Professional Documents
Culture Documents
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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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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Setting
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.
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
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.
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.
10
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
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
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.
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
11
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.
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
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THE FAIR
AND FOUL
The sluggard believes he shall live forever if
the fight he faces not; But age shall not
grant him the gift of peace, though
spears may spare his life.
Mot despaired and was broken by his
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.
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
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.
13
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.
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
Land of the
Walking Shadows
Rescue of
the Immortals
Lords of the
Burnished Throne
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.
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.
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.
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
Mot took her fair face within his palms and said
they are not gone, their song is merely done,
15
16
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.
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
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
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.
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.
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
18
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.
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
GAME
APPARATUS
Gazetteer
www.foreverpeople.co.uk
Elderune
www.drivethrurpg.com
The PDF version of this player-guide
will always remain free to download
from the Forever People website.
21
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
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
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
23
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
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.
Urtol
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.
24
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 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.
25
26
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
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
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
An abomination of the Gungin Gap, born of Gungin Chaos and the wicked energies of Elgan gods
29
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
Erth
A popular offshoot of the Elvian and
Wythian faiths which combines both the
importance of Womad and the Elvian
elements into one doctrine.
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.
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
31
Numinism
Wythia
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:
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
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.
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
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
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
34
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.
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
Caynum Bitterblade
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
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
37
Rumours of Caynum
The Decline
of Cornoval
38
The Anglians
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 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
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
41
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.
42
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
43
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
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
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
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
The Gigaerack of Skytor now make frequent journeys into the Angle
46
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
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
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
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
50
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
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
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
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
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.
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
Rule System
53
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
54
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
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
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
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
Dd# Level
Dice
none
d6
Tricky
d8
Hard
d10
Very Hard
d12
Extremely Hard
d20
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.
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
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
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
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.
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
59
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.
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
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.
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 Orphic Knowledge
10
AA Allure
AA Allure
11
AA Intellectual Intimidate
AA Read Person
12
AA S/R/W Language
13
AA Spot Secrets
AA Spot Secrets
14
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,
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
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
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
Sword Hand
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
64
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
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
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.
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-
66
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
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.
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
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
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
68
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.
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.
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.
70
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.
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.
Trust vs Treason
(+) OBTEMPER (The Loyal)
Adherence without question to cultic diktats,
orders and decrees and unwavering devotion
to allies, friends and family.
Honour vs Dishonour
(+) INTEGRITY (The Principled)
Resistance to bribery or immoral temptations
on the basis of moral principle.
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.
71
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
Combat
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.
Weapon Type
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
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.
Polearms
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
d10
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.
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
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
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
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 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
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.
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.
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
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
Barbed Lunge
Minimum Attacks: ?
Minimum Active Ability: Lorem ipsum dolor
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eros, pretium
Precluding Conditions: Lorem ipsum dolor sit
amet, consectetur adipiscing elit. Sed velit
eros, pretium at mauris ut.
DESCRIPTION
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adipiscing elit. Sed velit eros, pretium at
mauris ut, pretium tincidunt enim. Phasellus
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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
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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.
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
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
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
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.
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.
83
84
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
Character
Races
85
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
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.
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
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]).
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
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.
Racial Attributes
TAKE FLIGHT
(Achievement Character Points)
89
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
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.
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
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
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
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
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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
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
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
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.
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
96
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.
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,
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
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
98
Resistance to Evil
99
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
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
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
101
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).
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
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
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.
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.
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
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).
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.
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
Creed Combos
Suspendisse condimentum.
105
Avatar
Blessing
Details
1) Alligator
2) Crocodile
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
Anteater
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
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
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
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
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
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
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
Beast Master gains ability to see perfectly in the darkness as though he were surrounded
by daylight.
Bear
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
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
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
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
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
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
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
Beast Master and all allies gain maximum Evident Ease in AA Swim for the duration.
1) Eagle
2)Falcon/Hawk/Kestrel
3) Falcercrop
106
Beast Master gains maximum Evident Ease in AA Read Person and AA Sense Motive for
the duration.
Avatar
Blessing
Details
1) Frog
2) Turtle
Beast Master gains maximum Evident Ease in AA Hold Breath for the duration.
Goose
Queen Anserine
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
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
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
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
Beast Master doubles his Attacks. Beast Master and all allies gain maximum Evident
1) Lion
2) Tiger
1) King Rama
2) Lewyn Yirfang
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
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
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
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
Beast Master gains maximum Evident Ease on any AA Intellectual Intimidate dice check
Pelican
Chief Mawbrid
Beast Master and his allies gain maximum Evident Ease on any AA Place in the Comsos
dice check.
Rabbit
Princess Conyngos
Beast Master and his allies gain maximum Evident Ease on any AA Swift or AA Leap
dice check.
Rhino
Beast Master doubles his Size Bonus when resolving base damage during combat
Skunk
Prince Haridethen
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
Ooze-Walk
Allows the Beast Master to walk unharmed across bogs, swamps and quicksands.
Snake
Lord Langmorch
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
Beast Master and his allies gain maximum Evident Ease on any AA Acrobatics or AA
Craft dice check.
Termite/Ticks or
Mites
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
Toxicity of Neutrality
Beast Master gains maximum Evident Ease on any AA Immunity to Disease and AA
Immunity to Poison dice check.
Vulture
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
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.
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
108
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.
Contents
Value
Necrostat
(Snuffer)
5000w
Necrostat
(Griefer)
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)
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
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.
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
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
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.
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
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
Creed Combos
No Creed Combos
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
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
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
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sociosqu ad litora torquent per conubia
nostra, per inceptos himenaeos. Vestibulum
ante ipsum.
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lacinia urna pellentesque sit amet. Nam ac
accumsan nibh, id placerat magna. Cum
sociis natoque penatibus et magnis dis
parturient montes, nascetur ridiculus mus.
Suspendisse ornare arcu scelerisque ante
faucibus mollis.
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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.
Creed Combos
No Creed Combos.
114
115
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,.
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porttitor quis sit amet augue. Morbi non
velit aliquet.
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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
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
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 &
Creed Combos
No Creed Combo.
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.
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
Details
121
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
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
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).
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
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
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.
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.
125
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).
Creed Attributes
WEIGHT OF OFFICE
(Achievement Character Points)
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
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
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
128
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
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.
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
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
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
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
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
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
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
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).
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
134
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
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.
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
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
Details
Nunc tortor nisi, laoreet vel libero nec,
suscipit fringilla nulla. Maecenas faucibus
ornare volutpat. Integer sed mi vel nibh
vestibulum scelerisque.
Donec elit lectus, eleifend.
Nunc tortor nisi, laoreet vel libero nec, suscipit
fringilla nulla. Maecenas faucibus ornare
volutpat. Integer.
Vivamus id pharetra eros. Morbi aliquet
ipsum id tellus rhoncus, id dapibus
Duis vitae molestie sapien. Vestibulum ante
ipsum primis in faucibus orci luctus et
ultrices posuere cubilia Curae; Etiam congue
ante quis magna cursus
Donec elit
Fusce suscipit
Donec risus arcu
Nunc tortor nisi, laoreet vel libero
Donec ac sapien pretium
she carves runes into the soil, the surface of
the water, the flames of the fire or the air
before her. With her Tinder-wand she ignites
flaming runes upon any surface, the fire never
spreading nor consuming, only opening the
way to the spirit of Fyrnys. With her Vial of
Purity she flicks patterns of water, to make
the runes of Rinan and with her Rune-flute of
invocation she plays runes into being,
invoking the spirit of Syldaer. Rune gems are
scattered to call upon the runic power of Eret
and so the tools of the 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
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
Donec ac sapien pretium, fringilla orci
semper, molestie urna. Proin ac consequat
orci. Phasellus a malesuada mauris. Sed purus
libero, congue at diam a, dignissim
condimentum eros. Proin.
Inventory
Integer arcu lacus, feugiat vitae arcu sit amet,
aliquet luctus nunc. Quisque.
Cras scelerisque diam et augue congue, aliquet
finibus lorem luctus. Aliquam non imperdiet
lacus.
Aliquam feugiat est massa, id maximus dolor
luctus vitae. Fusce fermentum.
Etiam hendrerit neque diam, at vestibulum
erat tempor eu. Donec pharetra neque quam,
id bibendum tellus dictum vel. Donec tempor
tortor quis leo.
Maecenas aliquam laoreet risus, eget pulvinar
tellus maximus eu. Donec placerat, lacus
porta pretium lacinia, neque magna facilisis
erat, eu vestibulum ligula est ut libero.
Quisque convallis erat tellus.
In hac habitasse platea dictumst. Curabitur
felis nunc, congue a erat euismod, aliquam
finibus nisl. Nunc et eros at.
Sed molestie vel tellus vitae euismod.
Pellentesque scelerisque sagittis velit vitae
sollicitudin.
In porttitor justo ut felis rhoncus, nec ultrices
massa tincidunt. Proin scelerisque
ullamcorper quam eget
Creed Attributes
PROIN SCELERISQUE
(Maecenas aliquam laoreet)
In porttitor justo ut felis rhoncus, nec ultrices
massa tincidunt.
Duis congue sollicitudin leo ac malesuada.
Donec scelerisque at eros quis hendrerit.
Pellentesque tortor arcu, vulputate at risus eu,
malesuada aliquet felis. In facilisis tellus
dignissim, iaculis mi a, facilisis nulla. Nunc
sed porta odio. Mauris at urna euismod
mauris pharetra.
Fusce eros tellus, tempus quis enim vel,
ultrices consectetur quam. Quisque
scelerisque nisi ut sapien auctor ornare.
Aenean eget purus augue. Sed quis semper
risus, in egestas tellus. In vestibulum sem quis
sapien feugiat, sed ultrices.
Phasellus euismod felis ut est volutpat, at
tempor tortor rhoncus. Cras quis tellus laoreet
augue vulputate mattis. Etiam volutpat
gravida sodales. Sed ullamcorper est eu massa
bibendum, sit amet ultricies erat venenatis. In
laoreet, metus id varius tincidunt, velit tortor
luctus enim, ac posuere nisi elit non diam.
Maecenas non dolor et dolor pellentesque
porttitor quis sit amet augue. Morbi non velit
aliquet.
Mauris at urna euismod mauris pharetra.
Phasellus euismod felis.
Creed Combos
Duis congue sollicitudin.
NEFARO
MANCER
This Creed may only be taken at character
creation and cannot be adopted mid-game.
The Romantics of Numinar, or Bards of the
Swallow-Tailed-Tongue as they are often
known (in honour of their ability to speak
wisdom veiled as evil - or vice versa depending
on the 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
Details
Ability Awards
Cult: Numinar
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
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
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
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
141
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
Details
Creed Attributes
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
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
Creed Combos
No Creed Combos.
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
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
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.
Inventory
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.
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
146
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 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 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
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
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
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
150
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
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.
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.
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
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
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
153
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
Winner of
Parliamentary prize
in Steam Smyth's
Octave
10 or higher in Guild
Allegiance (Smyth's
Guild)
Between 5 and 9 in
Guild Allegiance
(Smyth's Guild)
Between 1 and 4 in
Guild Allegiance
(Smyth's Guild)
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.
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.
155
5d10
Spirit
Armada
Wyrdorph
The Wand
Mortwyrd
Hexas
The Raven
Mortwyrd
Santlorn
10
Ymp
The Gremlin
11
Nimrosbane
The Ship
12
Rinan
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
32
Hellior
33
Nin
The Threescore
34
Gungin
The Amorphous
35
Jadisfroth
The Snowflake
36
Kaldyr
37
Lrmyth
The Noose
38
Halig
The Wheat
39
Syldaer
The Cloud
40
Willow
The Gemstone
41
Askineth
42
Amdrill
The Guardian
43
Voltamerr
The Lightning
44
Asword
45
Tarris
The Scythe
46
Dannan
The Crown
47
Fyrnys
The Flame
48
Yrmat
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
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
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.
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Requirements: none
Apprentice Period: 6 years (assumed to be
complete if this Creed is chosen at character
creation)
Race: common wyr, sowyr or elkenwyr
Allegiance: none
Probable Habitat: the Stonemasters hail
originally from the old Cornovish quarries of
southern Sanas Morcorm but have long
migrated into other areas and are common in
most parts of Ereth.
Cult: any
Ethos: neutral
Style: mason
Rune Lore: Anarchaic
Cross Creed: Dungeon Master, Geomancer,
Lumbering Jack, Medicine Man, Yarnsayer.
Ability Awards
Aesthete, Bludgeon, Brawl, Climb, Skirmish
Strength, Craft, Endurance, Engineer,
Firecraft, Kinship, Might, Recover, Stone
Sense, Sturdy on the Feet, Zone Out Noise.
Inventory
Backpack Straps (small straps, baggage [allow
large items to be carried on backpack,
increase tolerance of backpack by 200k]
14w/2k).
Backpack with Backframe & Shelf (large
backpack, baggage [used to carry small or
medium items only, waterproof, tolerance:
320k) 48w/32k).
10x Beeswax Candle (small candle, mundane
[burns for 1hr, light radius to 10ft] 1w/1k per
10 candles).
Belt Quiver of the Artiller (small quiver,
baggage [small quarrels, tolerance: 10k]
18w/1k).
x20 Blackwood Quarrel (small bolt, ammo:
b+0, 1w per quarrel/1k per 20).
Brass Compass (small compass, gizmo:
12w/1k).
Broad Blade Shovel (large shovel,
mundane/melee weapon (AA Brawl in melee):
b+0, [automatically breaks where damage
reduced by armour bonus, requires backpack
straps] 3w/12k).
Calabash Pipe With Copper Bowl (small
smoking pipe, mundane [requires tobacco]
22w/1k).
Candle Lantern (medium lantern, mundane:
[covered flame, impervious to weather but not
gas, light radius to 40ft, burns 1hr per candle]
18w/9k).
Cornovish Cape and Hood (medium cowled
cloak, garment: b+0 [see Gear & Equipment]
6w/8k).
Cornovish Horned Helm of the Quarry-Master
(large horned helm, helm: b+8, 102w/36k).
Cornovish Leather Jerkin (medium overshirt,
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
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).
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
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
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
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
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
Syl-Forms
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163
164
165
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..
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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
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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
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aliquet luctus nunc. Quisque tincidunt nibh
vitae commodo mollis.
Inventory
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vitae commodo mollis.
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molestie urna. Proin ac consequat orci.
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libero, congue
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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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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
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
167
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
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,
168
employment:
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.
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
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.
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
170
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,
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.
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.
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
172
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
173
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
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.
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.
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.
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.
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.
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.
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).
Runes
Per
Distance from
caster
10ft
Area*
1ft 2
Weight*
100k
Living
(non-wyrman)
Size Bonus
Points*
Living (wyrman)
Size Bonus
Points*
[9] [20]
Magickal**
Item bonus
pts
Rune Caster
+1 Skill Dice
in AA
Orphic
Effect
Invoking Megdart
Example Casting
the Runes of
Naming
Object Condition
176
Megdart
Blessing
Result
God
Luck
Magick
Achievement
Exorcise
Salve
Heal
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
Magick
Salve
Kinship
Wisdom
Power
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
Kinship
Affinity
Animal Sense
Animal Fury
Salve
Favour
Maximum Evident Ease on any AA Craft or AA Learn dice check made within settlement
Luck
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
177
Settlement Type
# of runes
Walled Hamlet (no more than 6 buildings surrounded by a defensive wall or palisade)
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).
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
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).
Spell
Lists
181
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.
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
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Etiam ut venenatis dui, nec dictum quam.
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
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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
(ENLARGE LIMB)
182
of object runes.
Base Runes: [2] [9] [7]
DESCRIPTION
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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.
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
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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)
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
Etkeqs Qgtk
Forced Kindred
(EMPATHIC LAW)
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
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
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massa tincidunt. Proin scelerisque
ullamcorper quam eget lobortis. Integer id
(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
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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.
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
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
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
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
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
187
Orphic Hoist
Orphic Ward
(RUNELORE OF AIR)
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
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.
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.
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
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.
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
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
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.
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
Womads Resrleve
Yneurs Bgqe
(RESURRECT)
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
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.
193
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)
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.
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
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
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
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.
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.
197
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
Gungins Cufe
of Perplexity
(CONFUSE FELL)
Gloospell of Sobriety
(INFLICT SOBRIETY)
(INTIMIDATE ENEMY)
Folly of Kamm
(RAINBOW FIREWORKS)
198
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.
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
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.
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
200
Merrihenge
(VIEW SURROUNDINGS)
Icon
Caster
Fell Breed
Body of Water
Magickal Effect
Fire/Intense Heat
201
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
202
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.
Rune of Revealing
Runes of Ancor
(IMPENETRABLE DARK)
Rune of Amdrill
Runes of Countering
(BLOCK MAGICK)
204
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
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
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
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
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
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
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.
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
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
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
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
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
In congue purus in magna hendrerit semper.
Etiam ut venenatis dui, nec dictum quam.
Fusce metus risus, ultrices id ornare quis,
vulputate quis lacus. Maecenas finibus vel velit
eget tincidunt. Aliquam erat volutpat. In ut
tempor massa. Morbi semper semper ligula.
Aenean varius maximus nisl, vel mattis est
malesuada non. Fusce fringilla odio lobortis
urna facilisis posuere.
Nunc tortor nisi, laoreet vel libero nec, suscipit
fringilla nulla. Maecenas faucibus ornare
volutpat. Integer sed mi vel nibh vestibulum
scelerisque non ut quam. Vivamus id pharetra
eros. Morbi aliquet ipsum id tellus rhoncus, id
dapibus odio egestas. Duis vitae molestie
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
212
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
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.
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
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
Plane
Period
Outer Threshold
1d6+1 days
Imagined Distractions
1d4+1 days
Plane of Sere
1d4+1 days
Plane of Fawynwend
1d4 days
Orphic Nexus
1d4+1 days
Twainverse
1d10+5 days
214
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
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
Womads Boesslqj
Womads Lrrp
(AURA OF PROTECTION-SINGLE)
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
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
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
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.
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.
219
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.
Rune Tool
Golem
(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
Brumes Ofshurlqj
Presence
(FOG BANK)
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.
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.
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.
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.
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.
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.
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.
224
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
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
225
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)
226
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
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
227
Syldaers Wrpf
(SUMMON MAELSTROM)
(SCREEN MAELSTROM)
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
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
Mauris enim mi, auctor non semper vel,
sodales posuere augue. Nullam aliquam leo
eros, at porta quam ultrices eget. Proin
eleifend velit enim. Fusce eget nunc ac ipsum
vulputate posuere eget dictum turpis.
Nam vitae posuere augue. Suspendisse metus
nulla, consectetur sit amet eros ac, auctor
mollis augue. Suspendisse dapibus.
Mauris enim mi, auctor non semper vel,
sodales posuere augue. Nullam aliquam leo
eros, at porta quam ultrices eget. Proin
eleifend velit enim. Fusce eget nunc ac ipsum
vulputate posuere eget dictum turpis. Lorem
ipsum dolor sit amet, consectetur adipiscing
elit. Vestibulum at viverra leo, nec molestie
ante. Phasellus metus ipsum, efficitur quis
libero vel, facilisis ullamcorper neque.
Nam vitae posuere augue. Suspendisse metus
nulla, consectetur sit amet eros ac, auctor
mollis augue. Suspendisse dapibus nec metus
eget lobortis. Nam laoreet iaculis luctus.
Donec posuere, eros ac fringilla tincidunt,
neque est venenatis augue, vitae.
In congue purus in magna hendrerit semper.
Etiam ut venenatis dui, nec dictum quam.
Fusce metus risus, ultrices id ornare quis,
vulputate quis lacus. Maecenas finibus vel
velit eget tincidunt. Aliquam erat volutpat. In
ut tempor massa. Morbi semper semper
ligula. Aenean varius maximus.
Elder
Runes
The Elder Runes are divided into two
categories, Anarchaic and Craven. Both
category of spell are indexed in this section
which covers the Elder school in general.
Spells are listed in alphabetical order.
ANARCHAIC
Anarchaic runes can be cast by anyone. These
spell effects are available to all and sundry,
from the most powerful rune caster down to
the lowliest farm hand.
Anarchaic runes are singular and require
only one die roll match. All runes are powered
by the soul of the caster, since they represent
the hollow abyss of the gaps between the
strands of the Web of Wyrd which are entirely
without energy.
To cast an Anarchaic spell the caster must
have enough of his own soul energy to power
the spell effect.
Investment points are taken first from Spirit
and then from the Fate & Fortune Core
Characteristic. A mixture of the two may be
used where the caster lacks sufficient Spirit to
achieve the spell effect.
Rolls can be nudged using Spirit points first,
then Fate & Fortune points.
Expending Fate & Fortune on Anarchaic
magick should be considered only as a last
resort, since a loss of value in Core
Characteristics cannot easily be replenished.
In all the civilized lands of Ereth the
Anarchaic are outlawed and those who
willingly cast these forbidden runes are
condemned without exception. The caster of
the Anarchaic risks imprisonment or even
execution, depending on the rune cast and
the law of the land. In most cases the casting
of a hex or a summoning spell will bring the
full force of local law down upon the head of
the caster.
Righteous and neutral characters who cast
Anarchaic spells lose 5 points of Cult, Guild,
Institute and Community Allegiance as
applicable (unless they belong to the Elgan
cult or a sect thereof).
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
230
Leg 1
6 (Maim)
Leg 2
6 (Maim)
Left Arm
4 (Maim)
Right Arm
5 (Maim)
Torso
1 (Impale)
Neck
Head
10
231
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
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,
233
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.
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)
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
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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
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.
235
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.
236
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
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
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
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
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
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
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
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.
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
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
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
242
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.
244
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
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
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
Re-Animate
(IMPROVED CLIMB)
(RAISE UNDEAD)
246
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.
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.
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
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
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
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
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
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
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.
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.
+1
+1
+1
+1
Non-Member and
Non-Creed Training
Training
Dice Check
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).
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
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.
Rank 1 - Initiate
Rank 4 - Highbinder
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
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.
256
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,
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
258
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.
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
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
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,
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
263
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.
264
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
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.
266
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
267
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
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.
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
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
270
271
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
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
273
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
274
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.
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
Chersya
Once mariners and fishermen of the seas west
275
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
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
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
277
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.
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
RIVAGE &
SHORE
279
280
TOGAEDERE
UNIVERSITIES
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.
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
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.
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.
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Author's Notes
Wyrd began life sometime around 1998 when
Forever People first started with the generic
game setting of Middlemist. When the
collaborative project that was 90s Forever
People came to an end those of us involved
withdrew most of our titles but I wanted to
keep Middlemist available, which was when I
took over rights to the company and turned it
into my own private folly. I removed
Middlemist from public sales sometime in the
early 2000s, wanting to replace it with
something more unique and more useful to
the average gamer. Around 2010, after putting
a few new titles on Drive Thru RPG, I started
tinkering with a multiple-dice based system
called Dice RPG and decided to give
Middlemist another airing with a view to
upgrading that old title to fit the new system.
At around the same time my family and I
moved to Cornwall here in the UK and I
became interested in the mythologies and
histories of my new home.
The long and short of all this: Wyrd is the
culminating result of these combined
circumstances, mixing the multi-dice system
(now called Elderune) with the huge
quantities of otherwise completely useless
information I've collected over the past four
years on the English and Celtic myths, the
Cornish language, the Arthurian romances
and the unique stories associated with the
places, towns, cities and people of my home.
Middlemist, I'm afraid to say, is now
somewhat buried at the core of it all, but
remains the original catalyst and worthy of a
mention for this reason alone. Almost
everything I've written since 2010 (almost one
million words give or take, spanning four
volumes) or created in terms of new artwork is
inspired by the druidic histories of Cornwall
and Great Britain and my original decision to
make something gamers would enjoy playing.
I never intended to reinvent the proverbial
wheel, and much of Wyrd, particularly the
setting and its histories, draws on the usual
ingredients of myth, good vs evil and
treasure-seeking associated with classic
fantasy RP. The system and setting are
designed, in this way, to unravel smoothly on
the tabletop, introducing new surprises
without addling those players (and GMs) who
may be new to the game (or even new to the
concept of tabletop as opposed to computerbased RPG) with too much unfamiliar
territory. On the other hand, I hope I've
included enough depth, detail, believability
and atmosphere to juxtapose the familiar with
moments of unexpected originality. This, at
least, was my aim from the start and hopefully
I've done myself justice.
The finished product, such as it is, includes
inspirations taken from my old school youth
and more contemporary gaming experiences
and is thus riddled with my love for chunky
polygon dice, my fascination for fantasy and
horror and my adoration of those giants of
modern game production upon whose
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.
288