild that serves those people whose work or lifestyle takes them deep into the woodlands of Ereth. The Forester’s is less druidic than The Craft and less concerned with magick or spiritualism than the Order of Cosmic Light and is a far more practical organisation than both these guilds. Chapterhouses are usually small with large open grounds in which members can learn proficiency in riding, archery, firecraft and the use of ranged weaponry. Most chapterhouses are constructed in towns and villages close to or on the fringes of woodland in which woodland lore can be readily taught to those who wish to learn. The Foresters is also the go-to place for guides and experts for any expedition intending to embark into one of Ereth’s mighty forest settings. As with the Delver’s Guild, members of the Forester’s can check regular client lists and find work as guides or trackers. This is not considered a form of employment resulting in Skill Dice awards (the work will generally call upon the character’s existing knowledge and expertise) but will invariably result in Wealth earnings and can be counted as utilitarian service.

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Guild of Magick, the Type: dedicated to sorcery and rune casting without favouring any one runic school or style of magick. Patron Spirit: Wyrdorph Clashes with: The Craft, Order of Cosmic Light. Chapterhouse: none, but the Guild of Magick often presents itself as stalls or shows during festival and market time. Statehouse: Eglos of the Gravyan Rune in Santun Morvagh (Mortun Pandi). Annual Fee: 500 Wealth. Requirements for Membership: must be Dunwytch, Geomancer, Haruspex, Loremaster, Loric Mage, Mission, Morvanian Wytch, Nefaromancer, Premancer, Sectan, Shamancer, Spell-Binder, Stellamancer, Thane, Warlock, Weaver or Wyrthy. TRAINING AA Hit Bullseye (Art & Expertise): 6 month term costs 600 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Orphic Effect (Sense & Sympathy) & AA Orphic Talent (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 7500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Orphic Knowledge (Mind & Memory): 1 year term costs 2000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Rune Scribing (Art & Expertise) & AA Speak/ Read/Write Language (Mind & Memory): 1 year term costs 2000 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion.


AA Spell Binding (Art & Expertise): 1 year term costs 5000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS Accepted creeds in theory include all those listed under Requirements for Membership, but in practice the guild generally only attracts the Dunwytch, Nefaromancer, SpellBinder, Warlock and sometimes the Stellamancer, though this latter creed will usually favour the Guild of Starcraft. The majority of the Guild of Magick’s members are Nefaromancers, Spell-Binders and Warlocks. To-date, the guild has never had a Haruspex join its ranks. The guild is infamous for attracting and welcoming casters of the Craven runes and this has led to its chapterhouses in the cities of Listholm and the Angle being closed down and all guild facilities and presence being banned. Today only the main statehouse in Santun Morvagh remains and this is where all members must go to receive training and to mingle with their peers. The Guild of Magick has but one rule and that is that all who enter the great arched doorway of its statehouse immediately set aside their differences, quarrels, ethical judgements and cultic loyalty. The guild is deemed to be neutral ground wherein the words and actions of the member are hidden from the rest of the world. Thus will a member who walks the corridors of the Eglos of the Gravyan Rune (House of the Engraved Word) encounter Warlocks from the Cult of Flies, Darklorn Spell-Binders who dabble with the Craven runes, White Mancers and Nefaromancers rubbing shoulders together in the building’s great vaulted libraries and study halls. Where conflict breaks out between members within the walls of the Eglos, they will be temporarily expelled and their Guild Allegiance will drop to zero. Whips will then observe magickally recorded data of the controversy (every inch of the Eglos is constantly under observation by magickal means) re-instate the injured party and permanently expel the antagonist. Where the matter is ambiguous, both parties will be exonerated but loss of Guild Allegiance is inevitable. This zero-tolerance approach has led to a curious no-man’s land wherein usually dedicated cultists who wage war against one another in the world outside can set aside their differences in order to share their singular love for the runic arts. The Eglos of the Gravyan Rune is famous as the site of the Orcarn, a vast fortress-like library and depository in which much of the world’s esoteric, orphic and runic lore has been recorded and bound within an unimaginable collection of books and grimoires. Highbinder members of the guild

gain unrestricted access to this library and may be able to unearth untold secrets in its sacred depths, including rune spells not generally known to rune casting creeds and scrolls containing rune-magick unknown to the standard spell books. (Note, details of these spells are contained in The Overmaster's Companion, the GM's guide accompanying the Wyrd series). The current Grand Doyen of the guild, a White Mancer called Anther Curycadi, a allows only non-Craven rune casters to achieve the rank of Highbinder but encourages membership by all types of magick user.

Guild of Starcraft Type: astrologer and astronomer’s guild Patron Spirit: Seren Clashes with: Assassin's Guild, Thief's Guild Chapterhouse: small premises in all major cities except Tunturthis, but no presence in towns or villages, though stalls may be seen during market or festival periods. Statehouse: The Mansion of the King Ship in Santun Morvagh. Annual Fee: 400 Wealth Requirements for Membership: must be of the Ebberman, Empath, Morvanian Wytch or Stellamancer Creed. TRAINING AA Astronomy (Mind & Memory): 6 month term. costs 800 Wealth to non-members and 100 Wealth to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Starcraft (Fate & Fortune): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS Starcraft (astrology) is the art of divining the future of an individual’s life using star charts and certain details about the individual, such as their birth year, name, age, etc. The Guild of Starcraft has powerful friends in high places and retribution for working as an unlicensed divinator can be harsh, the guild

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relying on the imposition of huge fines and the allegiance of local law enforcement, nobility and government to collect the fine. Characters with zero Guild Allegiance or no Guild Allegiance are deemed to have such a poor reputation as a Stellamancer that they will be unable to charge any more than 1w for readings. One successful reading is enough to raise a Guild Allegiance of zero back to a value of one if the character belongs to the Guild of Starcraft, but the Guild may return this value to zero if the character has displayed repeated ineptitude in his chosen line of work. A visit to the Guild and an explanation for his poor record may be required in order to prevent expulsion from the Guild. In return for his membership, the Guild based divinator will find himself promoted by word of mouth by Guild operators whose soul job is to travel from place to place speaking highly of the Guild’s best and most respected members. If the Guild member visits a village, town or city he may make one AA Craft dice check for every point he possesses in his Guild Allegiance value. For each instance of (1) rolled on the check hand, the character may make one AA Starcraft dice check, accruing earnings accordingly and either gaining or losing Guild Allegiance points depending on his rolls. The player is not obliged to make all (or even any) AA Starcraft rolls for each instance of (1) rolled on the AA Craft dice check (each instance representing a request for a reading from a local inhabitant of the location) and may stop giving readings at his own discretion. The guild offers training in both astrology and astronomy and its statehouse in the city of Santun Morvagh is a towering ziggurat upon a hill overlooking the rest of the city. Upon the top of this is a domed structure housing the great looking glass of the Agg, a telescope that charts the passage of the stars. The ziggurat is terraced with ten levels, each level constructed so that from each the position of a star or planet and its motion across the sky can be triangulated and a speed and distance calculated with extraordinary precision. This way the scholars of the guild can plot the future motions of the Agg and divine future predictions and future events in the cosmos.


AA Guru (Art & Expertise): 1 year term costs 300 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only.

Order of Cosmic Light Type: shamancer guild dedicated to the gentle ways of shamancic lore, from the druidic gurus of the elkenwyr race to all those wyrmen who seek hidden truths in the Cosmic Cavern. Patron Spirit: Wutang Clashes with: The Craft, Guild of Magick, Assassin's Guild, Thief's Guild Chapterhouse: most major cities and towns except those of Listholm and Skytor. Statehouse: The Everlast House of Pan (Santun Morvagh) Annual Fee: 100 Wealth. Requirements for Membership: Accepted creeds include Wood Sylf, Balatron, Beast Master, Empath, Geomancer, Loremaster, Loric Mage, Lumbering Jack, Medicine Man, Morvanian Wytch, Nefaromancer, Premancer, Sectan, Shamancer, Spell-Binder (White Mancer only), Stellamancer, Weaver, Wyrthy and Yarnsayer. The guild will also consider any character with at least +1 Skill Dice in AA Guru and AA Trips of the Hypnagog. TRAINING AA Astronomy (Mind & Memory): 6 month term costs 800 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Starcraft (Fate & Fortune): 6 month term costs 600 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. See page 177. AA Craft (Art & Expertise): 6 month term costs 300 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Firecraft (Art & Expertise): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 600 Wealth minus Guild Allegiance x 100 and is available to members only.

700 Wealth minus Guild Allegiance x 100 for members up to +3 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Herbology (Mind & Memory): 1 year term costs 3000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3500 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Positivism (Mind & Memory): 1 year term costs 6000 Wealth to non-members and is free for members up to +3 Skill Dice. Thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Invoke Spirit (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and 700 Wealth minus Guild Allegiance x 100 for members up to +3 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Replenish (Storm & Stamina): 6 month term costs 3000 Wealth to non-members and is free to members up to +6 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Kinship (Sense & Sympathy): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only.

AA Resistance to Evil (Fate & Fortune): 6 month term costs 100 Wealth to nonmembers and is free to members.

AA Loric Force - Objective Version (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and 700 Wealth minus Guild Allegiance x 100 for members up to +3 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Loric Force - Subjective version (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and 700 Wealth minus Guild Allegiance x 100 for members up to +3 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Meditation (Mind & Memory): 6 month term costs 400 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Orphic Effect (Sense & Sympathy) & AA Orphic Talent (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Pharmacology (Mind & Memory): 1 year term costs 2000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Place in the Cosmos (Mind & Memory): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Play Organistrum (Fate & Fortune): 1 year term costs 6000 Wealth to non-members and

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AA Rune Scribing (Art &Expertise) & AA Speak/ Read/Write Language (Mind & Memory): 1 year term costs 2000 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 3500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Trips of the Hypnagog (Fate & Fortune): 1 year term costs 500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Wood Sense (Sense & Sympathy): 1 year term costs 1000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Wythian Lore - Sacred Version (Fate & Fortune): 1 year term is free to non-members and members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS One of the most successful of the modern era guilds, the Order of Cosmic Light mixes the shamancic enlightenment of druidic lore with a shrewd talent for giving its members what they need. Of the many guilds of Ereth it is one of the most allencompassing and powerful, with chapterhouses in every major city and a presence even in the sparsely populated rural regions of the world. The Order teaches shamancic methods and at its core promotes the idealistic righteousness of the Shamancer. Much emphasis is placed on experimentation with mind altering substances, exploration of the Cosmic Cavern and the benefits of meditation and natural lore. While the guild makes an impressive profit


on its training courses the majority of revenue comes from the sale of tobacco and cannabin which it imports in large quantities from Wodoak. The Order of Cosmic Light is outlawed in Listholm where the guild’s druidic ethos and pluralist message is considered a threat to the cult centre of Mot. The guild’s tendency to encourage hypnagogic trips into the Cosmic Cavern are also deemed to be blasphemous and dangerous, opening the soul traveler to the perils of the Abyss.

and is available to members only. AA Surgery (Art & Expertise): 1 year term costs 10,000 Wealth to non-members and is free for members up to +3 Skill Dice. Thereafter costs 6000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS The chapterhouses and statehouse of the Salver’s Guild serve both as premises and facilities for the structure of the guild and as medical centres, hospitals and sanitariums for the sick, wounded and insane or infirm. The first such building, The Asylum, was founded during the Sanas Morcorm war in the city of Drood-Cynncarn by Amonir Salver, a saintly woman whom the Vanyirborn Cormysyeth once described as an avatar of Merriday Elyeth.

Sgover’s Gulod Type: guild of healers and surgeons. Patron Spirit: Aswõd and Merriday Elyeth Clashes with: none Chapterhouse: chapterhouses in all the major cities and some towns of Ereth, from Listholm to Santun Morvagh. Statehouse: Amonir Salver’s Sanitarium in Verdandi (the Angle). Annual Fee: 150 Wealth. Requirements for Membership: must be of neutral or righteous ethos. TRAINING AA Alchemic Talent (Art & Expertise): 1 year term costs 4000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Guru (Art & Expertise): 1 year term costs 300 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only.

Slayer’s Gulod Type: fighters, warriors and mercenaries. Patron Spirit: Amdrill

Amonir (meaning queenly woman) taught the craft of healing, the lores of herbology and the complexities of surgical method to many during her time in Cornoval but was forced to abandon the city during the rule of the Jarl and re-established herself among the Wythian folk of the Angle.

Clashes with: Assassin's Guild, Soul Stealer's Guild, Thief's Guild.

Today Amonir’s legacy lives on in the Angle and other lands besides, the guild operating in much the same way as during Amonir’s own time, giving free treatment to the sick and the dying and education to those commendable souls who wish to follow in Amonir’s footsteps.

Annual Fee: 300 Wealth.

Local authorities in the form of royalty and government have long supported the guild and provide hefty subsidization to the chapterhouses in their midst so that treatment for the sick and the diseased can remain free. This, in turn, allows the guild to keep training fees competitively low while still providing the best level of instruction. Service is crucial and healers will gain one point of Guild Allegiance for every two months of service they give in a chapterhouse or statehouse. Members gain access to all equipment and medicines within guild premises. When using AA Salve or AA Surgery they gain maximum Evident Ease on dice checks made when treating within guild operating theatres and wards.

AA Herbology (Mind & Memory): 1 year term costs 3000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only.

Chapterhouse: chapterhouses in all the major cities and towns of Ereth. Statehouse: Dunrin Citadel in Pelgallo. Requirements for Membership: must be neutral or wicked ethos. TRAINING AA Acrobatics (Art & Expertise): 1 year term costs 900 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Archery (Art & Expertise) & AA Hit Bullseye (Art & Expertise): 6 month term costs 900 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Bladed Weapons (Art & Expertise), AA Two Weapon Combat (Art & Expertise) & AA Dodge (Art & Expertise): 1 year term costs 1500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the three Active Abilities at the player’s discretion. AA Bludgeon (Force & Form) & AA Might (Force & Form): 6 month term costs 1500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion.

AA Pharmacology (Mind & Memory): 1 year term costs 4000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Salve (Art & Expertise): 1 year term costs 6000 Wealth to non-members and is free for members up to +3 Skill Dice. Thereafter costs 4000 Wealth minus Guild Allegiance x 100

AA Brawl (Art & Expertise): 6 month term costs 200 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter

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costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Combat Talent (Art & Expertise) & AA Skirmish Strength (Storm & Stamina): 1 year term costs 800 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Kinship (Sense & Sympathy): 6 month term costs 800 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Polearm (Art & Expertise): 6 month term costs 500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS The no-frills Slayer’s Guild focuses on fighting skills and the kind of aptitudes favoured by adventurers, mercenaries, brawlers and swords for hire.

Training courses are designed to hone skirmishing, riding and dexterity attributes, all essential skills for the would-be fighter. Righteous and cultic fighters are dissuaded from joining the Slayer’s Guild, their sanctimonious brand of violence being anathema to the neutral and oft-brutal ethos of the guild. Wicked characters, by comparison, are welcome at the Guild of Slayers, an individual’s skill with a blade being more important than their ethical viewpoint. The statehouse of the Slayer’s Guild is the majestic Dunrin (Black Water) Citadel in Pelgallo, a daunting tower of obsidian jutting from an islet of land surrounded by a moat of oil. At this statehouse or any of the guild's many chapterhouses members can access lists of local contracts requiring swords for hire. Contracts are given on a first-come-first-serve basis, but where members compete for the same contract it will always be awarded to the member with higher Guild Allegiance or higher rank.

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Spytk’s Gulod Type: Steamsmyths, artisans and crafters. Patron Spirit: Edifus Clashes with: Artisan's Guild Chapterhouse: chapterhouses in all the cities of Skytor, Mortun Pandi and the Angle but none in the land of Listholm. Statehouse: The Forge of Anvil in Stratum. Annual Fee: 400 Wealth or 200 Wealth if the character is also a member of the Steam Smyth's Octave. Requirements for Membership: the guild does


not accept membership applications from any rune-caster. Soul-Smyths are also disallowed from membership though they may make use of the non-member training options. Electrasmyths are banned from joining, though it seems likely many memebers secretly practise Electrasmything techniques.

through the funds and will of the guild and so the qualified Steamsmyth owes the guild as great a debt as he might to any university or equivalent seat of learning, whether he approves of the guild’s existence, methods and impositions and whether he remains a member or not.

TRAINING AA Craft (Art & Expertise): 6 month term costs 300 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Engineer (Art & Expertise): 1 year term costs 500 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Firecraft (Art & Expertise): 6 month term costs 600 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Gizmo Sense (Art & Expertise): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Stone Oracle (Fate & Fortune): 1 year term costs 8000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 7500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Stone Sense (Fate & Fortune): 1 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 4800 Wealth minus Guild Allegiance x 100 and is available to members only.

Most Steamsmyths are joined to the guild at an early age, during their apprentice years, thus all player character Steamsmyths will automatically be members of the guild if the creed is taken at character creation, though they may leave and join a different guild thereafter if they wish.

The fully qualified guild-member is an asset to the guild and remains funded, to a certain extent, by the guild, even if he migrates away from Skytor. The Guild believes not only in the sanctity of Stratum and the original utopian vision (though their efforts to realize that vision are constantly hampered, if rumours of conspiracy are to be believed, by the Ruling Elite) but also the idea that smythery and inventions will one day free the wyrman from medievalism, feudal governments and - as the wyrlung mostly see it - the constraints and backward thinking encouraged by cultic religion. Where members of the guild uphold these tenets they will retain the Guild Allegiance points they possess. Where they go against them they will lose points. This can be a complicated matter for the GM who must determine whether the member is living within the guidelines of the Guild. Guidelines are listed here for the GM and player’s benefit. o The member will uphold the name of the guild and of the utopian principles behind Stratum: the creation of a communal culture uplifted by technology and the shunning of superstition, rune magick and reliance upon feudal government. o The member will be loyal to the guild and will use no other guild for any other reason, including training and facilities. o The member will respect the right to practice religion, but will also recognize the need to temper religious thought and behaviour where such outlaws the use of gizmos, contraptions and progressive technology. o The member will not practice runism as a form of magick or as a form of religion. The maker of mechanisms and manipulator of material is above the superstitions that drag the wyrman down into the mire of medievalism and lays shackles upon the free movement of progression. He will respect that others still utilize this form of science, but will have no use for it, nor make use of it himself. o The member will display morality and ethics in everything he does. He must show to those in the grip of medievalism that responsibility and virtue are possible in the absence of cultic belief. o The member will not entertain the medievalist temptations of the Artisan's Guild of the south and will not seek ingress into the so-called Library of Daytaria.

All the skills of a Steamsmyth are learned

If the guild member is a Steamsmyth chosen

DETAILS The Stratumian Guild of Smyths is an organisation dedicated to the sovereignty of Stratum; the rights of its citizens to practice Numinism, a different religion, or no religion as they wish; the separatist nature of Stratum (from Skyssan lawmakers, aristocracy and priesthood); and the furthering of steam innovation at home and abroad. The Smyth's Guild is less an organization and more a governing body, though it holds less power within Stratum than certain higher authorities, which may or may not include the Ruling Elite, a secretive, ruthless and supposedly brutal authority who purportedly reside in the highest levels of the city.

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at character creation he receives a grant of Wealth equal to 1xd10 x Guild Allegiance at the start of every in-game month. This is paid into a Guild account accessible in any city containing a chapterhouse and should be marked as Banked Wealth on the character sheet. The Steamsmyth may withdraw no more than 25% of the overall value of this account in any one sum (half then half again), the interest of which is used to help fund the guild. Where Guild Allegiance falls to zero or the Steamsmyth withdraws more than 20% of all monies from his account he will be ejected from the guild and loses all benefits. Where a Steamsmyth member who was joined automatically to the guild when taking his character creed subsequently quits the guild or is expelled he will be expected to repay, in full, all debts owed for training. This amount is equal to 20,000 Wealth minus 1000 Wealth points for every point of Guild Allegiance the character possesses when he leaves (if expelled this is zero) and 500 Wealth for every year of Age the character has above 20. For example, a character with a Guild Allegiance value of 6 and an Age value of 32 may leave the guild owing 8,000 Wealth (6 x 1000 = 6000 and Age 32 is 12 years above 20; 12 x 500 = 6000, with an overall deduction of 12,000 Wealth from the 20,000 owed). The guild takes collection of Wealth owed very seriously and will pursue debtors to the ends of Ereth, either in search of reparation or of retribution if the member is deemed to be deliberately fleeing his obligations.

Society of the Literatii Type: academics, scholars and intellectuals. Patron Spirit: Daytundra. Clashes with: Assassin's Guild, Thief's Guild. Chapterhouse: chapterhouses in all the cities of Ereth and many towns also serve as universities and schools. Statehouse: University of Provost in Listholm and the Tower of Orcrill in Verdandi. Annual Fee: 200 Wealth. Requirements for Membership: must have a minimum CC Mind & Memory value of 10.


TRAINING AA Astronomy (Mind & Memory): 6 month term costs 800 Wealth to non-members and free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Starcraft (Fate & Fortune): 6 month term costs 600 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Engineer (Art & Expertise): 1 year term costs 500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 1800 Wealth minus Guild Allegiance x 100 and is available to members only. AA Esoteria (Mind & Memory): 2 year term costs 4000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA General Knowledge (Mind & Memory): 1 year term costs 1000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Learn (Mind & Memory): 6 month term costs 200 Wealth to non-members and is free to members. AA Orphic Knowledge (Mind & Memory): 1 year term costs 2000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Proselytise (Fate & Fortune): 2 year term costs 3000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Read Person (Mind & Memory) & AA Sense Motive (Sense & Sympathy): 1 year term costs 1000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Speak/Read/Write Language (Mind & Memory): 1 year term costs 3000 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS Originating in the Arkhold of Niflhelm, the Literatii are the sacred keepers of the lore of Mot Elyeth and the guardians of the libraries that exist beneath the great northern fortress. These ancient monks and librarians are also the acolytes of Mythyar Num, the surviving matriarch Vanyirborn of those born directly from

Vanyir's own womb. The Society established in the Literatii's name began life in the city of DroodCynncarn, founded by the Vanyirborn Cormysyeth Num in honour of her sister's wisdom and Mot's name. Once established it became a seat for learning but was subsequently fractured during the Sanas Morcorm war and the rule of the Jarls of Cornoval when the society was forced to retreat into Wythian and Motian territory in order to survive. Today the chapterhouses of the society have become synonymous with ancient learning and the belief systems of the norwyr, despite showing a significant presence in Wythian and Elvian cult centres. At low rank the society serves as universities and schools for those who wish to learn, erring on the side of Motian religious teaching where students wish to learn more about the histories of the wyrmen and the Oak Lords of old. At this level the society avoids any outright attempts at conversion in order to maintain good relations with local religious orders and presents itself only as a place for learning. At higher ranks Motian requirements are more stringent and no member may increase rank beyond that of Acolyte unless they are a member of the Motian cult with a Cult Allegiance of at least 5. While such terms are deemed to be unethical by both Wythian and Elvian cults, the benefits gleaned from Literatii schools, colleges, universities and banks of information tend to redress the balance. Provided the society continues to keep its religious ideologies separate from its lower ranking and public face, locally empowered cults tend to turn a blind eye to the distasteful loyalties of higher ranks. Only in Listholm is the society free to openly practice Motian lore from the lowest to the highest rank, the University of Provost being one of the foremost seats of education in Morturth and one of the most outspoken detractors of the cult of Allum. Here, the Motians claim to possess documents and artifacts refuting Allumnist claims and disprove the so-called true histories of the Skyssan and wyrlung people. Of the Wythian and Elvian cults, the University of Provost remains tactfully silent, unwilling to upset the ties it now has with those southern realms. Highbinder members of the Society of the Literatii gain access to the library of the Arkhold and will be able to examine tomes and scrolls dating from times before the Winter of Discontent. Eldermen of the society will also be able to request an audience with Mythyar herself, though such requests are rarely granted unless the topic is of profound importance.

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Sruo Stegoer’s Gulod Type: Soul Reapers and those who deal and trade in Soul Stones. Patron Spirit: Yneur Clashes with: Slayer's Guild Chapterhouse: chapterhouses in all major cities except Gungingeth. Statehouse: The Soul Taker’s Academy in Santun Morvagh. Annual Fee: 100 Basic Membership with no hunting license (usually chosen by SoulSmyths), 200 to 250 Wealth for Regional Hunter’s License, 300 Wealth for Regional and Niňel Hunter’s License, 400 Wealth for Cavernland Hunter’s License, 800 Wealth for Mortun Pandi License and 1,600 Wealth for High Hunter’s License (see below). Requirements for Membership: must be Soul Reaper or Soul Smyth. TRAINING AA Archery (Art & Expertise) & AA Hit Bullseye (Art & Expertise): 6 month term costs 900 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Bladed Weapons (Art & Expertise), AA Two Weapon Combat (Art & Expertise) & AA Dodge (Art & Expertise): 1 year term costs 1500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the three Active Abilities at the player’s discretion. AA Bludgeon (Force & Form) & AA Might (Force & Form): 6 month term costs 1500 Wealth to non-members and is free to members up to +3 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Brawl (Art & Expertise): 6 month term costs 200 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Combat Talent (Art & Expertise) & AA Skirmish Strength (Storm & Stamina): 1 year term costs 800 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x


100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Detect Fell (Fate & Fortune): 1 year term costs 5000 Wealth to non-members and free to members up to +3 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Soul Cunning (Art & Expertise): 1 year term costs 4000 Wealth to non-members and free to members up to +3 Skill Dice, thereafter costs 4000 Wealth minus Guild Allegiance x 100 and is available to members only. DETAILS Established first in the city of Santun Morvagh in Mortun Pandi by refugees of the lands of Lorel, the Soul Stealer’s Guild now opens its doors to anyone who shows dedication to the eradication of Fell breeds and/or who deals in Soul Stones. The guild has grown considerably since its inception and chapterhouses can now be found as far afield as Skyssa in Skytor and Tunturthis in Listholm. Its original agenda - the eradication of all Fell from the face of Yarnia - has become greatly twisted in its conception, the guild now serving, ironically, as a conservationist institution, regulating the slaying of Fell creatures and over-harvesting of Soul Stones. The Soul Reaper is a professional trader in Soul Stone. He is both hunter and gemsmyth, tracking the Fell breeds wherever they lurk or hide and slaying them to claim their Soul Stone core. He then sells what he harvests to traders all over Ereth. The Soul Reaper is one of the most actively growing professions in southern Ereth and attracts adherents from all walks of life, all religious denominations and all of the many races of the wyr. There is no end to the quarry of the Reaper as the Gungin Gap is forever disgorging fresh meat into the wilderness and encampments of Reapers are often found patrolling like hungry wolves beyond the palisade walls of Gungingeth. Some Reapers work in groups, tackling the larger and more lucrative Fell whose Red Stones fetch a greater degree of Wealth on the common market. Others concentrate on grinding through the innumerable lower Fell, slaughtering them en-masse to collect a more regular income. As the profession has grown, so The Soul Stealer’s Guild has also grown, imposing certain regulations on the movements and trading of Soul Reapers in order to prevent ‘over-farming’ of the Fell races. Such a thing - the guild claims - would threaten to destabilize the many hordes of Soul Reaper now reliant upon their occupation for survival and a war of territorial hunting rights would likely ensue. Thus all legitimate Soul Reapers are members of the guild and must adhere to

the guild’s laws or lose their license to hunt and trade in Soul Stones. First and foremost, the guild imposes restricted hunting rights based on a sliding scale membership fee. o 100 Wealth per year buys basic membership to the guild and is usually only chosen by Soul-Smyths who have no intention of trading Soul Stones. o 200 Wealth per year buys the Soul Reaper license to hunt in Niflhelm only and requires a minimum Guild Allegiance of 1. o 210 Wealth per year buys the Soul Reaper license to hunt in Niflhelm and Listholm and requires a minimum Guild Allegiance of 2. o 22o Wealth per year buys the Soul Reaper license to hunt in Niflhelm, Listholm and Skytor and requires a minimum Guild Allegiance of 3. o 230 Wealth per year buys the Soul Reaper license to hunt in Niflhelm, Listholm, Skytor and the Angle and requires a minimum Guild Allegiance of 4. o 240 Wealth per year buys the Soul Reaper license to hunt in Niflhelm, Listholm, Skytor, the Angle and Sanas Morcorm and requires a minimum Guild Allegiance of 5. o 250 Wealth per year buys the Soul Reaper license to hunt in any above ground region except Mortun Pandi, Niňel and Iyfel and requires a minimum Guild Allegiance of 6. o 300 Wealth per year buys the Soul Reaper license to hunt in any above ground region except Mortun Pandi and Iyfel. This license includes Niňel as lawful hunting grounds and requires a minimum Guild Allegiance of 7. o 400 Wealth per year buys the Soul Reaper license to hunt in any underdark or Cavernlands setting (this includes all dungeons, labyrinths, caverns, cave systems, mines etc.) as well as all above ground regions covered by the 300 Wealth per year license and requires a minimum Guild Allegiance of 8. This is the most popular level of license offered by the guild. o 800 Wealth per year buys the Soul Reaper a Mortun Pandi license, allowing him to hunt in any of the regions covered by previous membership rates but also the land of Mortun Pandi where the Fell are numerous. This excludes the cities of Gungingeth and Santun Morvagh and requires a minimum Guild Allegiance of 9. o 1,600 Wealth per year grants the Soul Reaper with a High Hunter’s License which allows him to hunt anywhere in Yarnia except in the city of Santun Morvagh and requires a minimum Guild Allegiance of 10. No Soul Reaper without a High Hunger's license may hunt within the city of Gungingeth and none may hunt in the city of Santun Morvagh, though holders of a Mortun Pandi or High Hunter's license

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may set up camp outside or upon the sides of the Grail Mountains where they can hunt those unsuspecting Fell who climb the crater wall. Any membership above the basic 100 Wealth per year fee also demands that a Reaper complete at least a one year apprenticeship under another Reaper (a service qualified Reapers can perform for their Guild in order to gain Allegiance points). Where the character has already chosen the Reaper Creed this apprenticeship is already deemed to have been completed. Each level of membership to the guild grants the Reaper a license to hunt freely in and around certain parts of Ereth. Payments must be maintained and Allegiance to the guild in the form of services rendered will also be expected. Membership licenses do not restrict nonReaper Creeds from slaying Fell monsters, but do prevent them from actively undertaking regular slaying with the sole intention of trading and profiting from Soul Stone sales. Not all Reapers are legitimate and not all will join the Soul Stealer’s Guild (whether the player character becomes a member is optional) however, the guild pays a high reward for the capture of illegal Soul Reapers and is also in the business of sending out regular fighting patrols (whose ranks, with breath-taking hypocrasy, are often made up of Scarfer Fell mercenaries) to locate and serve justice against known illegals who repeatedly and brazenly flout guild warnings. In all the civilized lands of Ereth illegal Reaping is deemed to be an offence punishable by imprisonment. In every case, the governments of the land working in concert with the guild to ensure war doesn’t break out between the different factions of Reaper will impose a sentence. For any illegal found to be trading in Dread Soul Stones, the sentence is usually death. GM and players should note that reaping is the act of taking a Soul Stone with the express intention of trading it , either for Wealth or some other monetary gain. Where a character slays a Fell enemy and makes use of the Soul Stone himself by absorbing the stone, or has no interest in the stone, the guild has no jurisdiction. Only if that character pockets the stone then tries to sell it will he risk coming to the attention of the guild, and only then if he is caught. Generally illegal traders reap more than once or twice before they are noticed and will then receive more than one warning before mercenaries are dispatched by the guild to bring the perpetrator to justice. All legitimately reaped Soul Stones must be passed through a local guild facility before the Reaper attempts to trade his wares.


Each stone is etched with the special seal of the guild to prove it is a legal stone. It is also tested and given a value based on its orphic resonance (to ensure the stone is not fake) and the known status of the Reaper with the guild. Once the stone is thus stamped it can be traded by the Reaper. Legal Soul Stone values are determined by the value on the guild stamp. Illegal stones can be sold for whatever the black market will fetch, but illegal stones, fake stones (or stones onto which forged stamps have been etched) are worth much less due to the prevalence of available legal stones and the high penalty imposed on anyone found to be trading (buying or selling) illegal stones. Wholesale traders in Soul Stones are rewarded by the guild if they purchase their stock from the most reputable of Guild members, thus encouraging both loyalty and rewarding the highly skilled Soul Reaper over the amateur. Stones of this nature are more expensive, but wholesale traders gain a waiver on many of the Guild-based fees associated with the sale of stones from lower status Guild members. The base value of any red Soul Stone is determined as equal to the character’s Guild Allegiance multiplied by 10 + (100 + d100) Wealth. Thus a character with a Guild Allegiance of 10 will earn 100 + 100 Wealth points (200) plus 1d100 additional points from the sale of any red Soul Stone. The base value of any green Soul Stone is determined as equal to the character’s Guild Allegiance + 10 + d10 Wealth. Thus a character with a Guild Allegiance of 10 will earn 10 + 10 Wealth (20 Wealth) plus 1d10 additional points from the sale of any green Soul Stone. Dread, or black Soul Stones are rare enough that their appearance in any guild facility results in special privileges to the Reaper. The Dread is immediately placed in a secure vault where it is tested by rune casters and placed under various magickal locks. Legal Dread Soul Stones are, without exception, sold only to the local government within whose territory the guild facility holding the stone is based. If the government refuses to purchase the stone, only then will it be offered to the highest bidder abroad (again, royalty, cult or government only). In every instance the stone will sell, and will sell for a great deal of Wealth. The governing authority who purchases the stone is then deemed to be responsible for ensuring it is kept safe under lock and key and is never allowed to be unleashed again into the world. This, at least, is the expectation. The value of the sale is deemed to be equal to (1d10 x 10,000) + 10,000 Wealth. For example, where the d10 roll is 6, the value is 60,000 + 10,000 (70,000w).

Sales 0f Dread can often take many months (GM determined or 1d12 months) and will probably require patience on the part of the Reaper awaiting payment. Green Soul Stones can be sold anywhere there are wyrmen; in villages, in towns, cities and even sometimes at farmsteads or encampments. Upon entering or dwelling within such a location the player may make one Spirit dice check per game session or every in-game month (whichever comes first). He may trade one legal stone in his possession for every instance of (1) rolled on the dice check. Red stones can only be sold in municipal areas, such as large towns or cities. The method of sale is precisely the same as with green stones. Alternatively the Reaper may leave the sale of stones to the Soul Stealer’s Guild. He receives 50% of the value of the stone (fractions rounded up) and is paid immediately. He must take the stones to the nearest guild facility in order to exchange them in this way. In every instance the guild controls the sale of Dread stones. The value determined using the method shown above is the final value the Reaper earns and already includes deductions to the guild. The member who presents his guild with a Dread stone immediately gains his maximum Guild Allegiance and is awarded a one year High Hunter’s license, allowing him to hunt legitimately in the land of Iyfel.

Tklei’s Gulod Type: a mix of the nefarious and the neutral, The Gild (as it is known) caters to any who have need of its support. Patron Spirit: Asgineth Clashes with: Assassin's Guild Chapterhouse: chapterhouses in all major cities except Tunturthis, but including those of Skyssa and the Angle. Representation does not occur in towns or rural settings. Statehouse: The Gildhouse in Santun Morvagh. Annual Fee: 100 Wealth plus 10% of all Wealth acquired by the character in any one year period of membership (see Description).

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Requirements for Membership: anyone may join the guild provided their ethos is neutral or wicked. TRAINING AA Acrobatics (Art & Expertise): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1500 Wealth minus Guild Allegiance x 100 and is available to members only. AA Brawl (Art & Expertise): 6 month term costs 200 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 1000 Wealth minus Guild Allegiance x 100 and is available to members only. AA Climb (Art & Expertise) & AA Leap (Art & Expertise): 6 month term is unavailable to non-members and is free to members up to +6 Skill Dice, thereafter costs 2000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Engineer (Art & Expertise): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice. Further Skill Dice unavailable to non-members and members alike. AA Hear a Pin Drop (Sense & Sympathy) & AA Spot Secrets (Sense & Sympathy): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100, is available to members only and only increases Skill Dice in AA Spot Secrets. Skill Dice achieved prior to +6 Skill Dice shared out between the two Active Abilities at the player’s discretion. AA Read Person (Mind & Memory) & AA Sense Motive (Sense & Sympathy): 1 year term costs 1000 Wealth to non-members and is free to members up to +6 Skill Dice. Further Skill Dice unavailable to non-members and members alike. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Reave (Art & Expertise): 6 month term costs 10,000 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 3000 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Sneak (Art & Expertise) & AA Swift (Art & Expertise): 6 month term costs 2000 Wealth to non-members and free to members up to +6 Skill Dice, thereafter costs 2500 Wealth minus Guild Allegiance x 100 and is available to members only. Skill Dice achieved shared out between the two Active Abilities at the player’s discretion. AA Trap Sense (Art & Expertise): 6 month term costs 4000 Wealth to non-members and 800 Wealth to members up to +6 Skill Dice, thereafter costs 8000 Wealth minus Guild Allegiance x 100 and is available to members only.


DETAILS The Gild (as the Thief’s Guild is most commonly known) was conceived in the city of Santun Morvagh by Queen Morvagh Elowen herself as a method of curbing corruption influenced by the proximity of Gungingeth and its dark denizens. Not only does The Gild place constraints on criminal activity within the city, it also forces segregation of criminal elements from ordinary citizens. Gild members must operate with The Gild’s knowledge and only members may participate in the city’s black market underworld. Those who shirk The Gild and continue to perpetrate crimes will fall foul of the ruthless family gangs given positions of power and wealth over each of every city's twelve guild controlled wards. Such individuals are usually made an example of for others who might be considering the same. The twelve city wards are run by twelve Rank 6 Eldermen, each the surviving patriarch of a criminal gang or family. Any criminal activity is monitored closely by them and usually focuses on the black market and ‘illegal’ drug trades. The Gild operates a complicated business of protection rackets and fraud similar in many ways to insurance and everyday political corruption, with a greater degree of intimidation, violence and murder. There are, of course, laws governing the extent of this criminal activity and any member of The Gild must adhere to these laws or face loss of Guild Allegiance, demotion of rank or even expulsion. o Members are not allowed to enter any temple or institutional building with the intention of stealing. This rule covers all government, cult, guild (including the Thief's Guild and all other guilds in the city) and institutional premises, though members may belong to a cult, institute or organisation and attend in a nonoccupational fashion. o Members may not pick pockets, break and enter homes or business premises, steal from, inflict violence or use intimidation upon or otherwise harm any individual citizen who has acquired a Tax Exemption Certificate (see below). o Members should observe the general etiquette of the Guild. Any activity deemed to be necessary should be as understated as possible and where witnesses in possession of an Exemption Certificate are exposed to the activity they will be compensated according to the judgement of local law enforcement. o Members will not engage in any hostilities with local law enforcement or militia and will comply wherever they come into the jurisdiction of law enforcement/militia if they are asked to present identification and their guild Membership documents. o Any member arrested by local law

enforcement/militia and incarcerated while any incident is resolved for a period of no more than 24 hours should comply peacefully with the arrest and cooperate with the authorities until such time as a representative from the Guild can attend the scene. In order to prevent criminals legislated by The Gild simply moving their business to a different city, all the cities of Ereth have adopted The Gild in some form or another, with the severity of laws imposed upon guild leaders being greater or lesser depending on the city. In Skyssa, for example, The Gild is officially no longer representative of organized crime but of political corruption and is seen as an agency for curbing such corruption. In reality, the leaders of criminal networks are bought off and given enough material wealth and incentive to regulate crime themselves. In essence they are extremely well rewarded police chiefs whose brutal zero tolerance methods are overlooked by the true authorities of the city in favour of peaceful streets and justice for the aristocracy. Non-aristocratic citizens are also unlikely to be victims of crime, but where they are there is less likely to be repercussions for the perpetrators. Nevertheless, repercussions are so severe when they are imposed that even petty crime is at near zero levels. In Verdandi a similar system is used and all crime is outlawed, with any emerging criminal element displaying signs of intelligence, cunning and guile quickly assimilated into guild ranks. Once there they are incentivized with excitement and riches and then brought into the echelons of nobility or the military where they can be used and controlled. In all cities with a Thief’s Guild (i.e. all cities) visitors and citizens who do not operate with either the local or the state/ country militia (i.e. any Grenadier, Lenadier or Amonight Creed or any character who is gainfully employed with

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the military) will be required to purchase a 'Tax Exemption Certificate' at the city gatehouse or a local government building. Licenses are officially a form of tax and once they are purchased the visitor or citizen is exempt from paying additional taxes. Where a visitor or citizen does not purchase a certificate they are not only then required to pay taxes (determined on a case by case basis and usually higher for non-citizens than citizens and more severe for strangers than faces known to the city) on everything they purchase and everything they earn. While in the city they are also no longer protected against ‘special dispensation’ (translating as protection against the attention of the Thief’s Guild). The citizen or visitor becomes a free target for all members of The Gild, but only if it becomes known they do not possess a certificate. How or whether guild members find out a specific individual isn’t carrying a certificate varies from city to city. The most common method is to use an informant network of city merchants and store owners to whom certificates must be shown by visitors in order to avoid paying tax on purchases. Where a certificate is not forthcoming and the buyer is happy to pay the additional tax, the store owner will immediately contact a member of the Gild to whom he is loyal and who will reward him accordingly before seeking out the target or 'mark'. Gangs who don't have tentacles in the merchant network will often engage in clandestine operations in taverns and inns, targeting random citizens or travelers who look like they’re new to town, sparking up conversation and then making subtle allusions to the certification process in the hope their mark will slip up and reveal his failure to purchase a certificate. In other cities guild members work with gatehouse guards and government administrators who can tell them if any newcomers have entered the city but not yet


purchased protection against special dispensation. The Gild is, at its core, a villainous institution and thus the methods used by its members to sneak around regulations, laws and find loopholes they can exploit are often extremely underhand and ruthless. Mercy is rarely extended to strangers or bumpkins from rural settings simply because they lack an understanding of how the system works.

Institutes Some creeds automatically belong to institutions (usually if they are chosen at character creation - see Creeds) in these instances the character’s loyalty will be measured by his Institutional Allegiance. Where a character makes use of an institution in a way that is not determined as crucial to his creed there is no need to introduce Institutional Allegiance. Where membership of an institution is dependent upon loyalty and allegiance more information will be given in the respective description below.

ABBRAXIAN SCHOOL OF GEOMANCY Type: magickal university. Patron Spirit: none. Location: the city of Santun Morvagh in Mortun Pandi. Annual Fee: none. See Geomancer Creed. Requirements for Membership: must be a Geomancer, though exceptions may apply (see Creeds, Geomancer). Institutional Allegiance: required of any Geomancer Creed and automatically established at character creation. Institutional Allegiance begins with a value of 10 (see also Creeds, Geomancer). DETAILS The Geomancer is one of the most powerful of the magick crafters of Ereth and one of those least beholden to religion for the

power behind his magick. Instead, the Geomancer is indebted to the Abbraxian School of Geomancy where all Geomancers are taught the mysticisms of the Fetish, the sacred Heartstone of Santun Morvagh which stands hidden in protected chambers beneath the school, itself contained by defensive walls, guards and an impenetrable stone maze. In return for access to the powers of the Fetish the licensed Geomancer is obliged to follow the rules of the school. He may not take an apprentice, nor teach Geomancy in his own school and to his own students unless certified to do so by the Abbraxian School of Geomancy itself. He may not take outsiders into the school and he may not undertake any nefarious deed that would threaten the safety of the school, its students and the Fetish under its protection. On top of this the Geomancer must uphold the good name of the school in all ways that he can. As a representative of the school he must remain righteous and humble. Where the school learns of the character committing wicked deeds or siding with evil forces he will find his Institutional Allegiance swiftly curbed. Failure to serve the needs of the city and ignorance of the laws of the school, however, are the two must frowned upon misdemeanours the character can perpetrate. Where the Geomancer’s Institutional Allegiance falls to zero, his license is revoked and his connection to the Fetish will be broken by school Elders. He will no longer be able to practice the art of the Sorcerous Stone. The school possesses a hearing tribunal system which exists in order to listen to the pleas of the accused and review the information available. Generally, a Geomancer accused of wrong doing is disconnected from the Fetish before and during the trial. Only if he is found innocent of wrong doing will he be reconnected. THE FORFEND AND THE MAZE OF WOE The Fetish - the Heartstone of Santun Morvagh - lies in the depths of a dungeon beneath the tower of Forfend, a high finger of conical stone which stands at the core of the labyrinth. The labyrinth, known as the Maze of Grendanstan (the Twisting Turning Guardian of the Stone) or as it is known to the people of Santun Morvagh, the Maze of Woe, is a huge cube of stone whose walls stand 200ft high. Within is an intricate and devious maze which passes through the width and height of the structure before opening into the central storey of the Forfend. The maze is furnished with uncountable tricks, traps and guardians, the safe paths known only to those who

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attend the school. All others must either enter accompanied by a Geomancer or take one of the special balloon flights which, from time to time, are organized to carry VIPs or foreign diplomats onto the roof of the Grendanstan where a great trapdoor of six foot thick iron is opened to allow entry into the upper floor of the Forfend. These flights are the only guaranteed safe way to cross Grendanstan which, in its time, has claimed the lives not just of many would-be intruders but numerous forgetful Geomancers as well. THE HEARTSTONE OF FORFEND The crystalline Heartstone known as The Fetish is the only mystical stone in Ereth to play an integral role in rune magick. It stands at the foot of a long sweeping stairway of marble that descends four hundred feet into a cavernous space beneath the Forfend tower. Here it rests at the centre of a circular pattern designed to mimic parts of the Maze of Grendanstan, a slender pylon of blazing green crystal thirty feet tall, marked with the runic name of the city above and rotating slowly on its vertical axis, the tiniest point of its lowermost aspect drilling a hollow into the stone floor. Standing at equal space around the perimeter of the pattern, their backs to the stone, are twenty four Guardians of Abbraxia; the Grendarm as they are known; heavily armoured warrior priests of the cult of Elvia avowed to protecting the stone and the city of Santun Morvagh with their lives. The cavern surrounding the stone pulses with green light and a powerful electricity hums in the air. Anyone standing in the presence of the Fetish will feel a sense of profound calm and all Spirit will immediately be replenished to maximum value. Nobody is allowed to approach the Fetish or set foot upon the pattern of the floor and anyone attempting to do so will be warned off by the Grendarm and then, if they persist, attacked without hesitation.

ANGLIAN NOBILITY Type: noble houses of the Angle. Patron Spirit: none. Location: the Angle in southern Morturth. Annual Fee: NA Requirements for Membership: this Institutional Allegiance will usually only be necessary where the character creed requires he select loyalty to one member house of the Anglian nobility.


Institutional Allegiance: see Creeds. DETAILS When the Cornovish nation collapsed under the tyrannical rule of Jarl Megalamon at the end of the Sanas Morcorm war, many of the noble families of Drood-Cynncarn fled the city seeking new lives in southern lands. These were the founding members of the land of the Angle as it now exists and their family names prevail in the modern nobility, most of whom still command their original seats of power.

Elowen The original and first 'house' of the Angle, the Elowen family, led by Loretongue and Orare Elowen, travelled with an entourage of loyal folk from the city of Drood-Cynncarn passing, along their way, through the mystical region of W천doak Wood. With them came their daughter, Morvagh Elowen and their son Loren, both impressionable youths and greatly affected by their adventures in the strange woodland realm. The family settled the land of Elowen in the northwest of the Angle upon the receding snowline of the Winter of Discontent and were first to do so in southern Morturth. Morvagh Elowen went on to found the Elvian cult and develop the Elemental Runes, a system she devised based on her experiences as a youth in W천doak Wood. She would eventually become the patron founder of Santun Morvagh in Mortun Pandi while her brother Loren would simultaneously form the realm of Lorel and the creed of the Loremasters. Today in the northwest of the Angle in a wetland area of farms on the northern bank of the Misty River stands the town and district of Elowen, where the Elvian cult is still dominant and the name of Morvagh is still revered. The faithful of the original house are mingled now with members of the Wythian cult but retain control of the area. They are no longer known by the name of Elowen but instead by the name Theon.

Gwelenbryal The second family to enter southern Morturth, the fierce and wealthy Gwelenbryals, led by Conteth Kenwythi, crossed the turbulent Damnum Channel in hastily constructed boats and settled the walled hamlet of Verdandi. There they guarded the Damnum against pursuit from Drood-Cynncarn and held back the forces of Jarl Megalamon whenever he tried to infiltrate the Anglian lands. Today this hamlet has grown to become capital of the modern Angle, a beautiful white-stone metropolis and one of the richest and most powerful cities in Ereth. As the

northern coast's gateway into the Angle it is the primary defensive position against incursions from the dark lands of Iyfel, Ninel, Dunmonia and the jungle realm of the Morcelt and has subsequently seen many battles upon its shore and many Fell enemies break against its eastern battlements. Kenwythi, first of the line of the ruling family, became embroiled in the story of the Tome of Kings and lost his life and his mind to the vile Fronc체dha Barrowomb - once the Elgan god Pazuzu, slain upon the battlefields of Urd in the land of Dunmonia. After his death the Weavers of Wythia bound Kenwythi's soul to his sword, the Rill Blade of Amon. The sword was then embedded in the tomb stone atop Kenwythi's barrow upon Ylyntor by the Tablemen of the Mountain. This was done in a bid to prevent the Elgan gods seizing the dead Conteth's marred soul and dooming him to an eternity in the Nether Dymension. The sword remains still in the tombstone of Kenwythi and it is told that whomsoever successfully draws the blade shall also free Kenwythi's soul from its purgatory within the blade and shall thus be named rightful and righteous king or queen of all the Angle. Nobody has ever been able to draw the blade which seems magickally fixed in place (immovable object rules apply, see page 54), and thus the Angle remains without a king or queen. Instead the Gwelenbryal house remains the dominant ruling force in the land, uniting the various noble houses of north, east, south and west under one banner, their house leaders deemed to be stewards only of the throne whose king or queen is yet to present themselves. The current heads of Gwelenbryal House are the Grand Duke Triton Gwelenbryal and his consort the Skytorian duchess Coriola. Their personal domain stretches from the north coast and the city of Verdandi to the eastern border guarded by Castle Levena (a fortress whose eastern arrow loops gaze out across Mortun Pandi and the Gungin Gap) and the Fortress of Gor in Menhirnar and encompassing the regions of Granger and Bargenham up to, but not including, the Sailing Hills. All the noble families have sworn fealty to Gwelenbryal House and the Grand Duke whose presence is vital for the safety and integrity of the Angle, but the power of the Gwelenbryals extends only so far as regional houses allow and none recognize Gwelenbryal as a regal force. A certain level of mutual distrust still exists between the house of Elowen and Gwelenbryal and many of the southern folk of Gondaras would sooner consider themselves members of an independent state than in any way subservient to the other counties.

Chersya Once mariners and fishermen of the seas west

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of Drood-Cynncarn, the Chersyas fled Cornoval when Jarl Megalamon enacted his purge of all disloyal nobility after the rebellions of Elowen and Gwelenbryal. Taking the most obvious route for a sea-faring family, the Chersya's set sail their fleet and travelled south, passing the shoreline of mysterious W천doak, skirting the coast where Loretongue and Orare Elowen were already establishing their estates and landed finally before the melting snowline and the banks of the Garwan. At that time the Garwan were islands jutting from snow and the lapping surf of the Inland Sea and atop these the Chersya's, led by their patriarch, Sigurd 'The Bear' Chersya, constructed their home in the form of castle Tornyth. As the waters and ice receded further, unveiling fresh lands and revealing the Garwan to be a range of hills and not, as the Chersyas had originally thought, an archipelago, younger spurs of the family settled new homes in the lowlands and expanded the Chersyan estate. Today the Chersyas hold dominion of the west coast as far north as the Misty River and are considered landlords of the cities of Arvortun and Dunkunom and rightful owners of the county of Coalpit Heath and Trestun Mill, overseen by Castle Darras. The current heads of the family, Viceroy Edgar Chersya and his wife Perdita, dwell in the city of Dunkunom in Castle Portstone on the shore of Naderma Lake.

Ollgallosek The second seafaring family to abandon DroodCynncarn in the troubled times after the Sanas Morcorm war, the Ollgallosek clan took their fleet further south and at a much later time than the Chersyans, discovering lands freshly revealed by retreating glaciers. In the far south, rounding the very corner of the continent of Morturth that gives the Angle its name, the Ollgallosek discovered a rugged land of broken stone, looming cliffs and crashing surf. Here they landed their fleet and struggled ashore, moving inland across the snowy wastes to find, in the shadow of the great cliff wall of Crambla, the ruins of an ancient city. Knowing well their history and the profound nature of the realm into which they had sailed, the Ollgallosek identified the city as Carnuntun, home to the original race of the wyrmen upon the shore where Mot first rode Nader-Roselvia into the lands of Ereth. They called it Gondaras (Doorway Into the Primal Land) as once it had been called by Mot's own tongue, and the city they called Carnuntun as ever it had been known. As they dwelled in this mystical and esoteric setting the people of Ollgallosek changed to adopt more archaic forms, mimicking in their swift evolution the oaken shape of Womad


himself. They became the elkenwyr and, when the Wythians and Elvians sowed once more the seeds of Wythywyr and grew the woodlands of Dwarro, Ollgallosek's folk it was who named themselves protectors of the wood and sentinels of the memory of oak. Today the original Ollgallosek clan have died out, but the family name prevails in title, the current duchess of Carnuntun being the elkenwyr Ophelia Odinim Ollgallosek whose great grandmother Orsina Odinim was gifted dominion of the region of Gondaras by the last of the Ollgallosek line. This mighty and profound gift was given in return for a lifetime of unfailing service in the worship of Womad and in her rule of the county, Ophelia has proven to be as just and righteous as her generous predecessors.

Gostyth Carnuntun had barely been excavated from the snow and rebuilt when a boat carrying refugees from the north was wrecked upon the shore of Gondaras, disgorging a mess of disheveled and disenfranchised miners and fishermen from the disintegrating jarldom of Cornoval. The Gostyth clans, short of stature and temper but tall in courage and nobility, had made their unceremonious entry into the southern Angle and were embraced as unlikely bedfellows by the Ollgallosek. They were sheltered for a time in Carnuntun, and indeed many of the descendants of the original Gostyth still dwell there, known more commonly as the sowyrmen of the south. A large proportion migrated further north and delved (as was their nature) into the lands now known as Stenbal, Ullyan, Coalpit, Tremenva and Pelgallo. There they excavated mines and began establishing trade and export routes with Chersya and Elowen and with the various farming landlords of Bargenham and Granger, eventually entering Verdandi and presenting themselves to the Gwelenbryal duchy. Today the Gostyth retain their familial quirks which have evolved to produce the sowyrman race. The family name prevails mostly within the city-fortress of Pelgallo, a compact walled city at the southernmost end of Iyfelior Pass. Here the Gostyth guard the territories of the southern Angle and the Sailing Hills from incursions by Fell enemies and maintain a borderland between the wastelands of Lorel and the civilized realms of the Wythian and Erther faithful.

STEAM SMYTH'S OCTAVE Type: subsidiary of the Smyth's Guild in Stratum. Patron Spirit: none. Location: Stratum in Skytor. Annual Fee: 300 Wealth payable per year, plus 10% of all Wealth earned by the character through contracts worked within Stratum or Skyssa. Though this fee is also payable for work carried out in the lands beyond Skytor the Octave has no real way to enforce such law and relies on an honour system which most Steamsmyths ignore. Requirements for Membership: must be Steamsmyth Creed and must be a member of the Smyth's Guild. Institutional Allegiance: a necessary value of at least 1 is required if the character wishes to take part in the Stratumian Octave (see below). DETAILS Once every year the Stratumian Octave takes place in the midway levels of the city of Stratum. This is an eight day celebration of innovation wherein the Steamsmyths introduce their latest invented gizmo in the hope of winning property in the upper wards and a substantial monetary prize. Anyone wishing to participate in the Octave must be a paid up member of the Steamsmyth Octave itself, which is a subsidiary branch of the city's Smyth's Guild. Only Steamsmyths may join and only Steamsmyths may take part in the Octave competition. Participants must be members of both the Octave and the guild (see Smyth's Guild). Where a player character participates the player should make a series of eight dice checks in the following order. o AA Craft dice check. Number of instances of (1) are tallied and added to total. o AA Engineer dice check. Number of instances of (1) are tallied and added to total. o AA Gizmo Sense dice check. Number of instances of (1) are tallied and added to total. o AA General Knowledge dice check. Number of instances of (1) are tallied and added to total. o AA Learn dice check. Number of instances of (1) are tallied and added to total. o AA Spot Secrets dice check. Number of

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instances of (1) are tallied and added to total. o AA Aesthete dice check. Number of instances of (1) are tallied and added to total. o Spirit dice check. Number of instances of (1) are tallied and added to total. The GM then rolls d100+100 and divides the total by 12 (all fractions rounded up). Where the player character's total is equal to or less than the GM's total no prize is awarded. The character has failed to impress the judges and his innovation is either faulty or too mundane to be of interest. Where the player character's total is greater than the GM's total by up to 8 points the character wins the Parliamentary Prize. Where the player character's total is greater than the GM's total by 9 points or more he wins the Official Prize. The official prize is that which furthers the winner’s social status (and is that which most entrants secretly lust after). The winner is awarded 5000 Wealth points, automatically gains maximum Guild Allegiance (Smyth's Guild) and has the option, if he chooses to accept, to spend the next two in-game years working in either Stratum or Skyssa on employment contracts. This period of employ (which will require the player character is unavailable to role-play for the full in-game two years) will reward the character with +1 Skill Dice to AA Craft, AA Engineer and AA Gizmo Sense and will earn him a further 10,000 + 5d100 Wealth. In addition, the winner of the Official Prize wins apartments in one of the higher wards of Stratum - usually the Highbinder Ward, but where the smyth already hails from that ward, the Consulate Ward. The apartment is now the permanent possession of the smyth and he will be able to access the ward housing his apartment plus all wards below. The Parliamentary prize is awarded by the character's peers rather than Octave judges and recognizes genius over the purpose of the invention. Whether the invention helps Stratum or not is immaterial, only the engineering skill and the deviousness of the design are taken into consideration. The winner of the Parliamentary prize receives no immediate monetary reward but will gain 5 points to his Guild Allegiance (Smyth's Guild) and the reputation of an innovative smyth. He will also have the same option to work on contracts within Stratum or Skyssa as a term of employment. This will take two ingame years (which will require the player character is unavailable to role-play for the full in-game two years), will reward the character with +1 Skill Dice in AA Craft, AA Engineer and AA Gizmo Sense and will earn him a further 4,000 + 5d100 Wealth points. Players who opt for employment should remember to add two years to the character's Age value.


TABLEMEN OF THE MOUNTAIN Type: major sect of the Wythian faith. Patron Spirit: Womad and Cormysyeth Num. Location: No official set location but members are prevalent in the Angle and the meeting place of the order is Woodhenge Hall in the ruined city of Drood-Cynncarn (Sanas Morcorm). Annual Fee: NA. Members of this order are joined as part of their creed. Requirements for Membership: must be of the Wythian cult and the Weaver Creed. Institutional Allegiance: applicable to any who wish to remain a Weaver supported by the order. Loss of all Institutional Allegiance will result in a loss of financial support and the Weaver will be unable to participate in the annual meet. In some cases he will instead be given an Institutional Allegiance value of 1 and stripped of one rank. DETAILS Cormysyeth Num, immortal daughter of Vanyir brought her people out of the Arkhold in Niflhelm and settled them about the base of the volcano Ascona. There they flourished and became the nation of Cornoval, a people from whom the Anglians and the indigenous common wyrmen of Mortun Pandi are directly descended. At the foot of the great volcano Cormysyeth built the majestic and godly city of DroodCynncarn (City Where the Crossroad, King and Mountain Meet) and beneath a great oaken tree whose colossal roots were bedded in deep caverns she excavated the Hall of Woodhenge. Here she fashioned for herself a throne made from the very roots of the tree which Cormysyeth shaped and contorted using the magick of runes. Upon these same roots was placed a vast round table of polished oak about which the many priests of Cormysyeth's cult would be seated. They were known then as the Priests of the Table and the throne was named the Druwer's Chair, for it was sacred to the druidic cult whose acolytes called themselves Weavers. When Cormysyeth perished in the Sanas Morcorm war and the Weavers were ousted from the city of Drood-Cynncarn, Woodhenge became the war-room of the Kenjarl, the self anointed kings of Cornoval. The first and last member of this tyrannical line, Jarl Megalamon Panthera, would see the fall of the city and the last days of the Cornovish people. In his stead would the city and the sacred hollows of Woodhenge fall to ruin. Long after the collapse of Cornoval the Weavers

returned to the city of Drood-Cynncarn and reopened the chambers beneath Ascona. Here they reinstated their Wythian cult within Woodhenge and seated upon the Druwer Chair the head of their order. Thereafter have the Weavers of the Angle remained ensconced within Ascona and have since become known to all the lands of the Wythians as The Tablemen of the Mountain. HEIRARCHY The Tablemen adhere to a strict command structure starting with the capstone of the Head Weaver; followed by a circle of Warp-Masters (sometimes referred to as the Elders - twelve of the oldest members of the order, all aged 100 or more); Acolytes of Weft (numbering anything between five and six hundred individuals) who perform the practical, administrative and chancellery duties including organisation of the principle ceremonies and in particular organisation of the yearly meet at DroodCynncarn; Cambrican Priests, who make up the vast majority of Weavers and are active in Wythian communities serving their parishioners; and finally Apprentices of the Braid who are those newly initiated to the role of the adherent and usually below the age of seventeen. All player characters who take on the creed of Weaver begin as Cambrican Priests, having served their apprenticeship already. Cambrican Priests are promoted to an Acolyte of Weft if their Cult Allegiance is at maximum value when they reach their 50th birthday. Upon this auspicious occasion the Acolyte may double his maximum Cult Allegiance and may increase his current Cult Allegiance value to the new maximum by performing services to his cult (see above for services typically performed by an Acolyte of Weft). Acolytes may not take part in the Trial of Weaving. Acolytes become Warp-Masters only if they reach their 100th birthday and their Cult Allegiance is at maximum. At this point the character will almost certainly be retired in any case, but can be retired to prestigious accolade as one of the most highly respected members of his cult. BENEFITS Weavers receive monetary support as members of the Tablemen of the Mountain, provided they keep up the tenets of their faith and attend the annual meeting of Weavers in Drood-Cynncarn as often as they can. Compensation is awarded at the start of each game session as Wealth points equal to the character’s Institutional Allegiance x 10. This Wealth will be paid into a standard bank (not Rivage & Shore) and should be noted on the Weaver’s character sheet as Banked Wealth. Complaints about the Weaver received by elders of the order or evidence submitted by other Weavers who claim the accused has somehow failed to adhere to the Weaver ideology may find their Allegiance score falling and their Wealth dropping in turn. Similarly, Weavers who spend a great deal of

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energy and effort promoting Wythia, interacting with the peasant folk of the Angle and making their presence felt in a positive way within the order of the Tablemen may find their Allegiance score rising and with it their Wealth. Player and GM should remember that the Weaver is beholden to the institution of the Tablemen of the Mountain and not to the cult of Wythia for his Wealth award and transgressions resulting in a loss of Cult Allegiance may not necessarily also result in loss of Institutional Allegiance, the latter being dependent more upon the Weaver’s loyalty and service to the Tablemen than his devotion to the Wythian cult. ANNUAL MEET All Weavers must attend the annual meeting of the Tablemen of the Mountain in DroodCynncarn. The Trial of Weaving is an event that runs during every fourth meeting and which any Weaver may enter. The Trial is a month long quest which sends competitors out into the wilderness of Sanas Morcorm to complete perilous tasks and complete daunting missions. Each completed task and mission awards the successful competitor a number of points which, at the end of the trial, are added together to give a total result. The champion with the highest total is then awarded the ultimate accolade of Head Weaver and for four years enjoys near royal status as the leader of the order of Tablemen. His earnings rise to Wealth points equal to Institutional Allegiance x 100, paid in the usual way. The champion will be expected to chair the annual meetings at Drood-Cynncarn and will sit in the Oaken Druwer's Chair of Woodhenge Hall. During the meeting he will be treated with reverence by the other Weavers but will also be expected to give solutions to any problems afflicting the Weaver community. In addition the Head Weaver will be expected to liaise with the noble houses of the Angle, a role that may require a certain degree of diplomacy and political intuition.

HALIGENTSIA FORUM, THE Type: non-secular government influential in the cult of Allum. Patron Spirit: Allum. Location: Skyssa in Skytor. The Haligentsia ruling elite occupy and operate out of a large government building called Haligen House. Annual Fee: NA. Members of this order are joined as part of their creed. Requirements for Membership: must be an Allumnist and usually obligatory as part of a creed. Institutional Allegiance: creed based.


DETAILS The city of Skyssa in Skytor is the cult centre of the Allumnist religion, a monotheistic faith that believes unequivocally in the Supremacy Beyond Reckoning and which denounces all other cults as being either misguided or pointless. The Forallum is the temple of Skyssa and base of the priesthood of Allum. Herein the people of Skyssa worship their deity and are given blessing and moral instruction by a large conclave of idealistic and powerful wyrmen and women. The Forallum is officially deemed to be the purely religious aspect of authority within Skyssa, while the Haligentsia Forum, a parliamentary government, is tasked with the running of the city, the managing of law enforcement and the enforcing of regulations. The Haligentsia are the official governing body elected by the people of Skyssa but are deemed to be non-secular, working so closely with the temple of Forallum that distinguishing one from the other is often an impossible task. The Haligentsia develop all their social policies in accordance with the church, though both institutions are, in fact, separate entities, each possessing of extraordinary power. Haligen House, a huge governmental building in the south of Skyssa, is the Haligentsia's base of operations and within this imposing structure the administrative process of running a city and the nation beyond Skyssa's walls unfolds. Any creed based devotion to the Forallum of Skyssa will also require devotion to the Haligentsia, with Cult (Allum) and Institutional (Haligentsia) Allegiance values interlaced in their fluctuating values. Loss of Cult Allegiance should also result in loss of Institutional Allegiance and vice versa. Similarly, one Allegiance value may never exceed the value of its counterpart, thus the character with a Cult Allegiance (Allum) of 6 cannot achieve an Institutional Allegiance (Haligentsia) of more than 6. The Haligentsia is a tyrannical and oppressive institution which places loyalty demands and obligations on those it influences rather than moral obligations as will be more typical of the cult of Allum. It is, at its heart, a despotic and authoritarian political structure and thus would seem to oppose the Temple's moralistic and religious claims while simultaneously upholding its power base. Where the Temple provides moral guidance, the Haligentsia dictates domestic policy and where the Temple imposes its ethical influence on the law masters of Skyssa, the Haligentsia use existing legality and the mangling of semantics to work their way around these influences.

Conflicts of interest are common between the church and the state, but both are so reliant upon one another for their continued existence that deals are usually hammered out and compromises found. Typically, the Haligentsia is a more ruthless and less restrained organisation when it comes to enforcing law, imposing unfair policies on its people and clinging onto power. The Temple of Forallum, by contrast, is guided by religious principles and though by no means perfect, is a more measured, considerate and embedded force of authority. This symbol of the Temple is the Arch of Allum, a singular pylon of power symbolized by a curving archway. The sigil of the Haligentsia, by comparison, is a more rigid triangle featuring the every reproachful eye of Allum at its apex, symbolic of surveillance and authority.

ORDER OF MYTHYAR Type: quasi-religious sect. Patron Spirit: Mot Location: The Arkhold in Niflhelm. Annual Fee: NA. Members of this order are joined as part of their creed or opt to join because they are devout Motians dedicated to the sanctity of the Arkhold and the memory of Mythyar Num. Requirements for Membership: must be of the Mission creed or of a norwyr Motian creed such as the Allumni and must have a Cult Allegiance value of at least 5. Institutional Allegiance: applicable to any who actively join the order. Loss of all Institutional Allegiance will result in expulsion from the order. Note that Cult Allegiance and Institutional Allegiance are not mutually exclusive for any character joining the Order. Neither value may exceed the current value of its counterpart and where points are lost in one they will also be lost in the other. Similarly, where points are gained in one they will usually be gained in the other. DETAILS Mot asked of Merriday that she craft for him an entity that he might have children within the lands of Womad. And Merriday placed within the womb of Mot's consort, the fair Vanyir Num, the seed of Womad's sacred acorn and the flesh of the gods. Fyrst Num was the paragon child of this alchemy, but he died thereafter and was the lesson from which Merriday would learn to perfect her craft. Five more were birthed by Vanyir in the image of Fyrst and they were three females: Mythyar,

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Wegwyr and Cormysyeth, and then two males: Zeuselra and Cayn, so named sons and

daughters of Num, the immortal Vanyirborn as they would long be known. When the Hammer of Merrlith fell upon the world and the matriarchs of the Vanyirborn line were forced to take shelter in the fortress of Arkhold, only Mythyar established there a permanent home and never more ventured again into the lands beyond. Cormysyeth perished as the leader of the Cornovish nation, rallying her people to war against the dark forces of her brother, now named Caynum Bitterblade; while Wegwyr became strange in her immortality and was exiled into the northern realm of Losia. Cormysyeth and Zeuselra are gone from the world, slain by Elgan magick and the evils of Caynum Bitterblade. Wegwyr is lost and beyond all knowledge and Caynum reigns in his bleak territory, the master of monsters and of mayhem. Of the original five Vanyirborn, only Mythyar Num remains sacred to the hearts of the wyrmen as a living avatar of times consigned now to myth and legend. Mythyar dwells in the lowest vaults of the dungeons of the Arkhold, beneath the great subterranean library of the Bibliostella and the chambers of the priests of the Literatii who guard her with their lives and their souls. These are the dedicated Motians of the Order of Mythyar - self appointed sentinels who watch over the daughter of Vanyir and revere her as a living goddess upon Yarnia. To those who uphold the tenets of the Order, Mythyar is the last living vestige of the Oak Lords of old and more sacred even than the trees of the Wythywyr in Dwarro or the withered spire of Yrmynsyl. Members of the Order have tasked themselves with a quest to promote the word of Mot and to dispel the growing untruths of alternative cults like Allum or Elvia. Such cults perpetuate distractions from fundamental truths; that Mot and Merriday were the joint creators of the wyrmen and the guardians of the world; that the goddess Vanyir was the mother of all wyrmen, not just the Vanyirborn; and that the Web of Wyrd, with Mot at its heart, must be held sacred if the wyr are to prevail as a race on Ereth. They uphold the belief that life is sacred in any form other than that of the Fell, creatures of chaos and sometimes raw Elgan evil whose very presence on Ereth is a blasphemy and aberration. They are sworn against harming innocent animalian, fae or wyrman life in any form but will slaughter without prejudice any manner of Fell they encounter. At their heart they are not simply preachers, nor even priests, but warrior monks tasked with a duty to change the world in the name of their god; to return Yarnia to the hands of the sacred wyrman and to eradicate those life forms that represent darkness, chaos and evil.


Thus, the Seal of Mythyar carries significant weight across all of Ereth and there are few parts of the known world where the name of that most venerated of the Vanyirborn is unknown. Missions of the Order of Mythyar, the most prevalent of the questing monks and the most likely to be encountered beyond the walls of the Arkhold, are representatives both of their order and the Arkhold. For here is a place which, while distant to many modern wyr societies, remains nonetheless an important aspect of their heritage. The Missions are considered to be somehow mystical and transcendent of normal everyday life, monks who have probably stood within the presence of Mythyar herself and may therefore be imbued with her supernatural essence. Moreover, the Fell have become painfully aware of the Order and its member's selfimposed mission to eradicate the world of all chaotic life forms. They are particularly fearful of the Mission whose blade is ever sharp and whose eyes are ever keen for signs of Fell passing. The seal of the Order, a sapphire ring with an inset carving of the Chalice of Life, has become a symbol of terror to the eyes of any Fell breed and one of integrity, nobility, mysticism and great importance to the eyes of other wyrmen.

RIVAGE & SHORE

all the known lands of Ereth. The bank allows not only for the storage and exchange of standard wealth but for the storage of precious items using a unique depository system. Branches are usually large and imposing structures, the entire ground floor of which will be dedicated to customer service while upper floors are used for administration. A permanent anti-magick area of effect surrounds every branch of the bank and prevents any runic school except the Runes of Naming from being cast within its walls. Where a spell effect already created is operating on any character attempting to enter the bank the character will find himself breaking up against an invisible barrier at the main door and will immediately come to the attention of security trained to notice anything suspicious. Upon successfully entering a branch of the bank the customer will be faced with a vast open-plan space. Along one wall he will see a row of marble desks and along the opposite wall a line of enormous steel doors flanked by burly security guards. A sweeping stairway usually stands centre-stage, rising to walkways and doors leading to higher floors. Clerks working behind the marble frontage of the bank floor will receive existing customers, but new customers who are yet to open an account will be directed to visit the Clerk of Accounts, a usually austere figure who occupies a large throne-like chair elevated upon a grand pedestol at the furthest end of the room.

Type: runic bank and depository. Patron Spirit: Halig Location: the central branch of Rivage and Shore is Bretonwood House in Verdandi but branches exist in every town and city of Ereth, excluding the cities of Skytor. Annual Fee: 100 Wealth plus 10% of all Wealth acquired by the character in any one year period of membership (see Description). Requirements for Membership: a one-off fee of 500 Wealth must be paid for ownership of a deposit chamber. Institutional Allegiance: non-applicable. Characters may use the services of Rivage and Shore without affecting loyalty to any institution for which they possess Institutional Allegiance. Only if the character works for the bank must they then take an Institutional Allegiance value. DETAILS The bank of Rivage and Shore, which started life as an operation for the storing of smuggled treasure in the city of DroodCynncarn but which is now an entirely legitimate business, has grown to cover almost

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The new customer will be charged a one-off fee of 500 Wealth which must be paid in full before the account is opened. The Clerk of Accounts will then cast runic sorcery upon two rune-stones using the Runes of Naming. The runes on these stones will magickally contort until they show a unique configuration. The Clerk then whispers to the customer a unique command word which the customer will need to remember in order to use his stones. When accessing his account, the customer takes his two rune stones to one of the lesser clerks behind the long row of marble desks on the bank floor. The clerk will take one of the stones which he will insert into a socket on the wall behind, activating the customer's account. He will then give the customer a mundane steel key which unlocks one of the steel doors on the opposite wall. A key is always given to an unoccupied door, thus when the bank is busy there may be a waiting period for a door to become free. The key must be returned afterward, at which point the clerk will return the customer his first rune stone. Once the customer is furnished with a mundane key, he opens the respective steel door, leading him into a short but wide and high ceilinged hallway with another steel door opposite. The first door should be locked, ensuring the customer won't be disturbed or robbed while he conducts his business. Security guards on the bank floor are there for the safety of the client and are furnished with various magicks allowing them to detect trouble, sometimes long before the client is


even aware that trouble may be brewing. The door to the client's chamber can be unlocked by the Clerk of Accounts where security necessitates the use of a master key. Once the customer has successfully accessed the hallway beyond the first steel door, the second rune stone is now placed into a socket beside the second steel door and the command word is whispered to the door, completing the activation process. As soon as the command word is uttered, the steel door will rise into the ceiling to reveal a huge, cathedral-sized cavern on the other side. Access will remain for precisely four in-game hours, after which time the door will automatically close whether the customer has emerged or not. The door will similarly close if the customer or anyone else removes the rune stone from its socket outside the door. Where the door closes before the customer has left the clerk on the desk will be alerted by the rune stone in his keeping which will suddenly begin to pulse red. Steps can then be taken and, where necessary, the Clerk of Accounts can re-open the customer's chamber so that security can investigate. Each customer's deposit chamber is subtly different in some way, but generally similar. All chambers are natural caverns of immense proportions, lit by some kind of phosphorous algae or fungi which grows in abundance on walls and roof. The atmosphere is humid and tropical, with moisture glistening on stone or dripping from the walls and plumes of steam rising from shallow pools in the ground. The floor of the cavern will be littered with stalagmites, each the height of a wyrman, and the ceiling will be a mass of long, dripping stalactites, some of which will reach from ceiling to floor serving to divide the cavern into different regions or forming tunnels connecting one part of the cavern to another. Such is the customer's personal deposit chamber which connects to the second steel door only when a bank clerk has activated the first stone and the customer has positioned his second stone in the relevant socket then uttered the command word. The chamber can be used to house anything the customer wishes, from Wealth (coins, precious items, jewelry etc) to gear. Provided the object will fit through the steel doors of the bank floor (any small, medium or large item) it can be placed into the chamber for safe keeping. The damp atmosphere can be corrosive, thus the bank provides storage crates filled with silica bags to extract moisture and keep the contents safe. These crates are available to buy for a handful of Wealth, though the larger the crate the more expensive it will be. Each deposit cavern is unique to its associated customer and lies spatially alongside all other chambers in a secret location somewhere deep within the Cavernlands, the precise location of the chambers in their entirety being one of the best kept secrets in Ereth. Connection with the chambers only happens when the Clerk of

Accounts forges a new pair of rune stones, and thus far there seems to be an inexhaustible supply. All that is known of the chambers is that they exist somewhere under the city of DroodCynncarn, in archaic labyrinths far beneath Mount Ascona; a cavernous underworld once inhabited (purportedly) by the ancestors of the wyrlung of Stratum. The chambers are said to lie on the far side of an impassable subterranean chasm filled with an ocean of lava and have long been sealed from the outside world by cave-ins and the collapse of inter-connecting volcanic chambers. They are supposedly part of an unimaginably vast honeycomb of colossal voids in the earth once inhabited by the wyrlung and, though many have tried, none have ever been able to source their location by delving into the deep from the lands above. Within his personal chamber the customer of Rivage and Shore may store any item he wishes provided the item is capable of fitting through the steel doors of the bank floor. The same chamber will appear regardless of the branch of bank the customer visits, thus the customer can access his store of wealth and goods from any place in Ereth where Rivage and Shore operate a branch. As soon as the door is closed and the rune stone removed from its housing, the connection is severed and the chamber is buried once more somewhere in the depths of the world with no way in or out except through the magick of the bank vaults. In modern Ereth almost every town and city harbours a branch of the bank, with the exception of Skyssa and Stratum in Skytor. Here the runic magick associated with the bank's depository system is deemed to be illegal according to the tenets of Allum, principle cult of that realm, while use of the sacred chambers beneath Ascona is judged to be an insult to heritage and histories of the wyrlung. Skytor possesses its own more standardized banking system where transfer of wealth is based in deposits of precious metal and local currency exchange rates. Skytorian characters who utilize this banking system will find smaller branches of the same bank in the other lands of Ereth where they will be able to withdraw Wealth points but will be unable to deposit items as with Rivage and Shore. Only Skytorian player characters who wish to maintain Cult Allegiance with the cult of Allum should actively avoid using Rivage and Shore. CRIME vs RIVAGE AND SHORE The rune stones given to the customer by the Clerk of Accounts are unique to that customer and will not work if used by anyone else. The associated command word will only work if the customer wills it freely, thus the door cannot be opened if the customer is being forced to utter his command word as a result of immediate threats. Extortion requiring the

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customer accesses his chamber in order to withdraw Wealth with which to pay a fee, whether imposed upon him illegally or not, will not prevent the command word from working. Only if the customer is directly threatened with his life or with physical violence, or if those he loves or items that are precious to him are being immediately threatened if he refuses to open the door and take an item from his chamber, will the command word fail to work. Most criminal organisations are wise to this and attempts to access the deposit chambers of customers by threatening or victimizing them are extremely rare, perpetrated either by the desperate or the stupid (often both simultaneously). The once utilized criminal method required a would-be thief access the hallway between the lockable outer door and the rune-activated inner door leading to the deposit chamber by posing as an ally of the customer. Once the command word had been spoken and the door opened, the criminal then made his intentions known. The bank now allows clients to be accompanied by allies only if those allies are also customers of the bank and also leave one of their runestones with the clerk. Only magick belonging to the Runes of Naming works within the bank, thus magickal means of invisibility and other sneaky methods will fail to conceal anyone trying to follow the customer through the first steel door. Magick is restricted both in rune-form and in the form of items or artefacts imbued with magickal effects of a non-Runes of Naming origin. This encompasses rings, geomantic stones (excluding Soul Stones) and talismans but does not include premantic potions. Crime against customers is almost unheard of. Robbery still occurs outside the bank as customers leave with their wealth or items, but the outside of the bank will be as heavily guarded as the inside to dissuade opportunistic theft. This leaves only the criminality of customers themselves, which remains largely beyond the control of the bank. There have been several reported instances of customers attempting to tunnel out of their deposit chambers in the hope of locating other chambers nearby, but all of these have thus far ended in catastrophe. Those who did not become hopelessly lost in their delving fell victim instead to the volcanic lava flows that pour ceaselessly behind the walls of the chambers. A few were purportedly successful in finding other chambers but were unable to do so within the four hour limit and were subsequently entombed both in their own chambers and those they had invaded. Despite these many and varied attempts to defeat the bank, there remain no recorded instances of a successful theft from a Rivage and Shore account, a fact the bank prides itself to repeat at any given opportunity.


visit upon the Gigaerack or because - as is often claimed - they are jealous of the wyrman's exhalted position and his affluence is unclear.

TOGAEDERE

The civilized nations of Ereth benefit greatly from the use of Gigaerack as vehicles and have unanimously outlawed the Togaedere as a terrorist organisation. As a result, Gigamyrwen who wander into the civilized lands will invariably be investigated, coming under immediate suspicion of planning some kind of disruptive mission against local stations or Gigaerack pilots, whether they are members of the Togaedere or not.

Type: terrorist/idealist organisation. Patron Spirit: none. Location: no set location. Members are invariably itinerant. Annual Fee: none. Requirements for Membership: must sympathize with the plight of the Gigaerack and the Gigamyrwen. Generally this institution will only attract Gigamyrwen characters or NPCs but there may be exceptional cases. Institutional Allegiance: no benefit is gained from an Institutional Allegiance value and in many cases where membership is discovered in a wyrman enclave the member will be imprisoned for terrorist activity. DETAILS

As a matter of course, all Gigamyrwen have been banned from travelling either on the Gigaerack or the Hyns-Horn railway for fear of insurgency. Gigamyrwen are a Fae creature, but may be mistaken for Fell. Their appearance rarely grants them much leniency from local governments and as a result the race is rarely seen outside of Anglian jails or the more respectable wards of Gungingeth.

The Gigamyrwen are an intelligent, humanoid sub-species of the Gigaerack, giant fae creatures used by the wyrlung of Skytor as a means of transporting goods and passengers from one part of Ereth to another.

UNIVERSITIES

Gigamyrwen consider the Gigaerack to be an intelligent relative of their own race and are (usually violently) opposed to the captivity and enslaving of Gigaerack for industrial purposes.

Type: seats of learning. Patron Spirit: various. Location: various (see below). Annual Fee: none. Requirements for Membership: students of the various seats of learning established in the cities of Ereth are usually full time and pay a membership in the form of tuition fees for every year of study. See below for different classes and costs. Ebbermen who show allegiance to a specific university over others will receive honorary membership and may undertake any available class or course without incurring a tuition fee. Institutional Allegiance: Ebbermen can gain considerably from allegiance to a specific university.

The Togaedere (pron. Tog - a - dare, meaning solidarity) is a secret underground organisation of paramilitarized Gigamyrwen and their sympathizers who are dedicated to freeing the Gigaerack from captivity and causing as much trouble and disruption to those who use the creatures for transport as possible. A secondary agenda sometimes encompasses the promotion of anarchy in wyrman societies and, indeed, the Gigamyrwen seem resentful of such societies, though whether this is purely a result of the injustices they believe the wyrmen

DETAILS Universities or colleges are institutional seats of learning built usually to house faculties wherein students can be taught. University classes and training differs from those offered by guilds in the academic nature of most of the classes taught and in the partial public funding received from local authorities. A university within any civilization provides a focus for the scholarly to assess culture, history and civilization as a whole without recourse to guild allegiance whose proclivity for bias might otherwise create prejudice and a revisionist style of teaching. Scholars who have examined the influence of education on culture have determined that the presence of a university will greatly increase not only civility itself, but productivity, industry and understanding of political and social constructs. For governments and authoritarian institutions a university is both a boost and a bind, the rewards from a well educated society balanced by the disatisfaction such a society will often feel with those in charge. Political or cultural unrest often stems from university students whose stimulated intelligence may open their eyes to corruptions and inequities too subtle for the uneducated to notice.

The Mistonian of Verdandi Named after the Misty River whose mouth can be found on the northern coast of the Angle, Mistonia is the university of Verdandi and is one of the most well funded seats of learning and, in turn, one of the most expensive to attend. Courses are open only to characters who already possess at least +2 Skill Dice in the relevant Active Ability and only to characters with a minimum CC Mind & Memory value of 9.

Table 20 ~ Universities and Available Courses

University

Location

Mistonian or Orcrill

Verdandi, the Angle

Nostrifarnian

Provost of Tunturthis Goldstone University The Memoric Halls of Stratum

Craft

Engineer

Rune Scribing

General Knowledge













Santun Morvagh, Mortun Pandi











Tunturthis, Listholm









Skyssa, Skytor







Stratum, Skytor







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Orphic Speak, Read, Fee/w Knowledge Write Language

Term Length

+SD Gain

1000

1yr per course

+2



300

6mths per course

+1





600

1yr per course

+1







950

1yr per course

+3







300

1yr per course

+1


The Nostrifarnian of Santun Morvagh Principally a magickal seat of learning, the Nostrifarnian was founded by Queen Morvagh herself and her statue adorns the grounds of the university. Can be found in the central district of Santun Morvagh in the land of Mortun Pandi. Courses are open to anyone and are considerably more affordable than those of other nations.

Provost, University of Tunturthis Here the Listians have established an extension of the libraries of the Literatii and educate their own people according to the histories and magickal sciences passed down from the Arkhold. The university is particularly exclusive and will allow only norwyr students or members of the Motian cult onto their courses. General and Orphic Knowledge err toward the histories of the Listians and the magick of Rune Naming and any caster of the Runes of Naming who gains +1 Skill Dice in AA Orphic Knowledge will also gain +1 Skill Dice in AA Orphic Talent.

Goldstone University Named after the fabulous golden and silver stonework used predominantly in the city of Skyssa, Goldstone is a uniquely Skytorian seat of learning which teaches revisionist history (from the Skyssan and wyrlung perspective only) along with crafts and languages. Students must possess a minimum CC Mind & Memory value of 10. Courses are expensive, but the standard of teaching extremely high. Rune magick and even the teaching of runic history is forbidden within Skyssa and therefore no course teaching these aspects of Erethian culture will be found in Goldstone University.

The Memoric Halls The name given to an entire level of the city of Stratum wherein the labyrinthine chambers, corridors and tunnels are entirely dedicated to teaching and learning. Only craft and engineering skills are taught here, along with general sciences and humanities. Courses are open to anyone with a minimum +2 Skill Dice in AA Engineer. Any smyth creed character (with the exception of the Soul-Smyth) who undertakes a one year course in either AA Craft or AA Engineer will gain +1 Skill Dice in one of their creed specific Active Abilities as well. The player chooses which Active Ability to improve where he possesses more than one. For example, where a Steamsmyth undertakes a one year course of Engineering he will gain +1 Skill Dice in AA Engineer and +1 Skill Dice in AA Gizmo Sense.

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For the remainder of this Reference section, including unrestricted access to all races, creeds and spells please visit the Forever People publisher page at www.drivethrurpg.com or www.rpgnow.com...

http://rpg.drivethrustuff.com/browse/pub/3320/Forever-People or visit the Forever People website at www.foreverpeople.co.uk to purchase the hardback version of this volume.

The full version Reference includes: SPIRITS AND GODS A detailed index of the patron spirits and gods which the Empath creed can summon. EMPLOYMENT Finding work and developing a profession as part of the player character's ability improvement system, with work options from Cut-Throat to Commander of the Watch, Harlequin to Master Sculptor. MEDICINE MAN'S TINCTURES All the salves, potions and concoctions available to the Medicine Man creed. TRAP CRAFTING An index of the steam and gizmo-based mech-trap blueprints available to the Dungeon Master creed. THE SORCEROUS STONES The Geomantic stones and how to make them, options and blueprints available for the Geomanter creed. ALCHEMICAL POTIONS The concoctions and mystical potions available to the Premancer creed. ENCHANTED ANIMA An index of the fashionings of the Soul Smyth, from Items of Power to the Profane. MECH TECH Blueprints for steam based mech available to the Steamsmyth creed. ELECTRA TECH Blueprints for electroplasmic gizmos available to the Electrasmyth creed. GEAR AND EQUIPMENT Extensive tables provide detailed lists of the huge stat-specific items available to the player character inventory. From alchemical materials to firearms, garments and armour to weapons and baggage. A 14 PAGE INDEX OF TERMS

The Wyrd series essential core rulebooks

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Author's Notes Wyrd began life sometime around 1998 when Forever People first started with the generic game setting of Middlemist. When the collaborative project that was 90s Forever People came to an end those of us involved withdrew most of our titles but I wanted to keep Middlemist available, which was when I took over rights to the company and turned it into my own private folly. I removed Middlemist from public sales sometime in the early 2000s, wanting to replace it with something more unique and more useful to the average gamer. Around 2010, after putting a few new titles on Drive Thru RPG, I started tinkering with a multiple-dice based system called Dice RPG and decided to give Middlemist another airing with a view to upgrading that old title to fit the new system. At around the same time my family and I moved to Cornwall here in the UK and I became interested in the mythologies and histories of my new home. The long and short of all this: Wyrd is the culminating result of these combined circumstances, mixing the multi-dice system (now called Elderune) with the huge quantities of otherwise completely useless information I've collected over the past four years on the English and Celtic myths, the Cornish language, the Arthurian romances and the unique stories associated with the places, towns, cities and people of my home. Middlemist, I'm afraid to say, is now somewhat buried at the core of it all, but remains the original catalyst and worthy of a mention for this reason alone. Almost everything I've written since 2010 (almost one million words give or take, spanning four volumes) or created in terms of new artwork is inspired by the druidic histories of Cornwall and Great Britain and my original decision to make something gamers would enjoy playing. I never intended to reinvent the proverbial wheel, and much of Wyrd, particularly the setting and its histories, draws on the usual ingredients of myth, good vs evil and treasure-seeking associated with classic fantasy RP. The system and setting are designed, in this way, to unravel smoothly on the tabletop, introducing new surprises without addling those players (and GMs) who may be new to the game (or even new to the concept of tabletop as opposed to computerbased RPG) with too much unfamiliar territory. On the other hand, I hope I've included enough depth, detail, believability and atmosphere to juxtapose the familiar with moments of unexpected originality. This, at least, was my aim from the start and hopefully I've done myself justice. The finished product, such as it is, includes inspirations taken from my old school youth and more contemporary gaming experiences and is thus riddled with my love for chunky polygon dice, my fascination for fantasy and horror and my adoration of those giants of modern game production upon whose

shoulders I stand. At first the sudden dips and troughs between sword and sorcery and Lovecraftian terror typical of Wyrd might seem jarring, but on the tabletop it seems to work nicely and should (if the GM does his job correctly) introduce a fresh element of frights and tension to those gamers more used to straight-forward fantasy. If such revelations encourage further reading (and gaming), I would recommend Chaosium's Call of Cthulhu or the exellent Achtung! Cthulhu, followed (with luck) by further delvings into the original mythos and mythos-style stories of H P Lovecraft, Algernon Blackwood, Robert Chambers, August Derleth, William Hope Hodgson and even Kafka. The styles and quiet horrors of all these writers were huge inspirations to me in the writing of Wyrd (and in almost everything else I write for that matter), though I have not utilized the actual Lovecraftian mythos and have instead attempted to create something kindred, but entirely new. If you enjoy Wyrd and would like to let me know about your campaign please feel free to do so. As a writer it is often frustrating to finish a labour of love only to watch the product of your blood, sweat and tears canter off into the sunset without witnessing the effect it has, or the enjoyment it bestows on those who choose to welcome it into their imagination. On the other hand if you find Wyrd falls short of your expectations or something about the game doesn't work for you, please feel free to let me know that too. While negative or critical feedback is less satisfying (and sometimes painful), it is, when constructive, always useful and generally instrumental in making a thing better in the long run. As an end note to this end note I would also just like to appeal to independent game makers who may like to make use of the Elderune system and Wyrd setting for their next project. I intend to offer the system as a free, albeit license-based option for producers who would like to write adventures and supplements within the Yarnian setting and welcome all enquiries on this subject, which can be made to: wyrd@foreverpeople.co.uk. Happy Gaming - David Sharrock

WYRD (Book I) Game Setting & System FREE VERSION (Not to be resold) Game Design (first Edition): David Sharrock Additional Elements: Catherine Badjan Graphic Design: Far Country, Bristol Cover Art: Atelier Sommerland Cover Design: David Sharrock Art: Atelier Sommerland, Corey Ford, Dusan Kostic, Jeffrey Thompson, Anti Namasalu, David Sharrock, Nej Ron, Jesse Lee Lang, Fernando Cortes De Pablo. Antique Map Backgrounds: Malgorzata Kistryn Map designs and artwork: David Sharrock Playtesting and acknowledgements Catherine Badjan, Wyn F Dawkins, Tony Jordan, Ian Clement, Lilli Neilson, Derek Wilson, Jayne Lagunov, Phil Grove, Michael McLinden and Alec Webster.

Thanks also to Tony the DM without whose inspiration this volume would not exist Copyright Š Forever People Games & RPG 2014 Forever People Games & RPG is a registered business: Praa View Cottage, Newtown Germoe, Penzance, Cornwall TR20 9AG All rights reserved. No part of this product may be reproduced or redistributed without the express permission of David Sharrock or any official representative of Forever People Games & RPG. The contents of this game setting and system are entirely original and any similarity to works both fictional or non-fictional or to persons living or dead is entirely coincidental. Where the product is downloaded in PDF format the publisher and author take no responsibility nor may be found liable in any way, shape or form for damages sustained to computer systems or reading devices as a result of the download or the downloading process.

Distributed by the One Bookshelf group. Visit the Forever People website at www.foreverpeople.co.uk For supplements, other core books in the Wyrd series, updates, add-ons, fixes, news and exclusive product offers. Copyright for illustrations belongs to respective artists and authors. Any questions or comments on this book and other books in the series should be directed to wyrd@foreverpeople.co.uk. Elderune is available for license to independent game publiahers on request. Please contact wyrd@foreverpeople.co.uk to submit your proposal or request licensing details. Forever People accepts collaboration offers and portfolio submissions. Please send a link to your work or a summary of your proposal to wyrd@foreverpeople.co.uk (please include your name and relevant information plus details of previous work relating directly to the development of roleplaying games.

If we shadows have offended, Think but this, and all is mended, That you have but slumbered here While these visions did appear.

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