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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

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 Nsphere
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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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

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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

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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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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

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Setting

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 Nsphere - 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
Nsphere 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.

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 Erets tears came Rinan of the pouring
rain. She made the fabric flow upon the loom,
crystal blue and shining deep and from
Syldaers 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 Helliors
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 spirits 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 Erets 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
Erets 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 Erets 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 Gungins 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.
Womads 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 Seths 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
sons 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 Gungins
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 Mots
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-Fathers 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 Vanyirs 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
Yrmynsyls roots and buried deep within the
providence of the gods. In Mots 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 Seths 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
Uselyorns 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 Mots power had waned.

husband to Seths 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 fathers 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.

12

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
fathers 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 Uselyorns, 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-Fathers 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 Seths counsel.
He was renamed Caynum by the Engel who
feared the open pronunciation of his mothers
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 Roselvias 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 Uselyorns
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 Mots 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 Vanyirs 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 Vanyirs side and there she lay
her head upon her sisters 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 Vanyirs 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.

13

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 sisters
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 Nsphere itself, yet it was not the
Nsphere 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
Yarnias 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 lords 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 sisters
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 Erets
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 Vanyirs 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 Mardocks 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,

14

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 brothers 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
Mots 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 Uselyorns 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 Yseldyrs 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
Mardocks 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 Mardocks
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 Mots 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 Merridays 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
Myrcwynns 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 masters 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 martyrs 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
Mots 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 Mots shadow. The immortal
Vanyirborn, Caynum, fell at Mots 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 Uselyorns
hand. He took from upon his
brothers 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,

17

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
Mots heart was troubled to
know of their coming.
Uselyorn feared Mots 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 lords 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
Mardocks 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
Wlqters 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 Merrliths 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 Uselyorns 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 Mots 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 Merridays commands,
nor of his place in her plan. But he was
humbled and saw sense in his sisters 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,

18

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
Roselvias 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
Uselyorns 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 Elyeths 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 Cayns 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 Elyeths
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 deaths
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 Uselyorns 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
nations 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.

19

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 Literatiis
teachings had taken strange turns.
Wegwyr fell from Mythyars 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.

20

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 Overmasters 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.

21

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
players 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.

22

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 Ereths 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 Yarnias 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

23

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 Wdoak 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
Niel 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 Niel 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 Wdoak .

24

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 Wdoak
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 Yarnias 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 Nsphere. 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
Nsphere, born of a dream before chaos
stalked the wide abyss of timeless night and
even the Elvia were yet to be.

the Nsphere
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 Nsphere - the Futh, as it
is sometimes known by those who cast the
Runes of Naming.
The Nsphere is the metacosmic arena
wherein all the different planes of existence,
different universes and different gods dwell.
Within the Nsphere 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 Nsphere 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

25

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 Nsphere 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.

26

There are many universes and many realities,


and all are bounded eternities within the
ultimate infinity of the Nsphere.
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
Yggdruskyls 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 Yggdruskyls 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 Yggdruskyls 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
Yneurs 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 counterparts exact opposite. And as
with all dichotomies, the Twainverse has a
hidden third aspect - that of reflection,
whereon each facet is able to observe

27

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 characters 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: Nsphere (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 Nsphere (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 Wegwyrs version of the creation myth,
Drogen is a spider god who sits at the heart of

28

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 Elyeths 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 cults 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 individuals 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

29

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 N-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 Nsphere 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 Nsphere;
the cosmic whole or the Futh, as it is variously
known. Though the Nsphere 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 N-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 N-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 N-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

30

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
yarns 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-Fathers 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 Yneurs 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 Mots 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.

31

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
Listholms 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 patrons
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,
Mots 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.

32

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 Skytors 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
wyrmans 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

33

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 slivers 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 Drth
(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, Cormysyeths
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.
Narpanums 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

34

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 Ereths 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 Froncdha
(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 Caynums
love, he understood the value of alliance.
And so, under instruction and
encouragement from Mardock in Iyfel, and
with the seven deadly Froncdha 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
Froncdha and the town of Drth 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 Drth, 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 Froncdha were
slain, their corpses bubbling like fetid jelly
into the dust, their Dread Soul Stones
emerging to the light of day and to the

35

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 Drth.
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 Urds 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 brothers 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.

36

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
sisters neck.
Caynum, ever more to be known as Caynum
Bitterblade, held the still living queens head
aloft, cursing the wyrmen of Cornoval even as
he scribed in the air the Craven runes of
cremation.
Cormysyeths 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 Cormysyeths 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
Cormysyeths 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 Listholms 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
Narpanums 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-mans 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

37

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
Cormysyeths 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 Mots 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 Froncdha 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 Froncdha 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
Wdoak, 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 Wdoak was strange with the
mysticisms of Wythia and no Cornovish army
that ever marched into her trees was ever
seen again.

38

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 Wdoak; 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 Wdoak
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
Morvaghs 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 sons
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
Meduselahs 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 Megalamons
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. Libras
husband was Prince Morlu, exiled son of Jarl
Megalamon himself. Their estate now
included most of the territory up to the
borders of Gwelenbryals 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 Mots 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.

39

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 sisters 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 Trees 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 Yrmynsyls 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
Mots 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

40

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 Wdoak, 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 Kenwythis estate
to magicks imbued within the Tome of Kings
or his mystical sword, but in reality
Verdandis 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. Morlus
envoys were turned away, their warnings
interpreted as the increasingly deranged
ranting of Megalamons son. Morlus 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 Lorens 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 Wdoak.
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.

41

Kenwythis 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, Bargens
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 Morlus 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
Gwelenbryals allies, including no few
Weavers and almost all Erthers, rebelled
against the alliance, and turned the fight
against Kenwythis 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 Morlus 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 Froncdha 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


Kenwythis 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 Conteths barrow. Ever
has it remained there, for it is said that the
sword now holds firm Kenwythis 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, Kenwythis 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 Froncdha 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

42

The Tome of Kings was identified as the


Froncdha object and given to the Weavers.
But they feared now that Barrowombs 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 fathers
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 fathers
barrow, his hands still clutching the hilt of
Amons 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 Kenwythis 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 Wdoak 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
hangmans 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 sultans 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 Druwers 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 Cormysyeths 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 Kenwythis 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 Lorens 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.

43

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 sisters 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 masters side and
refused with stubborn indignation to yield
their homes to the vermin of Gungingeth.
They refused to run to the shelter of
Morvaghs 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 Canins 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
Gungins host. And all about were scribed the
Elemental runes.
The Dukes counselors greatly feared this
massing of Fell strength and wondered at the
nature of the strange indomitable city.
Rumour had reached them of Caynum
Bitterblades 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 Kenwythis 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 Lornirs 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.

44

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
Gungins 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 Loremasters 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 Gungingeths 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 Dwarros 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 Skytors 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 Roselvias 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 mothers 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 Roselvias
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 Amons 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 Nsphere 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 Amons 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

45

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 Amons
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,
Amons 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 Asconas 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 Amons 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 Merrliths
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 Amons
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

46

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 Niel (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.
Niel 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 Niel 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 Mardocks 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
volcanos 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 Sereths 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 Yrmeneths strange greenearth wastelands has revealed much potential
for colonization, particularly in the northeast
where the ruins and foundations of some

47

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 Ereths
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 Vanyirs 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 Mots 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 Nsphere,
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

48

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 Vanyirs
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 Vanyirs
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

49

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

50

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 Mercwynns 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 Caverns
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 Nsphere, 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 Nsphere, 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 Nsphere 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 Nsphere, 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 Nsphere.
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 Nsphere 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 Nsphere 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 Nsphere has
awoken but wishes to sleep.
Womad walks the domain as an avatar of
waking life, the connection between Nsphere
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 Lrmyth,
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 Nsphere, 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 Nsphere
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
Yneurs creation and chipping away at the
logic of the cosmic mind in order to tempt the
Nsphere back to its sleeping state. He seeks
to bring the phantasy of the dream into

51

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 Yneurs 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 Gungins 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 Gungins 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 Nspheres attentive consciousness.
However, some Soul Stones represent much
greater rifts in reality than others and are
therefore more soporific to the Nsphere. The
Dread Soul Stone, black with the Dunlight of
the abyss beyond the tapestry, where Gungin
lulls the Nsphere 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 doesnt see and which is black with
the lightlessness known only behind the
closed lid of the sleepers 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 Nsphere 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 Nsphere 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 Nsphere 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
Arkholds 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

52

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

53

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 games 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.

54

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 , 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 characters 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

55

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 characters 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 characters
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
characters AA Sneak versus the guards
AA Spot Secrets (the guards ability to
spot secret and furtive movements
opposing the sneaking characters 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 guards AA
Spot Secrets vs the characters 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 characters attempted
dice check but which, crucially, are not
representative of the characters overall
proficiency in the selected skill or his opponents
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.

56

Table 1 ~ Difficulty Dice Levels

Dd# Level

Dice

none

d6

Tricky

d8

Hard

d10

Very Hard

d12

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 characters
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 characters 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 characters
hand/eye coordination when firing ranged
weapons that do not fall under the category of a
hand-thrown weapon or an archers 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 characters 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 characters 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 characters 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 characters 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 characters 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 characters 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

57

SNEAK
The characters 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 characters 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 characters 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 characters 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 characters 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 characters 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

58

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 characters 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
characters 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 characters 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
characters ability to improve existing talents,
or as an immediate measure of the characters
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 characters
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 characters 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 characters instinctive or
learned connection with the natural world.
Character Point Type: Achievement
Common Opposing Active Ability: none

ORPHIC EFFECT
Orphic Effect is the characters 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 characters
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

59

measure the characters ability to recognize


beauty, to spy imperfections and improve
their own or another characters 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 characters natural or practiced ability to
hold a lungful of air.
Character Point Type: Achievement
Common Opposing Active Ability: none
IMMUNITY TO DISEASE
The bodys 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 bodys 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 characters ability to bounce back from
pain, distress, illness, injury or poison.
Character Point Type: Achievement
Common Opposing Active Ability: none
SKIRMISH STRENGTH
The characters 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 characters 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 GMs 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.

60

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 characters cult or in a
guild. The character may use a guild to which
he is a member or merely make use of a guilds
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

AA Acrobatics

AA Combat Talent

AA Archery

AA Craft

AA Climb

AA Engineer

AA Dodge

AA Rune Scribing

AA Hit Bullseye

AA Sneak

AA Leap

AA General Knowledge

AA Swift

AA Immune to Charm

AA Might

AA Learn

AA Sturdy on the Feet

AA Orphic Knowledge

The characters Birth Date is determined by


rolling 1d12 and consulting Table 3. Only the
characters 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 characters life by the
effects of age.
The GM should keep careful track of the
player characters 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 characters birthday, only
then should the GM inform the player he needs
to increase his characters 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

61

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
characters 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.

62

Each Psychic Wound gained during the


game diminishes the characters 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 characters
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 characters 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 characters 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 characters 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

63

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 players 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 dont 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 (helms
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 packs
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 characters
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

64

medium sized items.


The number of items the character can carry
in a hip-satchel is determined by the satchels
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 bags
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 characters 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.

65

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 characters
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 characters 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 GMs 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 players 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 GMs 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 characters 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

66

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 authors 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
characters 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 characters loyalty
to his affiliated religion and, where the cult is
righteous, his defence against the influence of
dark powers.
The characters 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 characters 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

67

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 characters 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 characters
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 characters
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 guilds
official doctrines, brings the guild into
disrepute by association, makes use of a
competing guilds 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 characters
Banked Wealth.
The characters 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
characters 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

68

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
characters family (in short, the player gains
the full wage minus local taxes only).
Where the characters 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 characters 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 characters 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 characters business to
be anathema to the family name.
As with Nobility Family Allegiance, the Mafia
characters 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 characters presence. Such
instances will invariably result in trouble and
may even result in an opportunistic attempt
on the characters life.
The GM should require a Spirit check from
the player, applying a number of Evident Ease

dice to the check equal to the characters


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.

69

Example of Mafia
Wealth Benefits
Where the characters 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 characters 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 familys 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
characters 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
characters 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 heros
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
heros 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
characters 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 characters
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

70

(+) 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 friends 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
characters 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

71

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 characters 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 dont
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.

72

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.

73

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

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.

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 victims AA Recovery value.
While Unconscious the victim is vulnerable to attack or capture. KOs do not increase Severe Wound score.

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.

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.

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.

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.

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 victims 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.

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.

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).

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.

74

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.

75

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
firers 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.

76

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

77

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 animals natural and
instinctive abilities. This allows him to
sidestep the animals 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

78

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 enemys
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
targets AA Granite Skull value exceeds
attackers AA Might.
DESCRIPTION
The character initiates the attack by striking
his opponents 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 attackers 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 attackers 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 NPCs sexuality he should use a
random d10 roll with (2-7) resulting in
heterosexual, (8-9) homosexual and (1 or 10)
bisexual. The fighters 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

79

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.

80

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 opponents 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

81

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.

82

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..

83

84

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 theyre 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,

85

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, Niel, 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
wyrmans 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.

86

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 Niel.
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 elkens 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

87

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 wyrmans 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 characters maximum
Orphic Plasm value).
Orphic Plasm for the Beam may not be drawn
from anywhere except the characters own
natural reserves. If the elkens 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 ethenans
head, making her seem as though she
floats beneath water.
The main hood of the gia has evolved to

88

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 characters
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 ethenans
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


ethenans 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
ethenans 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
ethenans 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

89

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 fathers 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 morcelts 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
morcelts 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
Monigarns 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 Niel 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 Niel.

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 suns 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

91

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 sowyrs 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 fools 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

94

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 .

95

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 characters 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
characters 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 characters Burden
Value or the creed starting equipment
contains items the player doesnt 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 characters 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 GMs 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 characters 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,

97

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 creeds 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
Ereths 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 Allumnis 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

98

consistently over the course of a year and


doesnt 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 Allumnis 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 Allumnis 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 months 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 Allumnis 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-

99

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.

100

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
moments 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

101

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 GMs 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
players 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).

102

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: Chieftains
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 Amonights 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: Chieftains
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 painters brush and the storytellers 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.

103

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,
Jesters Apprentice, Painter, Sculptors
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

104

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
characters 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.

105

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) Crbrid
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) Crgell

Flight of the Grounded

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

1) Coyote
2) Dog
3) Hyena/Jackal

1) Ulyanblth
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 Nmengel


2) The Holy Elbrid

Keen Senses of the Predator

3) Falcercrop

106

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 Cdalew
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.

107

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 clients
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
publics 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

108

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
Oberorbs 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 Oberorbs 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).

109

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 Masters 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 doesnt 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 gods return to the lands
of Ereth. He considers himself an heir to those
positions once held by the Engel host within
Crewels 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 characters 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

110

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).
Stenlorns 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 foes
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 Ereths 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 Niel 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

111

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.

Deovers Gulod
All Dungeon Masters may join the Delvers
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 Delvers Guild
can bring considerable clout to bear on its
defaulters and wont 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 Delvers Guild or Artisans 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

112

by shield, armour or helm, requires backpack


straps] 3w/12k).
Calabash Pipe With Copper Bowl (small
smoking pipe, mundane [requires tobacco]
22w/1k).
Cartographers 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 Masters 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).
Workmans 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: Delvers Guild.
TRAP SENSE
(Achievement Character Points)
Trap Sense is a child Active Ability of the
parent Core Characteristic Art & Expertise.
Trap Sense covers the characters 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
Masters 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:
Steamsmyths
Apprentice,
Trappers
Apprentice, Food Taster of the Crime Lord..
+1 Skill Dice through training: Assassin's
Guild, Delver's Guild, Thiefs 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 characters
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 Ereths 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 Ebbermans 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

113

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).
Tanners 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).
Workmans 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 characters 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,


Scholars Apprentice, Sorcerers 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.

114

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.

115

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.

116

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

117

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 Empaths
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).
Tanners Knife (small folding knife, weapon
(AA Brawl): b+0, 15w/1k).
Waxed Leather Tunic & Skyrte (medium
leather shirt, armour: b+2, 18w/27k).

118

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
spirits 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 Empaths 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:
Shamancers 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 NPCs
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

119

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 characters 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 characters 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 DroodCynncarns 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 mothers 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 mothers memory, but the entire
military establishment. The characters 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 aristocrats
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
aristocrats 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
fishermans 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.

120

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 stones 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 stones 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 masters 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 Geomancers
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
citys 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

121

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).
Workmans 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: Masons
Apprentice.
+1 Skill Dice through training: Artisans 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
characters 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 GMs
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

122

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 partys 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 characters
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/GMs 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 Grenadiers 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).
Tanners 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

123

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, Niel, 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).
Stenlorns Short-Blade Scabbard (medium
scabbard, baggage [daggers only, tolerance:
6k] 6w/1k).
Tanners Knife (small folding knife, weapon
(AA Brawl): b+0, 15w/1k).
Trappers 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).
Workmans Tool-roll of the Carpenter
(medium tool-roll, mundane: 40w/18k).
Workmans 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

124

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: Trappers
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 nave 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 Journeymans Family
Allegiance (Nobility) value.
Distance from the Journeymans 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 Journeymans player for
every day the soldiers are en-route. On a
failed check the soldiers turn back or alter
course. The player wont 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.

125

start of each game session as Wealth points


equal to the characters 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 characters 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 Journeymans family into disrepute will
see not only a drop in Family Allegiance
but a drop in the amount of Wealth held in
the characters 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 hawks 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 targets
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 characters suggestion that he can bring
the wrath of Skyssa down upon the NPCs
head, or doesnt care whether he can or not.
+1 Skill Dice through employment:
Barristers 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 GMs 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 players 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,

126

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 Morcorms 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
Angles 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 Lenadiers Tabard (large tabard,

127

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).
Tanners 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
Pandis 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 Niel. 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

128

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 Loremasters 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

129

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 elkenwyrs own
conscience and sense of self-worth. In short all
Cult Allegiance is lost or gained based on the
elkenwyrs 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 Lorics
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.

130

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.

NATURES CALL
(Achievement Character Point)
This Active Ability is a child of the parent Core
Characteristic Fate & Fortune.
The Lorics 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 Natures 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 Lorics call are
similarly in his thrall for a period of one ingame minute or 4 skirmish rounds, after which
he must make an additional Natures 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 Natures 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 Lorics commands he should lose Cult
Allegiance accordingly.
If death befalls animals controlled by Natures
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 Natures 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 lands 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-cutters 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

131

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 creeds integrity when it comes to the
veneration of nature and may himself have
little to no knowledge of his creeds ancient
origins, the founders long deceased and their
ideologies buried with them.
Legend says that the original survivors of
Fawens 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 DroodCynncarns 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

132

[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 Masters 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).
Workmans 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 doesnt 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

133

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).
Workmans 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 Mans 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 Mans
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
Mans 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 characters
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
Mans Apprentice, Militia Service.
+1 Skill Dice through training: Salvers 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

134

thereafter the characters 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
Mans Apprentice, Militia Service, Painter.
+1 Skill Dice through training: Salvers 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 Mans Tinctures chapter in
the reference section of this volume.
+1 Skill Dice through employment: Medicine
Man's Apprentice, Shamancers 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.

135

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.

136

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 citys 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 Wytchs 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
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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 Wytchs 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
Rinans 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 Wytchs 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 characters Institutional Allegiance score is
10 or higher, the characters 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

137

Ability Awards
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semper, molestie urna. Proin ac consequat
orci. Phasellus a malesuada mauris. Sed purus
libero, congue at diam a, dignissim
condimentum eros. Proin.

Inventory
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aliquet luctus nunc. Quisque.
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finibus lorem luctus. Aliquam non imperdiet
lacus.
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luctus vitae. Fusce fermentum.
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erat tempor eu. Donec pharetra neque quam,
id bibendum tellus dictum vel. Donec tempor
tortor quis leo.
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tellus maximus eu. Donec placerat, lacus
porta pretium lacinia, neque magna facilisis
erat, eu vestibulum ligula est ut libero.
Quisque convallis erat tellus.
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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 Dysraelis


life, many of his original followers dismissed
the group as a manifestation of the old wyr
founders 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)
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massa tincidunt.
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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 audiences 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)

138

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 wyrmans 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
individuals 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 characters 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 Nefaromancers 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).
Tanners 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.

139

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 Patricians 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 characters behaviour to smack of
desperation (where the character uses AA
Name Drop, for example, to get himself and his
friends out of a torturers 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 characters
connections than with his ability to turn a bad
situation to his benefit.
If a Patricians 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 Patricians 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

140

Patrician himself) gain one point of Spirit (not


to exceed maximum Spirit value).
In addition, no one player character in the
Patricians group can decrease their Spirit
below the level of the Patricians 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 Patricians 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
Patricians 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
Patricians 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 characters
background is crucial, but does not prevent
Creed change provided the players 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 somebodys
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
characters 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: Barristers

Apprentice, Politicians Apprentice, Scholars


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: Politicians
Apprentice.
+1 Skill Dice through training: Chieftains
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
characters 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 Patricians 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 Patricians
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

141

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 Patricians check hand.
+1 Skill Dice through employment: Night
Watchman (Commander), Politicians
Apprentice.
+1 Skill Dice through training: Chieftains
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 Premancers 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 Premancers 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: Shamancers
Apprentice.
+1 Skill Dice through training: Artisan's Guild,
The Craft, Salvers 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).

142

in sub-tropical or tropical jungle regions the GM


should award maximum Evident Ease.
This ability primarily covers the Premancers
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, Scholars Apprentice, Shamancers
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 Assassins Guild or
the Thiefs 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 Raiders luck and ability to get
away with the risks he has to take as
part of his profession.
Raiders may join either the Slayers,
Assassins or Thiefs Guild depending
on personal preference and ethos.
Not only does the Raiders 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
victims 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 Assassins 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 (Assassins Guild, Thiefs
Guild or Slayers 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).

143

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 Masters 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 Assassins 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).
Workmans 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: Assassins
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 Raiders presence. An initial
opposed AA Assassinate dice checks vs the
targets 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.

144

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 characters 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
Welkins 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
winters coming (Abbey of the Grey Veil),
Lrmyth, spirit of gravitys 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 winters coming: Brawl,
Skirmish Strength, Immune to Charm,
Intellectual
Intimidate,
Physical
Intimidation, Sneak.
Lrmyth, spirit of gravitys 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).

145

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 characters 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
Shamancers life, the totem then vanishes into
the Wyrd where its 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 Shamancers
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 Shamancers
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 characters 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.

146

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 characters 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
characters 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.

147

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: Shamancers
Apprentice, Sorcerers Apprentice, Woodsmans
Apprentice, Woodsman.
+1 Skill Dice through training: Order of Cosmic
Light, Salvers 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 Gurus
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: Shamancers
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.

148

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 Stealers 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 guilds laws or lose their license
to hunt and trade in Soul Stones.
Not all Reapers are legitimate and not all will
join the Soul Stealers 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
Stealers 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 Stealers 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,

149

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 Stealers
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.

150

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.

151

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 enemys 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 Binders
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

152

(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 Binders 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: Sorcerers
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

153

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.

154

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
Yrmynsyls 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 worlds centre
(Yrmynsyl) a projected line is extended

155

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 gods
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

Wyrdorph

The Wand

Mortwyrd

The Endless Road

Hexas

The Raven

Mortwyrd

The Endless Road

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

Lrmyth

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 individuals 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 guilds 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

156

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: Scholars
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
Stellamancers creation of an accurate star
chart based on the skys 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.

157

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 Masters 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).
Workmans 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 players behalf.
+1 Skill Dice through employment: Forge
Worker, Masons Apprentice, Master Sculptor,
Sculptors Apprentice, Steeplejack.
+1 Skill Dice through training: Delvers Guild,
Smyths 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.

158

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 questers 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 heroines
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 players
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 Thanes 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

159

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

160

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
characters 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
characters 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 characters
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.

161

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).

162

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 animals 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

163

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..

164

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.

165

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.

166

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

167

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
Shamancers 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 Masters 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,

168

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,

169

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 yarns 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 N-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 N-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

Clay

1w per 2k

Gem

1w per 1k

Granite Quartz

2w per 1k

Feldspar Quartz

3w per 1k

Tin

4w per 1k

Copper

8w per 1k

Iron

10w per 1k

Mercury

12w per 1k

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

170

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 characters 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 Masters 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).
Workmans 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,
Masons
Apprentice.
+1 Skill Dice through training:
Delvers Guild, Smyths Guild.

171

POSITIVISM
(Achievement Character Points)
The sowyrmans 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
sowyrmans 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 Yarnsayers unwavering
belief in himself.
Positivism can also be used at other times in
the Yarnsayers 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: Jesters
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.

172

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
buildings 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 objects 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.

173

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 Gungins 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 casters
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 casters 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
Uselyorns 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

174

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 casters 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 doesnt 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 casters 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

175

Example of
Rune Casting
The caster is a Weaver and wishes to cast the
spell Leohts 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 players 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
Ofmehts 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
GMs 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

10ft

Area*

1ft 2

Weight*

100k

Living
(non-wyrman)

Size Bonus
Points*

The caster wishes to cast Gungins Device


(Turn Fell). The base rune string for this
effect is

Living (wyrman)

Size Bonus
Points*

[9] [20]

Magickal**

Item bonus
pts

Rune Caster

+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 casters
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 Objects 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
forms 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

176

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 casters 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

177

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)

Walled Hamlet (no more than 6 buildings surrounded by a defensive wall or palisade)

Village (loose scattering of at least 7 and no more than 50 buildings but no


temple/church)

Walled Burg (at least 7 and no more than 50 buildings surrounded by a defensive wall
or palisade, but no church/temple).

Parish (at least 7 and no more than 50 buildings at least one of which is a temple or
church).

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).

Town (at least 51 buildings without a defensive wall or palisade).

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.

178

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.

179

Reference

180

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

Allys Triumph (Boost Action)


Arrows Rain (Multiply Missile)
Artefact of Power (Orphic Sink)
Asgineths Trail (Identify Source of Fetish)
Blessing of the Expedient (Improved Dodge)
Ca-Yn-Dros Amusing Blight (Enlarge Limb)
Crown of the Cynn (Command Mob)
Daytundras Hero (Cure Blight of Age)
Drogue Mire (Decelerate Target)
Eas Swift Feet (Burst of Speed)
Erensols Flame (Runelore of Earth and Fire)
Erins Quagmire (Create Marsh)
Ethens Path (Usher Soul into Death)
Exorcism of Heart (Heal Spirit)
Forced Kindred (Empathic Law)
Frothensols Provision (Runelore of Water)
Glacial Block (Wall of Ice)
Gungins Device (Turn Fell)
Hail of the Wyr Horn (Call of Might)
Halig Torch, the (Torch of Divine Light)
Holds Restoration (Repair Target)
Irenic Runes (Induce Reason)
Item of Loyalty (Summon Item)
Judgement of Mot (Condemnation of Gods)
Lonres Veil (Disguise Object)
Lumonads Aesthete (Overlay Illusion)
Mancers Revelation (Detect Magick)
Meneds Endurance (Improved Stamina)
Mercy of Mot (Righteous Heal)
Nabunums Astriction (Unbreakable Pact)
Nins 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)

181

Sure Shot (Improved Ballistics)


Temper & Robust (Strengthen Object)
Trade of Khasmasul (Body Swap)
Uins 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)
Womads Reprieve (Resurrect)
Yneurs Bane (Shell of Stassis)
Yneurs Leap (Time Dilate)

Aooys 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 targets 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.

Arrrws 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.

Asgineths Trail

Ca-yn-Drrs
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

182

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 targets 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 characters 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]

Egs 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.

Daytundras
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 targets 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.

Ereqsros 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.
Erensols 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.

Erlqs Pugjplre
(CREATE MARSH)
Rune School: Naming
Spell Type: Transform
Magick CPs: 1
Duration: semi-permanent (see Description).
Orphic Investment: 3 + Orphic Plasm equal to

183

Over the course of skirmish rounds equal to


20 minus the casters 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.

Etkeqs 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 casters 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 targets 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.

Frrtkeqsros 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

184

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.

Gungins 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

Hrods 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 Holds
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.

185

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 casters
choice the object will fly straight to the casters
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 casters 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.

Lrqres 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 wyrmans voice and
personality do not change even if his face and
body shape do.

Luprqgds 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.

186

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 targets 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.

Mgqhers 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.

Meqeds 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.

Nabunums 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.

Nins 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).

187

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 casters AA Orphic Talent
value minus the targets 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
casters 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
casters 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

188

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 casters 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 casters Meditation dice
check (maximum 12) and no Skill Dice in any
associated Active Ability. The adopted bodys
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).

Rrseovlgs 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 casters 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 Roselvias 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.
Roselvias 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 characters 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.

190

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.

Ulqs 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
casters 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 targets 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 targets AA Opacity.
The successful dice check should reward the
caster targeting a mind with detailed insight into
the targets 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 targets past.
When targeting an Oberorb the successful dice
check should provide whatever answers the
inquisitor seeks within the seven day period
preceding the Oberorbs 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

191

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.

Womads Resrleve

Yneurs 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 subjects 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 casters 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.

192

Yneurs 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 theres no need for the
caster to determine an objects 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)
Daras 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)
Hails 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)
Menhirs Cosmic Trip (Orphic Regeneration)
Menhirs Trigger (Conditional Spell Effects)
Merciless Staff of Fire (Staff of Flame)

193

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)
Willows 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
casters 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 casters 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
GMs 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
casters 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.

Assgsslqs Frrt
(MUFFLE SOUND)
Rune School: Weaving
Spell Type: Blessing
Magick CPs: 1
Duration: skirmish rounds equal to the
casters 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 Assassins Foot she must make five orphic
investments, or 30 points of Orphic Plasm, but
need only make one rune roll.
Assassins 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.

Bgrfs Trghtlve Wgrd


(TRACTOR BEAM)
Rune School: Weaving
Spell Type: Kinetic
Magick CPs: 1
Duration: skirmish rounds equal to casters
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 casters 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
casters wand, stave, staff or finger, at which
point he must remain where he is until the spell

194

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 casters 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 casters
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.

195

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 casters
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 targets 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
subjects attentions attempts to make an AA
Immune to Charm dice check they incur Dd4.

196

Dgrgs 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 casters 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
characters 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
casters 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 characters 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 casters 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 casters
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
casters 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.

Drutks Wgonlqj Sruo


(FAR SENSE)
Rune School: Weaving
Spell Type: Cosmic
Magick CPs: 2
Duration: In-game minutes equal to the
casters 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 casters 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 casters 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

197

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 casters
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.

Gungins 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
casters 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 casters 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
casters 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

Hglos 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 casters 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)

198

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 enemys 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 enemys 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 stones insults will retain their hatred for
the caster and their damage bonus if they
land a blow upon him.

Heoyorris Rgdlgqt Fogre


(ILLUMINATE AREA)
Rune School: Weaving
Spell Type: Phantasy
Magick CPs: 1
Duration: skirmish rounds equal to the
casters 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
casters 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
targets 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.

Leohts 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 targets own blood. The blood must
be fresh and taken from a wound on the
targets 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.

Luqgds 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 casters
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 casters
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

199

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.

Meqklrs Crsplh Trls


(ORPHIC REGENERATION)
Rune School: Weaving
Spell Type: Orphic
Magick CPs: 2
Duration: in-game days equal to the casters
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 casters
Orphic Plasm value goes up by 10xd10 points
and may exceed the casters maximum value
for the duration of the spell only (as soon as
the spell effect ends the casters 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
casters euphoria in favour of helping his
fellow players (the effect cannot be dispelled
before time).

Meqklrs 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 casters
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.

200

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 casters
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 casters
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.

Mernoyqs 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 casters
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 casters 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

Living Creature (not caster)

Fell Breed

Body of Water

Magickal Effect

Fire/Intense Heat

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

201

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.

Merrls 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
nets magickal properties become evident. The
net is a lob ranged weapon (AA Pitch) with an
unskilled range equal in feet to the casters 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 targets 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).

202

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
casters 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.

Nimrosbanes
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
casters 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.

203

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.

Rrseovlgs 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
casters 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 casters 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 casters 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
casters 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 casters 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 dont 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
casters 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 casters 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

204

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
casters 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
casters 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 casters 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.

205

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
casters 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).

Trrqjs 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
casters 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
casters 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 targets 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 casters suddenly diabolical gaze
that they must make an opposed AA Courage
dice check vs the casters AA Physical
Intimidation with Dd2 if they didnt 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.

206

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Etiam ut venenatis dui, nec dictum quam.
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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
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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.
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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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tellus maximus eu. Donec placerat, lacus
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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 cones circular
base will appear and directly beneath where
the cones 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 casters 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

207

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
characters 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
hours air)

Willows Goltter
(FOOLS 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 subjects
dream state. The casters 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
casters 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 dreamers
AA Immune to Charm. For every instance of
(1) rolled on the dice check the caster is able to
keep the subjects 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 dreamers
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
subjects 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.

Yneurs 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
Yneurs 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 Yneurs 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.

208

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)
Brids Chattering Tongue (Speak with Birds)
Chasms Bough (Bridge Gap)
Cosmic Pinch (Star Fire)
Cure Profane Jinx (Lift Hex)
Daras Wicker of Might (Door of Blocking)
Deadly Darts of Thorn (Magick Missile)
Drusks Blessing (Strengthen Wood)
Gells Swarm of Wrath (Summon Swarm)
Hawk of Sense Stealing (Psychic Drain)
Merrihenge (Portal of Standing Stones)
Naes 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)
Sallows 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)
Womads Blessing (Aura of Protection)
Womads Bubble (Aura of Protection - Group)
Womads 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
Yrmats essence - an avatar.
Upon the creatures back hang large saddle
bags capable of holding up to 1000k
in weight.
The Avatar of Oak carries the summoners
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
avatars 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.
Yrmats avatars are sacred spirit incarnations
and should not be mistaken for familiars and
are not under the casters 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

209

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
subjects 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 subjects 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.

Brlds 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.

Ckgsps Brujk
(BRIDGE GAP)
Rune School: Oak
Spell Type: Transform
Magick CPs: 1
Duration: In-game days equal to the casters
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

210

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 casters 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 casters 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 casters 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.

Dgrgs 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
casters 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.

Drusns 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

211

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 Drusks 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 objects 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.

Geoos Swgrp ri Wrgtk


(SUMMON SWARM)
Rune School: Oak
Spell Type: Command
Magick CPs: 1
Duration: 10 skirmish rounds minus the
casters 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 casters
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
casters 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
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orci. Phasellus a malesuada mauris. Sed purus
libero, congue at diam a, dignissim
condimentum eros. Proin vel mi libero.
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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

212

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.

Nges 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
sufferers 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
sufferers 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
subjects 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 casters 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

213

Runes of the
Beast Master
(ANIMAL ALLY)
Rune School: Oak
Spell Type: Command
Magick CPs: 1
Duration: in-game hours equal to the casters
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)

Sgoorws Fgplolgr
(THE WILLOW WALK)
Rune School: Oak
Spell Type: Command
Magick CPs: 4
Duration: In-game days equal to casters
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
casters 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 summers 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 casters
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

214

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 casters 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 bubbles 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
subjects 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 subjects
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.

215

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
casters 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 subjects 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
characters 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 casters 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.

Womads Boesslqj

Womads 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
casters 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 Assassins Foot, the
rune string for that spell is [20] [9] [16] [20]
[15] [5], therefore the rune string for Womads
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.

Womads 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 casters
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
Womads 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.

216

217

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
lambs 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
lambs 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

218

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)
Ancors Raining Stone (Conjure Meteors)
Animate Elvian (Conjure Golem)
Ascorns Density of Bone (Skull of Iron)
Bind Gungins Host (Bind Fell)
Brumes Obscuring Presence (Fog Bank)
Coalesce Orphic Air (Solidify Area of Effect)
Erets Shocking Touch (Earth Metal)
Frothlorns Fury (Summon Blizzard)
Frothlorns Transmute (Freeze Element)
Fulmine Fist of Eret (Stone Attack)
Gungins Uplift (Improve Fell Mind)
Helliors Light Blade (Sword of Light)
Kaldyrs Unnerving Sky (Intimidate Target)
Kinetic Javelin of Froth (Frozen Spear)
Lrmyth Inhales (Maelstrom of Havoc)
Lrmyths Beckoning Hand (Create Lodestar)
Oylduns Scalding Bomb (Globe of Oil)
Plasmic Ether (The Runic Smoke)
Rage of Forge (Volcanic Erupt)
Reactive Orphic Field (Resist Fire)
Rinans Balm (Soothing of the Waters)
Rinans Float (Buoyancy on Water)

Rinans Tempest (The Seeded Storm)


Stenlorns Command (Control Metal)
Stenlorns Resonant Strand (Vibrate Metal)
Sun Sign of Hellior (Magickal Flare)
Syldaers Warm Breath (Summon Maelstrom)
Syldaers Womb (Screen Maelstrom)
Vortex of Fyrnys (Tornado of Fire)
Whisper of the Wytch (Convey Message)
Womads Hypostasis (Improved Kinship)
Yneurs 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.

Ancors 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.

219

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 Gungins 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
Golems 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 casters 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 golems 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)

Ascorns 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.

220

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 casters 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
targets 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.

Brumes 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
casters 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 casters 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
casters combined AA Orphic Talent and AA
Orphic Effect values x 10 (Spell-Binder equal
to AA Spell Binding only).
For example, where the Elvian casters 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 GMs
discretion. The casters 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 casters
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 casters 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.

Erets 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

221

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 casters 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 + casters 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.

Frrtks 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
casters 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
casters combined AA Orphic Talent and AA
Orphic Effect values x 10 (Spell-Binder equal
to AA Spell Binding only).
For example, where the Elvian casters 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 GMs discretion.

The casters 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 spells
duration.

Frrtks 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 casters 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 casters 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

222

DESCRIPTION
The runes for this spell are cast using
elemental rune stones or rune gems. The
stones are clutched tightly in the casters
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 casters 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.

Gungins 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.

Heoorrs 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.

Kaldyrs Uqqervlqj Sny


(INTIMIDATE TARGET)
Rune School: Elemental
Spirit: Kaldyr, Spirit of Winters Coming
Spell Type: Phantasy
Required Rune Tool: wand of elemental lore.
Magick CPs: 1
Duration: number of skirmish rounds equal
to the casters 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 casters 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 casters
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
casters 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 casters 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.

223

Lrmyth Inhales
(MAELSTROM OF HAVOC)
Rune School: Elemental
Spirit: Lrmyth, Spirit of Gravitys 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 Lrmyth
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
casters combined AA Orphic Talent and AA
Orphic Effect values x 10 (Spell-Binder equal
to AA Spell Binding only).
For example, where the Elvian casters 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.

Lrmyths
Attracting Force
(CREATE LODESTAR)
Rune School: Elemental
Spirit: Lrmyth, Spirit of Gravitys 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.

Oylduns 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
casters 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 casters 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 casters 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

224

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 casters
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 smokes 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 casters 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
casters 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 casters 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.

225

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.

Rinans 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 casters
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.
Rinans 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 casters 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 ships 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).

Rinans Forgt

Rinans 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 Rinans 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 casters
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

226

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.

Stenlorns 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 casters 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

casters AA Orphic Talent value and damage


should be resolved in the usual way with
weapons bonus determined by the GM and
based on the objects 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 casters 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.

Stenlorns
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

227

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 casters
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).

Syldaers Wgrp Bregtk

Syldaers 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
casters 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 casters 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
casters combined AA Orphic Talent and AA
Orphic Effect values x 10 (Spell-Binder equal
to AA Spell Binding only).
For example, where the Elvian casters 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 GMs discretion. The casters 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.
Syldaers 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
casters 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

228

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 tornados 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
tornados 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 tornados 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 casters 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.

Womads 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
casters 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.

Yneurs 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

229

DESCRIPTION
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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.
Nam vitae posuere augue. Suspendisse metus
nulla, consectetur sit amet eros ac, auctor
mollis augue. Suspendisse dapibus.
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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 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 spells 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 victims head.
Any damage caused to the Hex Doll will be
felt and incurred by the victim. Pins shoved
into the dolls 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

Head

10

manipulation of the limbs that snap the twig


frame within will result in damage to the
victims 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 dolls 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 victims AA Recover value.
Any one part of the dolls 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
dolls 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 elses 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 owners inventory
to an unspecified but almost certainly
distant location.
When the hex is originally crafted, the casters
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 casters 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

creators 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 owners 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.

232

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 victims 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 victims 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 figures 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
casters 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 casters hand. All other physical
material will pass through the fireballs 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 characters 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 casters
CC Soul value prior to casting
Rune: [2]
Point Investment: 4 on successful cast only
DESCRIPTION
The rune is traced onto the casters or subjects
forehead with a thumb or a rune-tool.
The spell changes the subjects 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

233

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)
Aswds Bubbling Veins (Boil Blood)
Aswds Purge (Bleeding Touch)
Audience With Santlorn (Invoke Insanity)
Blood Golem (Forge and Bind Blodmonite)
Bolt of Woe (Soul Drain)
Call of Mergeth (Summon Horror)
Cankers Pinch (Throttle Target)
Cankers Shave (Skin Enemy)
Casters Decay (Source Energy)
Desecration of The Twain (Enter Metaverse)
Dread Doppelganger (Summon Avatar)
Dunethens Ghast (Shade of Watching)
Dunethens Malevolent Charm (Mesmerism)
Dunethens 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 Gungins Form (Birth Fell Ally)
Greater Fireball (Craven Magick Missile)
Gungins Door (Summon Fell)
Limbs of the Abyss (Summon Tentacles)
Mirrors Dark Ally (Summon Evil Reflection)
Mortwyrds Tattoo (Increase Life)
Necromantic Absorb (Ensnare the Dead)
Oubliettes Laceration (Dungeon Portal)
Plague Golem (Abominable Guardian)
Plasmers 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)
Weavers Bane (Banish Magick)
Ympynyons 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,

234

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.

Aswds Buffolqj Velqs


(BOIL BLOOD)
Rune School: Craven
Spell Type: Weaponized
Magick CPs: 1
Cult Allegiance Gain: 1
Duration: skirmish rounds equal to the
casters 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..

Aswds 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
casters 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.

235

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.

236

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.

Cankers Qlqhk
(THROTTLE TARGET)
Rune School: Craven
Spell Type: Weaponized
Magick CPs: 1
Cult Allegiance Gain: 1
Duration: skirmish rounds equal to the
casters 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

237

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.

Cankers 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.

Cgsters 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

238

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
casters 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 targets 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.

Dunethens 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

239

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

Dunethens
Malevolent Charm
(MESMERISM)
Rune School: Craven
Spell Type: Command
Magick CPs: 1
Cult Allegiance Gain: 0
Duration: skirmish rounds equal to the
casters 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.

Dunethens 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,

240

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
casters 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

241

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

242

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 Gungins 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.

Gungins 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

243

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
casters 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.

Mlrrrrs 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

244

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.

Mortwyrds 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.

Oufolettes 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

245

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

Qogspers 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.

246

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
casters 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..

247

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
casters 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 casters 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

249

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 casters 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.

Weavers Bgqe
(BANISH MAGICK)
Rune School: Craven
Spell Type: Counterspell
Magick CPs: 1
Cult Allegiance Gain: 0
Duration: skirmish rounds equal to the
casters 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.

Ypsyqyrqs 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

250

251

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 players
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
characters 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 members 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.

252

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 groups 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 guilds
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 guilds 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.

253

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 characters 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 guilds 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

254

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 guilds
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 guilds 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 characters 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 characters life being forfeit.
Once sworn in as a Highbinder, if the
characters 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)

255

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 guilds 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 guilds 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 Doyens
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 members Guild Allegiance or even

256

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 assassins 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.

Artlsgqs 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: Technographers 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).

Assgsslqs 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 players 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 Artisans 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 Artisans 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 Technographers 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

257

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
players 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 players 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 players
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 players 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
players 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 Assassins 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 Assassins 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 assassins 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)

258

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 guilds 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 clients 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 Assassins 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 Assassins Guild. He will
instead be known as a powerful head of

Gallo House Society - as the Assassins


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 targets
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 victims 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 Assassins
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
guilds 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
guilds patron spirit, Dunethen, whose image
adorns most chapterhouses either as a statue
or paintings on walls.

259

Ckleitglqs 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 players 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
Chieftains 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
Chieftains 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 Chieftains 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 guilds 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 Jesters 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
players 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.

260

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 guilds 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
Merhkgqts 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
Crafts rural settings.

261

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 players 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 Natures 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 players 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 players 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 guilds
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.

Crewpgqs 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 (Mariners
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.

262

DETAILS
The crewmans guild was established with the
founding of Arvortun by the ruling Chersya
family of the Anglian west coast as the
Mariners 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
Arvortuns collective memory since that time
and has long been blamed on the citys
decision to shun Rinan in favour of Wythia.
Thus the Crewmans Guild is now all
powerful, for everyone who lives in the city,
plies a trade on the Inland Seas from
Arvortuns 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
Arvortuns 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 Mikelbregs
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 Crewmans 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.

Deovers Gulod
Type: adventurers, dungeon masters and
miners who frequently venture into the
underdark and Cavernlands of Ereths
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
players 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 players
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 players 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 Delvers
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

263

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 Delvers 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
Delvers Guild.
The Delvers 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.

Frresters Gulod
Type: those who live, work and journey
regularly within Ereths 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 players 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 players
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 players 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 Foresters 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 Foresters 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 Ereths
mighty forest settings. As with the Delvers
Guild, members of the Foresters 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
characters existing knowledge and expertise)
but will invariably result in Wealth earnings
and can be counted as utilitarian service.

264

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 players 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 players
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 Magicks 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 buildings 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-mans 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
worlds 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 astronomers 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 individuals 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

265

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 Guilds 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 players 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

266

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 players
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 guilds druidic ethos
and pluralist message is considered a
threat to the cult centre of Mot. The guilds
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
Salvers 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.

Sgovers Gulod
Type: guild of healers and surgeons.
Patron Spirit: Aswd 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 Salvers 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.

Slayers 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 Amonirs legacy lives on in the Angle


and other lands besides, the guild operating
in much the same way as during Amonirs
own time, giving free treatment to the sick
and the dying and education to those
commendable souls who wish to follow in
Amonirs 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 players 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 players 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 players 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

267

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 players 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 Slayers 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 Slayers 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
individuals skill with a blade being more
important than their ethical viewpoint.
The statehouse of the Slayers 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.

268

Spytks 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 guilds 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
players 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.

269

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 players 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.

270

Sruo Stegoers 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 Takers Academy in
Santun Morvagh.
Annual Fee: 100 Basic Membership with no
hunting license (usually chosen by SoulSmyths), 200 to 250 Wealth for Regional
Hunters License, 300 Wealth for Regional
and Niel Hunters License, 400 Wealth for
Cavernland Hunters License, 800 Wealth for
Mortun Pandi License and 1,600 Wealth for
High Hunters 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 players 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 players 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 players 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 players 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 Stealers 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
Stealers 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 guilds 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, Niel 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 Niel 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 Hunters 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

271

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 Stealers 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
doesnt 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 characters
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 characters
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 Stealers 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
Hunters license, allowing him to hunt
legitimately in the land of Iyfel.

Tkleis 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).

272

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
players 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 players
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 players
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 players 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
players 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 Thiefs 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 Gilds
knowledge and only members may participate
in the citys 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
Thiefs 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

273

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 Thiefs
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 isnt 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
theyre 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 characters 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 Geomancers 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

274

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 Wdoak 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 Wdoak 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
Froncdha 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

275

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 Wdoak, 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

276

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
winners 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
characters Institutional Allegiance x 10. This
Wealth will be paid into a standard bank (not
Rivage & Shore) and should be noted on the
Weavers 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

277

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 Weavers 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,

278

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

279

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

280

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

281

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.

282

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

283

284

285

286

287

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 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
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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.

288

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