Professional Documents
Culture Documents
Chapter One
Core Rules
Introduction
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Chapter Two
Core Rules
Effects
During the course of the game, you can be the
subject of a wide variety of attacks. Each attack A character's race is always considered a trait.
will attempt to inflict an effect upon you. Some Characters with no explicit race have the Human
effects can benefit you, but your enemies will try trait. If you have a sub-race then both your sub-
to inflict unpleasant effects upon you. When we race and your general race will be considered to
discuss attacks, we must talk about how they are be traits. So a Wood Elf has the Elf trait as well
delivered and what each type of attack does. as the Wood Elf trait.
Traits Verbals
A trait is a label that is given to a character, an A verbal is a short phrase that is called out before
attack, a defense, or an item. Traits help describe an ability is used to explain the effect of that
the flavor of game effects and define how attack. Each verbal can have an effect to be
abilities interact with each other. There are four inflicted and a trait of that attack. The trait tells
types of traits. A character trait is any trait that how the effect is inflicted upon you so you may
is somehow given to a character. An attack trait role play the effects and perhaps use a defense to
is added to an attack verbal and defines the flavor negate the attack if it strikes you. A verbal is an
of that attack. A defense trait is added to a out of game phrase. You must call your verbal
defense call. An item trait is added to a tagged even if you are affected by Silence. You must
item and gives that trait to anyone carrying that suffer the effect of an attack even if you are
item. unconscious or could not hear an in game phrase.
An attack trait tells you which defenses can be Verbals for melee attacks are called out as you
used against it. A character or item trait can be swing your weapon. Verbals for missile and
used to determine if certain effects worked packet attacks are called out before you release
against you. If you had the “Undead” trait, for the projectile from your hand. You call out a
example, then an attack that caused "5 Damage to phrase that takes the form of <effect> by <trait>.
Undead" would be effective against you. A For example, a poison that makes you helpless
defense trait is generally used for flavor, but it is would use the verbal "Paralyze by Poison" and a
possible to have skills or abilities that can be bolt of fire that causes 5 points of damage would
used only if a defense with an appropriate trait is use "5 Damage by Fire" as the verbal.
used.
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If you hear a verbal, your character knows a few different ways to deliver game effects, and
instinctively what happened. The verbal not only these are described below.
tells you the effect out of game, but it represents
the effects of the attack in game. You never have It is always up to the defender to make the final
to play it dumb. The verbal "4 Damage by Fire" decision whether an ability has struck or affected
might represent a roar of flame. The verbal them, and thus whether the ability has been
"Maim by Lightning" might represent a flash of delivered. It is important that players do not
light. The verbal "Paralyze by Fear" might abuse this honor system. If a player does not
represent the hairs rising on the back of your count legal hits, the game breaks down.
neck. However you imagine it, the verbal tells Individuals that are reported for not counting hits
you what happened both in and out of game. will be reviewed and if necessary asked to leave
the game.
Verbals should not be confused with incantations.
Incantations are magical words that are used to
cast a spell. These are in game magical phrases
Vitality
Vitality is a count of how much damage you can
that are required for all but the most powerful
take before you collapse. As you take damage,
mages to cast magic. Spells usually have
your Vitality points are exhausted. These points
incantations, but they also end with a verbal.
can never drop below zero. Healing refreshes
Vitality, and these points are also refreshed at the
Remember that there are two rules that apply to
beginning of each event. If your Vitality ever
all called attacks.
reaches zero you will collapse and become
unconscious. Unconscious characters that are
• You must finish the verbal for a called attack
taken down by uncalled melee or missile hits are
before launching a packet or missile attack. You
stable. Characters taken down by any other kind
call out the verbal as you swing a melee attack. If
of damage, from called melee or missile hits,
there is an incantation, which is an in game
from firearms, from traps, from packets, or from
phrase associated with an attack, then that must
anything with a verbal become unstable.
be clearly spoken before the verbal. This is true
for melee, missile and packet attacks.
If you fall unconscious but you are stable, you
will remain unconscious for five minutes. If
• All called hits must be acknowledged through
someone hits you with an attack for called
role playing. Many skills are consumed only if
damage you will become unstable. If an attack
the recipient calls out a defense or role-plays the
inflicts some other effect upon you you will be
effects of the attack. If you don't role play the
unconscious and have that effect upon you. If
effect, the attacker may assume that you were not
healing raises your Vitality above 0 then you will
struck and the skill not used.
become conscious. A death strike successfully
delivered to your torso will kill you. Otherwise
Attack Delivery you will get up at 1 point of Vitality after five
Each ability must be delivered to its target in minutes have elapsed.
some way. These deliveries are the physical
action needed to determine whether an ability has If you are unconscious and you are unstable, you
been successfully used on an opponent. There are are dying from blood loss and shock. You will
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To interrupt a death strike, you must strike the Spirits, ignore the attempt, reply "Spirit" and
person attempting to deliver the death strike with continue on your way.
a melee, missile or packet attack. You may also
interrupt the death strike by striking the weapon While you are a spirit of the dead, there are very
used to perform the death strike with a weapon of few effects that will work on you. The only
your own. You do not have to force the weapon effects that will work are effects with "to Spirit"
away. A death strike that is interrupted is or "to Dead" in the verbal. These are Bane effects
canceled and has no effect. specifically designed to affect spirits. The most
common is a "Speak to Dead" effect. This
The "Death" Effect instance of the "Speak" effect will allow you to
Any effect that successfully inflicts a Death converse quietly with the character who used the
effect kills you immediately. Of all the various effect. You cannot stray from your path or use
game effects, only the Death effect will kill you any game skill. You are not compelled to
outright. The Death effect may be nullified by an communicate, but you may do so. Other effects
appropriate defense. might include "Imbue to Spirit" and "Inflict to
Spirit." If the description on the effect card states
that it works on a spirit of the dead then you must
Mishaps follow the instructions given therein. Although
There might be large scale traps, challenges, and
dying removes all active effects upon you, you
mishaps in special areas that can cause you to
may use innate defenses to protect you against
perish if you are unfortunate enough to stumble
effects even if you are a spirit.
into them. Closing walls, deep pits, and other
deadly traps might kill you outright. These areas
will be marked or made clear to you during the Final Death
course of the game. If the spirit is too weak to return from the Realm
of Death, then the character passes beyond this
world and is said to have taken a final death.
Spirits of the Dead Final death means that you can no longer play the
After 5 minutes of death, a dead character
character in question, and adds an air of danger to
becomes a spirit of the dead. Because of the
the game by threatening your in game persona.
influence of the Realm of Death, the spirit and
everything that spirit still carries is drawn to
Death. The spirit will even pick up its own Attack Effects
weapons if they are within reach unless someone The effect describes what an ability actually
else possesses them. When you rise as a spirit does. The effect is the first part of any verbal.
you must proceed directly to the gate of Death. Some effects target items rather than characters.
You must walk with your head bowed and your All effects used in the game are described below.
arms at your side. You cannot interact with any Although these effects are given a duration,
other character unless they use an ability that removing these effects will end them.
allows you to do so. You cannot drop items. You
cannot use any game ability. If someone tries to Many attacks last until you rest for five minutes.
communicate with you, or tries to use a game You must be sitting, lying, or kneeling to rest.
effect on you that does not specifically work on You cannot walk or run. You cannot use any
game skills while you are resting. Effects that
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require rest will not end until you rest for five Once a character has transformed to a Spirit of
uninterrupted minutes. You are also resting if you the dead, only the rare "Cure Death to Spirit"
are dead, unconscious, stunned or paralyzed. effect can restore them to life, and only if it is
Paralyzed characters are considered resting even used before the Spirit reaches its destination.
if they are standing. You cannot refresh attributes
or skills while you are resting. A "Cure <Name> Trait" effect will remove a trait
given to you by an Inflict, Imbue, or other effect
Agony that is temporary. It has no effect on a permanent
You are wracked with pain. You cannot attack or trait granted by race, skill, or the like.
use most game skills. You may run, defend
yourself by blocking with weapon skills and can Damage
use called defenses. Agony lasts for 10 seconds. This effect removes Vitality points as described
in the section on Vitality. Unlike typical effects,
Cure... Damage is instantaneous. It removes Vitality
The Cure effect removes effects on the target. A points and then the effect ends. You cannot
Cure <Effect> will remove all instances of that remove or dispel damage. Vitality points must be
specific effect. A Cure <Trait> will remove every restored though healing.
active effect with the appropriate trait except
Imbue and Inflict unless the Imbue or Inflict card Death
specifically says otherwise. Cure will never An attack with this effect kills you. You fall
restore Vitality. Cure is a beneficial effect. down dead, as if you had been struck with a
death strike. All temporary effects upon you end
Travis, for example, has been affected by the when you are killed except for Imbue and Inflict
following attacks: Slow by Disease, Slow by effects that are not specifically removed by death.
Will, and Drain by Will. A Cure Slow will Death lasts for 5 minutes, after which you will
remove both the Slow by Disease and the Slow rise as a spirit and travel to the Realm of Death.
by Will since they are both Slow effects. A Cure This process is described in greater detail in the
Will would remove both the Slow by Will and the Spirits of the Dead section.
Drain by Will since they both have the Will trait.
Cure Death and certain special abilities can affect
If a "Cure Maim" effect references a specific you while you are dead. Some strengthen your
limb, the effect will only remove Maim effects on spirit so it is not weakened by the presence of
that limb. If the Cure Maim effect does not Death. Some might even restore you to life.
specify a limb, it will cure all Maim effects active Others might cause unpleasant effects. All of
upon the target. If an ability or skill allows you to these will be handled using an Imbue or Inflict
use the "Cure Maim" effect on a specific limb, effect. In these cases you will be given an effect
you cannot use that ability as a general "Cure card that explains the results of the Imbue or
Maim" effect. Inflict effect.
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item becomes the target for the attack. Melee Disease and a Paralyze by Magic. Another player
attacks affect the item struck, while missile and leans over, touches him with a packet and says
packet attacks affect one item that will be named "Diagnose Stable." Travis says "No." She says
in the verbal. This item becomes unusable until "Diagnose Unstable" and Travis says "Yes." She
someone with the appropriate skill spends one uses a Heal effect on Travis but he still doesn't
minute of time to fix it. The item is not move. Puzzled, she says "Diagnose Stun." Travis
destroyed, just damaged and in need of repair says "No." She says "Diagnose Paralyze." Travis
before it can be used. The prop must still be says "Yes." She has the ability to Cure Poison, so
carried, for it represents the broken item. The she says "Diagnose Poison." Travis says "No."
skill varies with the type of item. She decides to wait until the Paralyze wears off.
In Madrigal, weapons are repaired by the If someone uses "Diagnose Damage" on you, you
Weaponsmith skill. Armor is repaired by the may choose, for the sake of expediency, to
Armorsmith skill. Other items are repaired by include in your reply the current number of
various other skills. Some items, such as potions, Vitality points that have been removed by
cannot be repaired and are lost forever. Some Damage. If, for example, you have taken two
characters with unusual forms, such as damage that has not been healed and someone
constructs, may be affected by Destroy if it is uses "Diagnose Damage" on you, you may reply
inflicted upon them directly by saying "Destroy with a simple "Yes" or you may reply with a
Body." When an item with a tag is affected by a "Yes, two." The choice of how to respond is up to
Destroy, the tag is either marked or destroyed. you.
Items without tags or safety stickers (such as
clothing, belts, pouches, and the like) cannot be Disarm...
affected by Destroy. If armor is destroyed all the You must drop everything in the hand indicated
points are exhausted until it is repaired. by the verbal. You can pick up items immediately
after they have come to rest. You may pick up an
Diagnose item as soon as it stops moving. The verbal will
This effect is used to determine if the recipient is contain either "Disarm right hand" or "Disarm
inflicted with a specific effect, trait, or game left hand." If you are holding a fragile or
condition. You may use Diagnose to determine breakable prop, including an air gun, you may
the presence of any effect or trait mentioned in put it down rather than drop it, but in this case
Chapter 2 with the exception of Imbue or Inflict you cannot pick it up for a full five seconds.
effects. You may also use Diagnose to determine
if the recipient is currently Stable, Unstable, Delivering this effect with a melee attack requires
Dead, or Damaged. Touch the recipient with a you to strike that weapon while calling the
packet and say "Diagnose" followed by the Disarm effect. You do not need to specify a hand.
effect, trait or game condition. The recipient says The hand that is holding the weapon will be
"Yes" if they are afflicted with the named effect affected. A melee delivered Disarm will not
or an effect with the named trait, or if they suffer affect a shield unless the "Disarm Shield" verbal
the game condition. Otherwise they say "No." is used. You cannot disarm a shield unless a skill
or ability specifically allows the use of "Disarm
Travis, for example, is lying on the ground Shield."
unstable and has been inflicted by a Slow by
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effects with an Imbue card that explicitly states additional points. These extra points can be used
that it will stack with Grant effects will do in the same manner as regular attribute points. A
so. Grant is a beneficial effect. successful Waste effect that reduces the boosted
attribute also completely ends this type of Grant
... Armor effect. If the attribute indicated is Vitality then
This type of Grant effect adds additional armor Heal effects work normally. Vitality calculations
points to your base armor, whether those armor and other secondary attribute calculations are not
points are granted by physical armor or a skill. affected by points added by the Grant effect to
These points are refreshed when your base armor another attribute used in that calculation. You
is refreshed. If no number is indicated then this may only modify a specific attribute with one
effect boosts your armor points by 1. The effect Grant Attribute effect, though you may choose
might indicate a higher number in the verbal such which Grant effect to keep if someone uses an
as "Grant 2 Armor" to indicate that a greater additional Grant Attribute effect that modifies the
number of armor points have been granted. A same attribute. You may have additional Grant
successful Destroy Armor effect destroys the Attribute effects upon you so long as each
armor points and completely ends this type of modifies a different attribute.
Grant effect. You may only have one Grant
Armor effect active upon you, though you may ... Defense
choose which Grant effect to keep if someone This type of Grant effect gives you one called
uses an additional Grant Armor effect upon you. defense that can be used on attacks indicated by
the defense verbal. This type of Grant effect
... Protection starts with the Grant verbal, which may include a
This type of Grant effect adds additional trait, and ends with the verbal that describes the
protection points that negate points of damage. defense. You may use the indicated defense
These protection points work in a manner similar against an appropriate attack once during the
to armor, negating the indicated amount of event. Once this defense is used the Grant effect
damage regardless of the source. The number of ends. If the defense portion includes a trait then
points is indicated after the "Grant" in the verbal, you must call out that trait when you use the
and if no number is indicated then the ability defense. The defense portion of the verbal
grants a single protection point. Protection points indicates the types of attacks it can be used
are always lost after armor points. Protection against by either indicating a trait or an attack
points cannot be refreshed or renewed. Once they type. If there is no indication then the defense
are used to negate damage the effect ends. You may be used against any melee, missile or packet
may only have one Grant Protection effect active attack.
upon you, though you may choose which Grant
effect to keep if someone uses an additional A "Grant Defense by Shadow, Avoid by Shadow"
Grant Protection effect upon you. would give you one defense against any weapon
or packet attack. You would call out "Avoid by
... Attribute Shadow" when you used the ability.
This type of Grant effect adds to the total of one
numeric attribute. Any points added with this A "Grant Defense, Resist Poison" would give you
effect are available immediately for use. Effects one defense against any attack with the Poison
which refresh that attribute also refresh these
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trait. You would call out "Resist" when you used that is given to you after the effect is used upon
the ability. you. An Imbue effect with no trait will not take
effect until you have read the effect card. Imbue
A "Grant Defense by Divine, Parry melee" would will usually give you some ability that can be
give you one defense against any melee attack. used during the current event, although the effect
You would call out "Parry" when you used this card might describe some effect that lasts beyond
ability. the current event. Imbue is a beneficial effect.
You cannot have more than one Grant Defense Imbue effect cards can have a wide variety of
effect upon you that protects against the same long term plot effects. Examples include granting
trait unless the skill or ability explicitly makes an a defense against certain types of attack,
exception. If receive another Grant Defense strengthening the spirit of a dead character, and
effect that protects against a trait for which you similar exceptional abilities. Defenses can be
already have a granted defense you choose which used to negate Imbue attacks if those defenses
to keep. You cannot, for example, have a Shield will stop an attack with the appropriate trait.
Magic defense and a Resist Magic defense both
from Grant effects. You would have to choose If a player can use an Imbue effect, that ability
between them. Likewise, if you had a Resist will always have some in game action that must
Poison effect you could not receive an additional be accomplished before you can use the ability.
Grant Defense that gave you another defense You might need to gather and mix components.
against the Poison trait. You gain only one You might need to construct some item from
defense per trait. Defenses that have no trait and strange parts. These actions earn you the effect
work on melee, missile, or packet attacks card needed to use this effect. You can never use
likewise do not stack. You may only have one an Imbue ability without the appropriate effect
such effect from a Grant Defense effect. card to represent the properly prepared
components.
Heal...
This effect restores one point of Vitality. If the Inflict...
effect is followed by a number, then it restores This effect can be used in one of two ways. If the
Vitality equal to the indicated number. Otherwise Inflict effect is followed by a trait, then you will
it restores one point. If you are unconscious with gain that trait for the remainder of the event.
no Vitality then healing will restore one or more Otherwise, this effect is some affliction or
Vitality points and you will wake immediately detrimental effect that is described on an effect
unless some other effect is preventing you from card that is given to you after the effect is used
doing so. Heal is a beneficial effect. upon you. An Inflict effect with no trait will not
take effect until you have read the effect card, so
Imbue... a character engaged in combat may not be
This effect can be used in one of two ways. If the affected by Inflict effects described on Inflict
Imbue effect is followed by a trait, then you will cards immediately; they have time to retrieve the
gain that trait for the remainder of the event. effect card and read it when it is convenient and
Otherwise, this effect is some enhancement or unobtrusive to do so. Unconscious or dead
extra ability that is described on an effect card characters must read the card immediately. Inflict
cards will give you some unusual detriment that
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If, for example, you have a Stricken by Poison Wasted attribute points and skill uses can be
and a Paralyze by Poison effect upon you a Cure refreshed. A Cure Waste effect will restore points
Poison effect will remove the Stricken effect but or skill uses lost to Waste effects unless they have
it won't also remove the Cure Paralyze effect. A already been refreshed or restored by some other
second Cure Poison would be needed to remove means. Once a wasted attribute or skill use has
the Paralyze by Poison effect. been refreshed a Cure Waste effect will have no
effect on you. Attributes and skills lost to a Waste
Stun effect are always refreshed before points lost
You are knocked unconscious. Stun will last until through normal use.
you rest for five minutes. You are resting while
you are stunned. Another character may take a Waste can also be used to remove abilities of an
full minute of role play to revive you and end this empowered item. If the item has a unique name
effect. and Waste is followed by that name then any
charged abilities of the item are removed as if
they had been used.
Speak
This effect allows you to converse with a creature
or being that cannot otherwise communicate with Weakness
you. It is usually used with the Bane trait, Your ability to strike with melee attacks is
allowing you to speak with specific types of severely weakened. You cannot deliver any called
creatures. The subject is under no obligation or effects with your melee attacks. Weakness does
compulsion to speak with you, but it may do so if not affect uncalled strikes or any other weapon
it wishes. The Speak effect will last until a skill. The Weakness effect will last until you rest
participant uses another game skill or until a for five minutes.
participant move out of reasonable conversation
range.
Attack Traits
Waste... Most attacks include a descriptive trait. This trait
Waste is always followed by either an attribute or is indicated by the second part of the verbal. The
a skill that has a limited number of uses. You lose trait of an attack adds flavor to the attack and
one or more uses of the named skill or one or determines whether certain defenses can be used
more points of the named attribute. Waste has no to negate the attack. If an attack is "5 Damage by
effect if you have no attribute points or skill uses Fire" then the trait of the attack would be Fire.
left. If you do not have the named skill then The "by Weapon" trait is dropped from the verbal
Waste to that skill has no effect. As a default, of normal melee attacks to reduce noise. Any
Waste removes one point or use of a skill. If a melee or missile attack with no trait is assumed
number is placed before the attribute or skill to have the "Weapon" trait.
name then you will lose more attribute points or
uses of the skill. Skills that require attributes Most attack traits allow you to role play the
cannot be wasted directly and are unaffected by a effect. You may step back or cry out in reaction
Waste effect. to the attack. If you are surprised by an attack,
however, you cannot add additional role play to
the effect. For example, if you were hit by a
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"Stun by Force" from a visible enemy then you with any of these traits. You may role play a
could add the role play of crying out or Physical effect by crying out or stepping
staggering back. But if someone sneaks up backwards as the effect is inflicted.
behind you and calls out "Stun" with a melee
attack then you should just go down. If someone Special Traits
sneaks up and surprises you with a spell that you All traits not included above are Special traits.
honestly did not see coming, you should not cry These can include, but are not limited to, Acid,
out to warn your friends. Blessing, Curse, Light, Magic, Malediction, and
Shadow. These traits are not included in any
Elemental Traits general trait, so abilities must specifically include
These include Air, Cold, Earth, Fire, Ice, them. Special attacks allow no additional role
Lightning, Water, and Wind. The effect is caused playing; you will suffer the effect of a Special
by elemental power. Abilities that work against attack immediately.
Elemental effects will work against effects with
any of these traits. You may role play an Bane
Elemental effect by crying out or stepping This is a unique attack trait that works against
backwards as the effect is inflicted. another specific trait, and targets only those
creatures that have that trait. Instead of saying
Mental Traits "by" you would say "to" and state the trait that is
These include Awe, Confusion, Despair, Fear, targeted. An attack that stated "10 Damage to
Inspiration, Madness, Trance, and Will. The Undead" would be an example of an attack with
effect is caused by some mental or emotional the Bane trait, and the attack would only affect
reaction. Abilities that work against Mental creatures with the Undead trait. If you somehow
effects will work against effects with any of these lose the trait that a Bane effect targets while
traits. You may role play a Mental effect by under that effect, then the effect ends
crying out or stepping backwards as the effect is immediately. So, if you had a “to Dead” effect
inflicted. upon you and you were brought back to life then
the “to Dead” effect would end. Remember that
Metabolic Traits the race of a character is always considered to be
These include Aging, Air, Cold, Disease, Poison, a trait of that character. Bane attacks allow no
Radiation, and Sleep. The effect is caused by a additional role playing; you will suffer the effect
Metabolic reaction. Abilities that work against of a Special attack immediately.
Metabolic effects will work against effects with
any of these traits. You may role play a Metabolic Some effects may have both a normal trait and a
effect by crying out or stepping backwards as the bane trait. In this case the attack affects only
effect is inflicted. those targeted by the Bane affect but it may be
resisted by defenses that work against the normal
trait. An attack that stated "Paralyze by Fear to
Physical Traits Elf" would only affect characters with the Elf
These include Crystal, Earth, Force, Ice, Silver,
trait but it could be negated by a Resist Fear
Thorns, Weapon, Web, and Wind. The effect is
defense.
caused by a Physical force. Abilities that work
against Physical effects will work against effects
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Self No Effect
This trait indicates that the effect works only on You are unaffected by the attack in question. This
the person using it. Instead of saying "by" you indicates a defense that is not consumable. The
would say "to Self" after the effect. This indicates attack does not affect you, nor will it ever affect
that you are the only target of the called effect. you.
Reduce
Defenses You are affected by the attack in question, but the
These abilities allow you to negate abilities used effect has been mitigated or lessened. The actual
against you. Although there are a large number of reduction is determined by the skill or ability that
possible defenses that can be used against allows you to use this defense. You must role
specific causes and effects, all defenses can be play the new effect appropriately.
summarized as one of the following types.
Reflect
Shield You choose one melee, missile, or packet attack
You negate the first attack of the appropriate type of the appropriate type to rebound back at the
that strikes you. You must call "Shield" when the attacker when it strikes you. Call this defense to
defense is used. negate the effects of the attack. If your attack is
reflected then you must take the attack as if your
Avoid, Parry, Resist melee, missile or packet had struck you. The
You choose one attack of the appropriate type to attack retains all of the original traits so it might
negate when it strikes you. You can allow an not actually affect you. You may use defenses to
attack to affect you and negate a later attack. negate the attack, including using Reflect to
Although different verbals are used to indicate bounce it back on the original target.
the nature of your defense and to add flavor to
the game, all of these defenses work the same Spirit
way. You must call out the defense when it is You are insubstantial and are unaffected by most
used. attacks. You call "Spirit" to any attack that you
negate for this reason. You cannot use game
Purge abilities unless specifically allowed to do so. You
You may negate an attack after it has affected cannot speak or converse with other characters
you. You must spend three seconds to role play unless they use an ability that allows you to do
this defense as you shake off the effect, during so. If someone tries to talk with you, you may
which time you must remain relatively still. You call "Spirit" to inform them that you cannot
cannot use game skills while role playing the speak. You cannot drop any items. No one may
purge. This defense cannot be used if you are search you, nor can items that you carry be
unconscious or dead unless the skill specifically removed from your person. Nothing can be
allows you to purge the effect that has put you thrown over you. You cannot rest while in spirit
into that state. form, and effects that last until you rest will not
be removed. You cannot block doorways or
portals. If someone tries to move through a portal
that you are blocking then your insubstantial
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form will be repositioned so you are no longer immediately as the defense is called. Using the
blocking that area. additional effect could be optional or required. If
the additional effect affects the character using
Characters who have died and are traveling to the the chained defense then the ability must use the
Realm of Death are spirits. If you gain the Spirit Self trait and character must role play that effect
trait because you have died and you have become as if they had been struck by it.
a Spirit of the Dead then you also gain the Dead
trait. Effects with the trait "to Spirit" affect all Example: A Fire based attack strikes a Fire
spirits, while effects with the trait "to Dead" Elemental. The creature calls out "Resist and
affect only spirits of the dead. You must walk Heal to Self" to indicate that the attack was
with your head bowed and your hands at your negated and the creature was healed by using the
side. defense.
Some abilities allow a living character to become Example: A strong creature can tear out of some
a spirit for a time, but these abilities usually have physical effects but it takes damage doing so. The
special restrictions or will not be absolute in their creature is struck by the appropriate attack, role
protection. You might gain a trait and become plays for 3 seconds, calls out "Purge and 2
vulnerable to attacks with that trait even though Damage to Self" and then role plays the damage
you are a spirit. Some of these skills last until effect.
you move. In these cases you cannot move or
speak without ending the effect. If you turn into a Example: A character has an ability that
spirit in a place which blocks a portal or doorway simulates a Riposte. The character is struck by a
then you are forced to move to allow someone successful melee attack, calls out "Parry and 3
through. Since this can end the effect you must Damage," and immediately swings at the person
be careful to use these types of skills so as to not who attacked her.
block confined areas.
Example: A creature has an ability that can reflect
attacks with the Magic trait back at the attacker.
Defense Traits The creature is struck by a "Paralyze by Magic."
A defense might have a trait associated with it. The character calls "Resist and Paralyze by
The verbal should include the defense and the Magic" and throws a packet back at the attacker.
trait with a "by" between them. This can be done
to add flavor to an ability, to differentiate two
similar skills, or to allow other skills to key off
Armor
Armor provides points of protection that act as a
certain defenses. buffer against damage effects. Armor points are
removed by damage in a manner similar to
Chained Defense Vitality. Armor points are lost before Vitality
A chained defense has an effect that is called points. The method by which exhausted armor
immediately after the defense. The verbal should points are restored varies depending on the type
include the defense and the additional effect with of armor you are using and the skills and abilities
an "and" between them. If the additional effect is of the Accelerant game you are playing.
an attack then that attack must be launched
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To add to the atmosphere of role playing, we blow or be disarmed of both items as if you were
expect our players to role play in combat. unskilled in their use.
Although we allow light weapons for safety and
comfort, we ask that players keep the pace of Many skills work only on limb hits. A limb hit is
their swings in line with what a heavier weapon a strike to the arm or leg. A torso hit includes the
might require. Melee swings that are entirely chest from the belt up to the top of the chest. Any
generated by snapping or rotating the wrist or hit to the leg or buttock is a leg hit. Any hit to the
forearm are discouraged. Although you are arm or to the outer shoulder is an arm hit. Hits
expected to role play full weapon swings where that come down on the shoulder or that come
the weapon moves at least 45 degrees, the actual down between the shoulder and the neck are also
contact cannot be too hard. A tap from a weapon arm hits. Neck hits are illegal.
is sufficient to deliver an attack. Melee attacks
that are blocked by another weapon or shield The Flurry Rule
wielded by a character with the appropriate skill A flurry is a series of melee blows swung at an
to do so are not counted. Attacks to the head, the opponent with little or no pause. You can make
hands, or the groin are illegal and are not no more than three consecutive attempts to strike
counted. You may only throw one thrown a single opponent without a pause. Only after you
weapon at a time, although you may fire a have taken a step back and paused for a full
projectile weapon such as a crossbow from each second will your strikes be counted once again.
hand if you are skilled in using that weapon in
both hands. The Proximity Rule
You must maintain a safe distance from any
Any strike that has no verbal causes 1 point of active opponent. If you can reach out and touch
damage. These are known as "uncalled strikes" the torso of an opponent with your hand then you
because they have no verbal. Uncalled strikes are too close and you must back away. If there is
will cause someone to fall unconscious if they a significant difference in the reach of two
remove all Vitality, but the victim will remain opponents, the opponent with the shorter reach
stable. A character taken down by called strikes may approach close enough so that they can
will fall unconscious and be unstable as well. strike their opponent with their weapon so long
as they cannot touch the torso of the opponent.
If you are unskilled with a melee weapon you
cannot make attacks with that weapon. If
someone strikes that weapon or you try to parry Claws and Natural Weaponry
Some characters have the ability to use claws or
with that weapon, you must either take the blow
natural weaponry instead of, or in addition to,
or the weapon is ripped from your hand. If you
weapons. These weapon props are red, though
do not take the blow, you must drop the weapon
some plot creatures may have props that are
as if you had been affected by the Disarm effect.
constructed to appear to be part of that creature.
Claws are considered to be melee weapons and
You may hold only one weapon or shield in your
can be used to block melee attacks. Claws are not
hand during combat. If you are holding more
affected by Disarm. Destroy effects delivered to
than one item in a hand, and a melee attack
such weaponry will cause a Maim effect to the
strikes one of those items, then you will take the
limb using the weapon.
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components unless they have a skill that allows associated with them. Whoever set the trap off
them to do so. must take the effect of that verbal. If no verbal is
present, then the sound determines the type of
Most traps will cause an effect to the person who trap as described above.
set them off. If someone manages to trigger a trap
with a thrown object, then the object will take the Gas Trap
affect instead. If the trap affects the entire room As a magical trap, but the verbal will begin with
or corridor, then this trick will not provide much the words "To the Room..." Everybody in the
help. Some traps will work multiple times, while room will take the effect. This trap only works in
some will work once. If an item is causing a trap an enclosed room with normal doorways and
to go off continuously then anyone who touches corridors leaving it. The trap will affect you if
the item will take the effect. any part of you is within the room when the trap
goes off.
If a trap is set in a small box, chest, or other
enclosed area no larger than 3 feet in any
dimension then setting it off will destroy Contact Poison
everything inside the area. Coins, items, paper, This attack is represented by petroleum jelly. If
and everything else inside will be destroyed and you touch the jelly with bare skin, you will take
cannot be removed from the box. If any living an effect of "5 Damage by Poison." A character
creature has somehow crawled into an enclosed with the appropriate skill may apply such a
area no more than 3 feet in any dimension with a substance directly from the vial it was created in.
trap and the trap goes off then that fool will be Once applied to a surface, the jelly cannot be
killed instantly. There are four types of traps. scraped off onto another object. Only a character
with an appropriate skill may wipe the substance
off a surface with a cloth or cloth like substance,
Snap Trap but the contact poison is destroyed in the process.
These traps make a snap sound when they go off.
They are represented by mousetraps, party
An item with contact poison is considered a Red
poppers, and snaps. These traps cause 2 Damage
Sticker item. The fumes and burning of the
to whoever sets them off.
poison are overwhelming, even to a character
who is immune to it. The object cannot be moved
Buzzer Trap from its place or handled until the poison is
These traps make an electronic sound of some removed by a character with the appropriate skill
kind when they are set off. Sounds used for these to do so.
traps include beepers, buzzers, and electronic
sound effects like the moaning of a rigged
welcome mat you might find at Halloween. Shackles
These traps cause 5 Damage to whoever sets Shackles are a prop that binds the wrists or legs
them off. of a character. An in game lock is affixed to each
prop to represent the locking mechanism of that
Verbal Trap prop. The prop must be loose enough to remain
When these traps are set off and you will hear a comfortable and, for safety, the player must be
trap sound and a voice will call out a verbal
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able to easily remove the prop if an out of game duration that is not instantaneous, then instead of
need arises. the normal duration, the effect lasts so long as
they point at you.
Shackles can only be placed on a helpless or
willing character if the lock is open. You place Gaze
the shackle prop on the helpless or willing target Someone who has met your gaze for a full three
and close the lock. Shackles placed on the arm seconds calls out or whispers "By my gaze"
restrict movement and make it impossible to use followed by an effect. A vampire might whisper
any skill that requires that the arms must be free, "By my gaze - Paralyze by Will." Other creatures
including using weapons, using packet attacks, might cause fear or other effects.
and using First Aid. You may use a skill that
allows you to attempt to open a game lock on
your own shackles. Shackles placed on the legs Affliction
Someone delivers an effect to your immobile or
make it impossible to run and restrict movement
unconscious form by touching a weapon or
to the extent of the shackles. A prop placed on the
packet to your torso and stating "Affliction One,
ankles must be constructed to allow the player to
Affliction Two, Affliction Three" clearly and
stand and walk slowly.
slowly followed by a verbal. This works like a
Death Strike and can be interrupted in the same
Shackles can be removed by opening the lock or
manner as a Death Strike. The verbal may be a
by using an appropriate skill to remove them.
standard effect, or it may deliver an Inflict effect
Each game will have a skill assigned to destroy
in which case the player will give you an effect
and remove shackles by taking a minute and
card.
using the appropriate props and role playing.
Skills that allow a character to slip out of bonds
are possible as well. Name
Someone calls out "By your name" and states
your name, part of your name, or some
Advanced Rules pseudonym that you used and calls out a verbal.
The attack is delivered to you if they use a name
There are times when unusual circumstances will
you used to refer to yourself.
warrant strange attacks. These strange attacks are
detailed below, but the general idea is
summarized here so the player will not have to Permanent
memorize the various and sundry individual Someone precedes an attack verbal with
details. If someone clearly gestures at you or "Permanent" and calls out the verbal. The effect
indicates you somehow and calls out or whispers will last for the remainder of the event. Ignore the
an effect, then that effect will be delivered to you standard duration of the effect. Permanent effects
unless you can use a defense to somehow negate may not be removed by resting, but may still be
it. The individual types are detailed below. removed by the Cure effect. Effects that already
have a permanent duration, such as Damage and
Death, are unaffected by the Permanent trait.
Gesture
Someone points at you with a hand or a weapon
and calls out the verbal. If the effect has a
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Quick
Someone precedes an attack verbal with "Quick" Chained Effects
and calls out the verbal. The effect will last until Two effects can be chained in one attack. The
you rest for 10 seconds. Ignore the standard verbal should name the effects with an "and"
duration of the effect. Quick effects may still be between them. If both effects have the same trait
removed by the Cure effect. Quick can only be then the trait is called only at the end of the
used with effects that last until you rest for five attack. If both effects have different traits then a
minutes or effects that last the rest of the event. trait is called for each effect. A defense that
negates one of the effects or one of the traits if
Room they are different would only affect that portion
Someone calls out "To the room" and an effect of the attack. In the case where both effects have
and everyone in that room will be affected by it. the same trait, however, a defense that negated
Doorways and gates act as room dividers. This the appropriate trait would negate all effects. The
delivery is commonly used for traps and attack is still considered a single melee, missile,
performances. The attack only works in an or packet attack so a defense that negates a hit
enclosed room with normal doorways and from a specific delivery such as melee, missile,
corridors leaving it. The attack will affect you if or packet will negate the entire attack.
any part of you is within the room when the
verbal is called. Example: A spider calls out "Drain and Slow by
Poison" and hits a player with a packet. The
Voice defense "Resist Poison" would negate the entire
Someone calls out "By my voice" and an effect attack. The defense "Resist Slow" would negate
and everyone who hears it will be affected by it. the Slow effect, but the character would still be
You cannot defend against Voice attacks by affected by the Drain effect. If the character had
intentionally obscuring the sound of the verbal both "Resist Slow" and "Resist Drain" defenses
with loud noise or by plugging your ears. This then both could be used to negate the effects of
type of attack never sets off Shield defenses. the attack.
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Chapter Three
Characters
As you build your character, you will assign mobility, it in no way decreases your chance to
character points to build up your attributes and actually jump out of the way of an attack, but it
your skills. You have five attributes that does limit how many game skills you could use
determine your capabilities and limitations, and before that resource was exhausted.
your skills measure the knowledge you have
amassed that affects the play of the game. You The five attributes are Air, Earth, Fire, Water, and
start with 20 character points to build a character, Void. Air represents your mind and cognizance.
and you will gain more character points as you Earth represents your physique and stamina. Fire
play the game and your character progresses. represents the strength of your passion. Water
represents your mobility. Void is your ability to
Traits focus your inner resources. Each attribute begins
at 2. You may raise any attribute by spending
Each character has traits that they automatically character points. You will exhaust attribute points
gain. You have the Living trait unless you are to use certain skills. Certain game effects can
dead. Your race is also a trait you possess. If your refresh exhausted attribute points, and these
race has variety then you have both your general points are refreshed at the beginning of each
race as a trait and your specific race as well. Each event you attend.
skill header that you purchase is also a trait. A
character who has purchased the Rogue header, Void is a unique attribute in that you can exhaust
for example, has the Rogue trait. A character who a Void point to refresh your Air, Earth, Fire, and
has not yet spent 50 character points to improve Water. This makes Void the most important
gains the Initiate trait. A character who has spent attribute for maintaining a high level of power
at least 50 character points gains the Experienced over the course of an event. Using Void to refresh
trait. A character who has spent at least 100 your attributes does not refresh your Vitality.
character points gains both the Experienced and
the Accomplished trait. Refreshing your attributes with Void takes 5
minutes of role playing. You cannot use game
Attributes skills or leave the general area during this time. If
Each character has five attributes. These this procedure is interrupted, the Void remains
attributes are not meant to measure the unspent, the attributes are not refreshed, and you
capabilities of you as the player, nor will they must start again. Each character should have their
limit your natural abilities. These are only a limit own personal way of refreshing their attributes
to the game skills you can use. If you do not with Void. You might meditate, stretch, practice
purchase a high Water, which represents your drills or maneuvers, pray or chant, or a variety of
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other activities. You might do a combination of with the "Warrior Skills" header would have the
these things. Warrior trait. You cannot purchase a skill under a
header unless you have purchased the header
Spending Void to use skills, use abilities, or cast first. Open skills are all the skills that do not have
spells does not take 5 minutes and does not a header. Anyone may purchase open skills.
refresh your other attributes. Some skills have additional requirements that
must be met before the skill is purchased, and
You can spend character points to raise these are described in the description of the skill.
Attributes. You must spend a number of character
points equal to the new attribute value to raise it Some skills can be purchased multiple times,
one point. If an attribute is 3, you can raise it to 4 with each additional purchase increasing the
by spending 4 character points. If an attribute is effectiveness of the skill. These skills are marked
4, it would cost 5 character points to raise it to 5 with an asterisk. You must pay the cost of the
and another 6 character points to raise it by skill each time you purchase it. Some skills will
another point to 6. limit the number of times you may purchase
them. This limit will be in the description.
Races Once you have begun to play a character, you
The Gifted Races that have settled in the northern will accumulate more character points and may
continent of Aerune are varied by culture and by attempt to gain additional skills. You can
the distinction of physical race. There are many purchase any skill from this book, but skills that
variations even within each race, and many of the are not listed in this book are called hidden skills.
races have adopted certain physical You cannot purchase hidden skills unless you
characteristics due to magical influences that have received training in that skill by someone
distinguish them and separate them from others who has already purchased the skill. If you are
of their ilk. The Gifted Races are described in purchasing another level of a hidden skill you
chapter 7. already know you still need a teacher and that
teacher must have purchased the hidden skill a
Skills number of times no less than the level you are
The measure of your knowledge and training are trying to obtain.
defined by skills. To simulate various levels of
skills, there are certain activities that the game Special skills might exhaust attribute points.
does not allow you to attempt if you do not have Although many skills will exhaust a single point
the skill for it. If a skill exists for a certain type of from one of your attributes, certain skills may
activity or to manipulate a certain type of prop, exhaust more than one point or even exhaust
then you may not attempt that action unless you points from more than one attribute. These points
have that skill or a specific ability that allows you are removed temporarily from the attribute in
to do so. question. You may not use a skill if it would
exhaust an attribute point that you do not have.
Skills are divided under headers. These headers
represent basic training necessary to use the skills Information Skills
that fall under that header. Each header gives you Some skills allow you to pursue answers to
the name of the skill set as a trait. A character questions between events. These skills are called
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information skills. Each information skill has a you might get a written response between events,
number of in game sources that research the you might get a verbal or written response at the
question and provide what answers they can. opening of an event before it starts, or a contact
Your question is answered from their perspective might come to find you in game to deliver some
and in the best manner they can pursue it. In piece of knowledge related to your question. If
order to use an information skill you must you are seeking answers to difficult or obscure
maintain a good relation with these sources. questions you may have to use the skill more
than once to pursue the answers.
Using your sources you make a request for
knowledge. You submit the question you are
pursuing among your sources to plot between
events. The question must be appropriate for your
sources and one that your sources could pursue.
The best way to submit questions is to email the
question as plain text in the body of the message
to plot. Give plot at least two weeks before an
event or your answer will likely be delayed.
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Open Skills Although the skill requires the use of both arms,
you may use this skill on your own arm if the
other arm can be used and you could otherwise
Small Weapon 0 use this skill.
All characters can use any type of small weapon.
Melee Weapon 1*
Archery 1 You are skilled in the use of one class of weapon
You are skilled in the use of bows and that must be chosen when the skill is purchased.
crossbows. Some exotic weapon types are not included in
these groups. You may purchase this skill once
Craftsman 1 for each type of weapon you wish to learn. The
You have some craft that allows you to make a weapon types are Blades, Axes, Hammers,
living. Crafts provide money at the beginning of Staves, Spears, Polearms, and Clubs. The ability
each event. They also allow you sell props for in to use Polearms does not include Glaives.
game money. Without this skill you must arrange
to obtain goods through a Merchant before you Thrown Weapon 1
can sell them for in game money. You can always You are skilled in the use of thrown weapons.
try to sell tagged items if you obtain them.
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Limber 4
You exhaust one point of Earth to resist any Tumbling 4
single effect caused by a physical challenge such When using the Duck For Cover skill you may
as stepping off a platform into something nasty, exhaust an additional point of Water to negate
mistakenly touching a web or other dangerous any one melee attack. You must call out "Avoid"
surface, or brushing up against something you when you use this skill.
shouldn't. This skill lets you resist one effect
detailed on a yellow triangle. You cannot use this
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then each alchemist has their own pool of create. Alkahest created with this skill is stored
Alkahest that permeates the lab. The alchemists directly in your lab. It cannot be moved, stolen,
cannot share Alkahest but they may all use the or used by another alchemist. A standard lab can
lab set up for their alchemy skills. hold up to 20 measures of Alkahest. You pay the
silver at check in and your character card is
stamped once for every 10 doses you create. You
Alchemy 2* must have this skill stamped to use your lab's
This skill allows you to understand alchemical
Alkahest.
formulas and use them to create catalysts, elixirs,
and venom. The skill can be purchased up to 4
times. As your level in Alchemy increases, you Elixir Transference 1
can create more and more difficult substances. You may transfer bottled potions to your flask so
Each substance requires money and alchemical you may more easily administer them. Potions
components to create. You may make 5 bottled with an Imbue or Inflict effect cannot be stored in
substances per event. You can create 2 elixirs in your flask. They are too complex to be stored in
your alchemical flask in the time it takes to create such a way. Potions with a standard effect are
one bottled elixir, though you must still consume called simple elixirs and they may be stored in
components for each elixir. The substances and your flask. You spend one minute and consume
the process are more fully described in the one measure of Alkahest preparing a simple elixir
Alchemy section. to place it into your alchemical flask. During that
time read the potion tag. The potion expiration
does not change. You will turn in the tag at check
Caustic Reaction 3 out after the effect is used or the potion expires.
You can prepare volatile acids and store them in
If the potion has a side effect then you suffer that
your alchemical flask. You can pour them forth
effect as you work with the potion. The potion is
later and hurl them at your enemies. To use this
stored without the side effect. If the potion has an
skill you must spend at least one minute role
Imbue of Inflict effect it is destroyed when you
playing the preparation at your alchemical lab.
start this process and read the tag.
You consume one measure of Alkahest to add
two measures of acid to your alchemical flask.
You can add no more than two measures of acid Enhance Alchemical Flask 2*
at any one time to your flask. You can pour forth You are more skilled at creating and maintaining
the acidic substance by touching a packet to the your alchemical flask. You may purchase this
opening of your flask and immediately throwing skill two times. Each level of this skill increases
it at an enemy, calling out "2 Damage by Acid." the capacity of your alchemical flask by 5
Each attack consumes one measure of acid. You measures up to a limit of 20 measures.
may return to your lab when both measures of
acid are used and consume another measure of Enhance Alchemy Lab 2*
Alkahest to create two more measures of acid. You are more skilled at crafting and maintaining
your alchemy lab. You may purchase this skill
Craft Alkahest 2 two times. Each level of this skill increase the
You spend time between events creating Alkahest capacity of your alchemy lab by 10 measures of
and storing it in your Alchemy lab. You spend 1 Alkahest up to a limit of 40 measures.
silver for every 10 measures of Alkahest you
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Quicken Reaction 2
Your alchemy lab is empowered to quicken the A Disarming Shot 4
alchemical reactions used to create substances. You are capable of precise shots that knock
You may create up to 8 substances per event weapons and items from the hands of your
instead of the usual 5. targets. You exhaust a point of Water, call out
"Disarm <limb>" and fire an arrow. If it hits the
target, the target takes the effect of a Disarm.
Web Dissolution 1
You can prepare a solvent that dissolves webs
and store it in your alchemical flask. You can Duck For Cover 4
pour this substance forth later to free people from You may exhaust 3 points of Water to negate any
effects with the Web trait. You may spend one one missile or packet attack. You must call out
minute and consume one measure of Alkahest "Avoid" when you use this skill.
preparing this substance to place it into your
alchemical flask. You can create only one From Ash To Iron 5
measure of solvent at a time. Touch a packet to You may exhaust a point of Earth to strengthen
the opening of your alchemical flask, touch a your bow so it can be used as a parrying device.
recipient and call out "Cure Web by Magic" to You must role play polishing and working with
destroy the web. the bow for at least one minute to strengthen the
bow. If the bow prop has been approved by staff
Web Patch 2 as a parrying weapon you may block melee
Once per event you may throw a substance from attacks with the bow as if it was a melee weapon.
your alchemical flask that quickly forms into Using it in such a manner snaps the string and
sticky webs. You may spend one minute and makes it unable to fire arrows until you spend at
consume two measures of Alkahest preparing this least 3 seconds to "restring" the bow. You may
substance to place it into your alchemical flask. not under any circumstance strike an opponent
You can create only one measure of web at a with your bow prop. The strengthening of the
time. You can cast forth the substance by bow lasts until the event ends or until you refresh
touching a packet to the opening of your your attributes.
alchemical flask and immediately throwing it at
an enemy, calling out "Quick Root by Web." Knowing Nature's Bounty 2
This skill allows you to live in the wild. So long
as you do not maintain the trappings of civilized
Archer Skills 3 lands, and your clothing and accessories appear
as though they were scavenged out of ruins, you
The Crucial Shot 1 do not have to pay monetary or food maintenance
You exhaust one point of Air to make a critical costs. You cannot use this skill if you end an
strike firing a bow or crossbow. You call "5 event with a condition that prevents the use of
Damage" and fire the weapon. The attribute cost game skills.
is exhausted only if the strike lands and the
opponent acknowledges it through role playing or
negates it with a defense.
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exhaust a point of Earth and the opponent will the strike lands and the opponent acknowledges it
suffer the effects of a Maim on that limb. The through role playing or negates it with a defense.
attribute cost is exhausted only if the strike lands (You do not strike at the throat; the name of the
and the opponent acknowledges it through role skill is for flavor only.)
playing or negates it with a defense.
The Walls Have Ears 3
A Knife in the Back 1 You have learned how to use the darker side of
You may exhaust a point of Water to make a society to dig up rumors and information that
melee attack from behind that causes devastating people may have learned in the course of
damage. You must be behind an opponent and be "normal" business. If you spread some money
able to see both shoulder blades. The attack around you often hear rumors or tales about the
causes "5 Damage" and can be made with any things other groups have seen and jobs they
melee weapon. The attribute cost is exhausted might have been hired for. This is an information
only if the strike lands and the opponent skill that requires you to spread around money to
acknowledges it through role playing or negates loosen lips. You submit a question between
it with a defense. events as described in the Information Skills
section above. If the question is appropriate for
this dangerous element you may receive
Striking the Nerve 2 knowledge appropriate to your question.
You may exhaust a point of Air to make a nerve
strike with a melee weapon. You call out
"Agony" and strike with the weapon. The Waylay 1
attribute cost is exhausted only if the strike lands This skill represents a crack on the back of the
and the opponent acknowledges it through role head of a victim to knock the victim out. You
playing or negates it with a defense. must be behind an opponent and exhaust a point
of Air to use this skill. This skill cannot be used
while running; your feet must be still when you
The Serpent's Touch 2 use the skill. You call out "Stun" and tap that
This skill allows you to apply and use blade
opponent on the back of the shoulder with a
venoms on any bladed weapon. The skill can be
melee weapon. The attribute cost is exhausted
used on melee weapons or thrown weapons or
only if the strike lands and the opponent
even projectile weapons that are bladed. You call
acknowledges it through role playing or negates
out the effect of the poison when you make an
it with a defense.
attack. The poison is used up only if the strike
lands and the opponent acknowledges it through
role playing or negates it with a defense. Beastmaster Skills 2
You draw strength and magical power from your
Throat Slit 4 affinity with natural beasts. You manifest powers
If you are behind your opponent you deliver a by drawing on your own bestial nature. All spells
slice in a manner that prevents the opponent from purchased under this header are devotion spells.
calling out. You must be behind an opponent and
be able to see both shoulder blades. Exhaust a Armed as the Hunter 2
point of Fire, call "Silence" and strike with the This skill allows you to grow and retract claws in
weapon. The attribute cost is exhausted only if both hands that you may attack and parry with.
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You may fight with a claw in each hand at the between uses of this skill. Any remaining strikes
same time, but you may not fight with claws and are lost when the event ends or when you refresh
other weapons or a shield. You may use one attributes.
medium claw and one short claw. The time it
takes to prepare the claws or put them away is the Combat Anticipation 4
time it takes to grow or retract the claws. You are skilled at protecting vulnerable areas and
twisting with blows to quickly recover from
Back to Guard 2 debilitating strikes. You may purge one Agony or
If you are fighting with a melee weapon, you Maim effect by role playing a painful recovery
may exhaust one point of Water to call out for 3 seconds and exhausting a point of Air. You
"Disengage" as described in the effects section. must call out "Purge" when you use this skill.
Claw Frenzy 2
You exhaust two points of Earth to make a Nature's Renewal 1
Three times per event if you are in the wilderness
critical strike with a claw. You call "5 Damage"
where no buildings are visible you may reduce
and strike with the claw. The attribute cost is
the resting time to use Void to refresh your
exhausted only if the strike lands and the
attributes. You need rest only one minute to
opponent acknowledges it through role playing or
refresh attributes when you use this skill.
negates it with a defense.
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You can call upon your faith to heal wounds. You Nature's Whisper 2
may touch a packet to an ally and call out "Heal You enter natural lands and attempt to commune
by Faith" up to 4 times. You are considered to be with nature to gain guidance and knowledge. You
casting when you use this ability. You cannot may pursue knowledge about the happenings in
have weapons in your hand unless you have a the forests and wild lands you inhabit. This is an
skill that allows you to cast while holding a information skill that does not require you to pay
weapon, and you can be interrupted by an attack. money. You submit a question between events as
This ability may be refreshed by spending one described in the Information Skills section above.
minute in an area consecrated to your patron. The If the question is appropriate for the spirits of
area must be marked with an Information tag nature you may receive knowledge appropriate to
stating it is so empowered. You may refresh this your question.
ability an unlimited amount of times so long as
you can visit a consecrated area. The Sphere of Legacy 3
This skill allows you to learn spells from the
Divine Power 3* Legacy sphere. These spells are purchased and
This skill gives you 1 point of Karma for each used like skills.
time it is purchased. These points are refreshed
when you refresh Attributes with Void. These The Sphere of Wayfare 3
points of Karma are used to cast divine spells. This skill allows you to learn spells from the
You may exhaust a point of Karma in place of a Wayfare sphere. These spells are purchased and
point of Air, Earth, Fire, or Water when casting used like skills.
divine spells. You cannot exhaust a point of
Karma in place of a point of Void.
The Sphere of Weald 3
This skill allows you to learn spells from the
Knowing Nature's Bounty 2 Weald sphere. These spells are purchased and
This skill allows you to live in the wild. So long used like skills.
as you do not maintain the trappings of civilized
lands, and your clothing and accessories appear Tree Meld 4
primitive, you do not have to pay monetary or You can meld with a tree of significant size to
food maintenance costs. You cannot use this skill become a spirit and protect you from attacks.
if you end an event with a condition that prevents Touch a large tree with both hands, exhaust 2
the use of game skills. points of Water, and say "Imbue by Magic" to
activate this ability. The tree must be large
Nature's Embrace 2 enough around that your hands cannot touch
When you are violently struck down you are thumbs and finger tips when wrapped around the
sustained by the wilderness around you. If you trunk. So long as you do not move you gain the
fall unstable in the wilderness you may exhaust a Spirit defense and become immune to most
point of Fire as you fall to immediately become attacks. You gain the Plant trait and the Spirit
stable. This skill can be used only if you are in trait. Any attack that is not beneficial that is "to
the woods and no buildings are within line of Plant" or "to Spirit" will affect you and knock
sight. you out of Spirit form. Otherwise you will stay in
spirit form until you choose to move.
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Buckler 2
The Weald's Blessing 2 This skill allows you to use a buckler. You cannot
This skill allows you to hold and use any blunt use a larger shield with this skill.
wooden weapon while you are casting spells,
overriding the restriction that casting requires Celerity 3
both hands to be empty. You must have a skill Your quick wits and reflexes protect you from
with the weapon in question to use this ability. damage. You may spend 1 point of Air and rest
for one minute to give yourself 2 armor points.
These armor points can also be refreshed by
Duelist Skills 4 resting for 1 minute. Choose how you role play
your resting time. You cannot use this spell if you
Always Prepared to Fight 3 are already protected by armor points, and these
When you are about to engage in a formal duel points are lost if you put on or activate any other
that has been accepted by all participants, you armor or ability that gives you armor points.
may exhaust a point of Fire to temporarily refresh These armor points last until the end of the event
your Attribute points. The conditions of the duel or until you refresh attributes with Void.
must be agreed upon by all parties and cause
blood to be drawn. There can be no one else on The Clumsy Shield 2
your side. You must fight alone, although you are If you are in a formal duel where you have used
free to duel multiple opponents. When the duel Always Prepared to Fight you may, once per
has finished, your Attributes go back to what they duel, use an opponent's shield against them. If
were right after you spent Fire to activate this you are not using a full sized shield and your
ability. If the duel is interrupted or someone steps opponent is using such a shield you may avoid
in on either side who was not one of the one attack from the opponent by using their own
participants then the duel ends and your shield against them. You call out "Avoid" to
Attributes reset. During the duel you may not use negate the attack.
beneficial effects on others. Beneficial effects
you use on yourself end when the duel ends
unless they are Heal or Cure effects. Vitality is Combat Anticipation 4
You are skilled at protecting vulnerable areas and
not affected by the start or end of this ability.
twisting with blows to quickly recover from
debilitating strikes. You may purge one Agony or
Back to Guard 2 Maim effect by role playing a painful recovery
If you are fighting with a melee weapon, you for 3 seconds and exhausting a point of Air. You
may exhaust one point of Water to call out must call out "Purge" when you use this skill.
"Disengage" as described in the effects section.
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agree the person should be forgiven you may Blood in the Pit 1
touch the person so marked with the blade of Once per event if you are unstable and you are
your sword, exhaust 3 points of Fire, and call out about to die because your one minute death count
"Cure Coward by Inspiration" to remove the trait. is expiring you may choose to become stable
instead. You receive the effect of a Stabilize.
It is rumored that Duelist masters can cause those
so condemned to break ranks, step aside from Buckler 2
battle, or fall prey to weakness. The abuse of this This skill allows you to use a buckler. You cannot
skill, both in its use and in the redemption of use a larger shield with this skill.
someone another duelist has condemned, has on
more than one occasion caused arguments
between schools and dueling masters to turn Combat Anticipation 4
violent. You are skilled at protecting vulnerable areas and
twisting with blows to quickly recover from
debilitating strikes. You may purge one Agony or
Witty Repartee 2 Maim effect by role playing a painful recovery
Once in a duel where you have used Always for 3 seconds and exhausting a point of Air. You
Prepared to Fight you may call out your Witty must call out "Purge" when you use this skill.
Repartee incantation to refresh one point of Air,
Earth, Fire, or Water if you have used that
attribute in this duel. The incantation must be A Crippling Blow 1
You may attempt to make a crippling attack with
submitted to and approved by plot, but you can
a melee attack against a foe's limb. You call out
have more than one incantation so you can pick
"Maim" and strike a limb. If the blow lands you
an appropriate retort. The incantation must take
spend a point of Earth and the opponent will
at least 3 seconds to deliver, and you must deliver
suffer the effects of a Maim on that limb. The
it with a flourish.
attribute cost is exhausted only if the strike lands
and the opponent acknowledges it through role
With a Twist of the Wrist 3 playing or negates it with a defense.
You may exhaust 2 points of Water to strike an
opponent's weapon with a sword and rip it free
from an opponent's hand. You must call out Critical Strike 2
You exhaust 2 points of Earth to make a critical
"Disarm" when you hit the weapon. This attack is
strike with a melee weapon. You call "5 Damage"
treated as a limb hit in that it may be negated
and strike with the weapon. The attribute cost is
with a Parry.
exhausted only if the strike lands and the
opponent acknowledges it through role playing or
Gladiator Skills 5 negates it with a defense.
A Desperate Defense 2
Back to Guard 2 If you are wielding a melee weapon you are
If you are fighting with a melee weapon, you skilled with, you may exhaust 2 points of Earth to
may exhaust one point of Water to call out negate any melee attack that strikes one of your
"Disengage" as described in the effects section. limbs. Ranged attacks cannot be negated, nor can
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attacks that strike the torso. You must call out the great glaive must also be padded, although
"Parry" when you use this skill. you can use 3/8” padding for the grip of the staff
so long as the full 5/8” is used for the striking
Double Glaive 2 surfaces. The great glaive can be held in the
You have the ability to use a double glaive in middle, and you can choke up and hold the
combat. This weapon is a shafted weapon with a bladed portion if you have gauntlets to protect
blade on both ends. It has a minimum length of your hands. The great glaive cannot be used in
48" and a maximum length of 64". A double one hand.
glaive is constructed in a manner similar to a
staff, except it has a blade at both ends. Each Heart of the Lion 1
blade must be at least 1/3 of it's entire length. The You exhaust one point of Fire to resist one attack
double glaive can be held in the middle, and you based on Fear.
can choke up and hold the bladed portion if you
have gauntlets to protect your hands. You can I Know That Tactic 5
also block with the double glaive with one hand You exhaust 3 points of Fire to avoid any one
although you can not attack while using the melee attack. You become wary of any melee
weapon in this fashion, and if you have a skill attack that delivers that specific effect. You can
that allows you to use two weapons you can use a now avoid any melee attack with that same
weapon in your other hand so long as it is effect, regardless of the attack trait, by exhausting
medium length or less. 1 point of Fire. You call out "Avoid by Guard"
when negating a melee attack with this ability.
A Flurry of Strikes 2 Once this ability is activated you cannot use it on
You may exhaust a point of Water to call "2 a different effect; it is locked onto that effect until
Damage" with a melee attack up to two times. the event ends or you refresh attributes with Void.
You exhaust the attribute the first time you swing You can use this skill to avoid a Damage effect,
using this effect. One use is consumed if the but it locks onto the exact amount of Damage
strike lands and the opponent acknowledges it you avoided and it cannot be used on melee
through role playing or negates it with a defense. attacks that do a different amount of damage.
You need not use the strikes consecutively.
Uncalled strikes and other skills may be used A Little Something Extra 2
between uses of this skill. Any remaining strikes This skill allows you to use a small melee
are lost when the event ends or when you refresh weapon in your off hand.
attributes.
Resilience 3
Great Glaive 2 You are tough. So long as you are conscious you
Prerequisite: Double Glaive may spend 3 seconds of role playing - wiping
You can use a great glaive. This two handed blood from your face, shaking your head clear, or
weapon is a double bladed polearm. The weapon similar actions - to shrug off your wounds. You
has a minimum length of 60" and can be no more exhaust a point of Water and call out "Heal 2 to
than 72" long. Each end has a polearm blade and Self" to Heal 2 of your Vitality. This ability will
full 5/8" padding that covers at least 1/3 of the not heal effects other than damage.
total length of the blade. The middle section of
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Rile Up the Crowd 3 said that heralds exist on the fringes of society
You have developed a unique way to excite the that help spread tales for companies that worship
crowd and restore your ability to fight. You the dark gods but the College of Heralds has
choose a unique pose and slogan that go together never verified or acknowledged such individual
and take at least 3 seconds to perform. One time heralds.
you can do this move to Refresh 1 point of Air,
Earth, Fire or Water. If you have the Resilience Many of the Herald skills allow you to support a
skill you can choose to pay its cost and use that group of individuals called a Company. In order
skill in the same 3 second time as part of your to do this you must spread tales of their deeds
role play. This skill refreshes when you use Void and their goals to empower the magic in their
to refresh your attributes. name. You may become an official Herald for
only one Company at a time. It is for this group
that you work your magic. When you help to
A Second Weapon 2 form a new Company you must approve the
Prerequisites: A Little Something Extra
Company name with plot. The Company name
This skill allows you to use a medium sized
will become a trait for members of your group.
melee weapon in your off hand.
To avoid confusion, the name cannot have one of
the standard traits in its title. Plot may decide that
The Twin Threat 2 a proposed name is too close to an existing
Prerequisite: A Second Weapon Company or group, that the name is too close to a
This skill allows you to use any one handed common trait, or that the name does not fit with
melee weapon in your off hand. the flavor of the game. If a name is rejected then
the Guild of Heralds rejects the name. The Guild
must often reject Company names for various
Herald Skills 3 reasons.
You are the voice and heart for a group of
individuals called a Company. A Company is a Although the official title for a Company is often
group of people that form for some common preceded by "The Company of..." when officially
purpose. Many companies are military, and some introducing the group, the trait need not be
form to support a personage of noble bearing. lengthened to include this formality to keep
Through years of excellence and faithful service verbals brief. You must create and maintain a
the Heralds of the land have gained their own standard that displays the colors of the Company
magic that allows them to inspire others and give in order to use standard magic. This standard
strength to members of their Company. Heralds must be large enough to be visible on the
also pick up skills that help groups function. You battlefield among the waves of violent chaos. If
act as organizer and standard bearer for the another Herald feels your standard in inadequate
Company. You have contacts in the Guild of they may file grievance with the Guild of
Heralds that help you with your duties. By Heralds. If you do not belong to the Guild of
registering your Company name, its goals, and its Heralds you are drained of your ability to use any
colors with the Guild of Heralds you help to Herald skill and you lose the Herald trait.
build the legend and the reputation necessary to
power your magic. The Guild of Heralds Heralds wear scarves or other pieces of costume
maintains a strict neutrality in its dealings. It is that prominently display a checkered pattern.
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This pattern is often black and white, though and at the end of the event. You may only have
sometimes a Herald will use the colors of the one of these abilities active at any time.
Company in this pattern. Many honorable folk
will refrain from attacking Heralds unless they Banner of Courage 2
take an active part in combat. Heralds also If you are carrying your battle standard with the
traditionally conduct parlays while displaying the colors of your company prominently displayed
checkered scarf as a makeshift flag and it is you may exhaust a point of Fire to cry out "By
considered dishonorable to attack a Herald acting My Voice, Cure Fear to <Company Name>" and
in that capacity. It can also get you in trouble give them courage.
with the Guild of Heralds and that makes your
own Herald's life more difficult. Banner of Respite 2
If you are carrying your battle standard with the
There is a chapter of the Guild of Heralds in colors of your company prominently displayed
Locksmoor that specifically supports Heralds you may exhaust a point of Air to cry out "By My
among the Druids and Barbarians and wilder Voice, Stabilize to <Company Name>" and
folk. These Heralds carry on the storytelling prevent them from bleeding out.
traditions of their ancestors. Some carry banners
decorated with fur and bone. They call their
groups Circles rather than a Companies. They Banner of Healing 4
If you are carrying your battle standard with the
call themselves Skalds or Ghost Talkers. The
colors of your company prominently displayed
Guild of Heralds welcomes them and they share a
you may exhaust 2 points of Earth to cry out "By
common magic despite the difference in culture.
My Voice, Heal 2 to <Company Name>" to heal
As a show of solidarity the wilder folk also carry
their wounds.
a checkered pattern when traveling outside the
lands where they are known, although for them it
is usually a long strip that is folded and hung off Carry the Fallen Banner 2
their belt. You may take up the banner for another
Company and become their Herald by
temporarily setting aside your own Company
Aid Station 2 trait. You can only become the Herald for one
If you are carrying your battle standard with the
Company at any time. Gather in a circle with the
colors of your company prominently displayed
banner of another company and at least 3
you may summon energies that restore health and
members of that company. Concentrate or role
vigor to your Company and their allies. Call out
play for one minute to draw on the magic of that
"Imbue by <Company Name>" and exhaust a
company and their banner. Take up the banner,
point of Water. So long as you are holding your
touch at least three willing members of that
battle standard you may deliver two healing
company and say "Imbue to <Company Name>"
effects by packet. You must call out "Heal by
to draw magic from each of them. When the
Magic" for each, but you need Imbue the power
ritual is complete you lose your own Company
only when it is first used. This magic ends when
trait and replace it with the trait of the new
those two effects are used, when you drop the
Company. You are now part of the new Company
banner, when you use Void to refresh attributes,
and may use your skills to empower this
Company. You can no longer use your skills to
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empower your old Company; that magic is question is appropriate for the Guild of Heralds
temporarily suppressed. You may spend a full and the Companies they might belong to you may
minute of concentration to end this effect and receive knowledge appropriate to your question.
restore your own Company trait.
Initiation 3
Battlefield First Aid 1 You can empower an initiation ritual so that up to
The time required for you to use First Aid to 14 members can be mystically linked to your
stabilize or cure a Maim effect is reduced to 30 Company. Your company must perform a ritual
seconds. of initiation in your presence. The ritual must be
at least one minute long but most are longer and
Courier 2 most are elaborate. You empower the initiation to
Between events you may pay 1 silver to attempt induct new members into the group, consuming
to send letters to other characters in the world. one True Void for each member initiated into the
You may pay the cost and you may send an group. The Herald must turn in these True Void
electronic copy of the physical letter to plot by the end of the event. When the initiation is
between events. You may also turn in a physical complete you touch the new group member and
prop to plot if the physical presentation has some call out "Imbue <Company Name> by Magic" to
significance. You must know where the letter give the member the name of the Company as a
must be sent. You need not attempt to deliver the trait permanently. You may get Imbue tags at
letter yourself; the Guild of Heralds sends it check in or when you turn in the True void.
along to it proper place. There is always a chance
that a letter will be intercepted if you send it You may also use this skill to remove your
someplace dangerous or if someone is attempting Company trait from an individual who is
to foil your attempts. If you believe this is the currently in the Company. You must touch a
case you may increase the amount you pay for willing or helpless character and call out "Inflict
the delivery to help ensure its safety though by Magic" to leave them with an Inflict card that
someone attempting to foil your attempts might removes the Company trait from them
likewise have the ability to pay more to intercept permanently. This also requires and consumes
the letter. one True Void which must be turned in by the
end of the event.
Ears of the Company 3
You are the eyes and ears of your Company, and Heraldic Eloquence 3*
you are constantly gathering information with You may purchase this skill up to three times.
other Companies and trading knowledge with This skill gives you 1 point of Eloquence for
other members of the Guild of Heralds. If you each time it is purchased. These points are
spread some money around you often hear refreshed when you refresh Attributes with Void.
rumors or tales about the things other groups These points of Eloquence are used with Herald
have seen and jobs they might have been hired skills. You may exhaust a point of Eloquence in
for. This is an information skill that requires you place of a point of Air, Earth, Fire, or Water when
to spread around some money to loosen lips. You using Herald skills. You cannot exhaust a point of
submit a question between events as described in Eloquence in place of a point of Void.
the Information Skills section above. If the
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who has heard the evidence and supports this act are already protected by armor points, and these
touches the accuser, exhausts a point of Fire, and points are lost if you put on or activate any other
calls out "Imbue by Will" to show they have armor or ability that gives you armor points.
empowered the accuser. If you are the accuser These armor points last until the end of the event
and you are empowered by three other Highborn or until you refresh attributes with Void.
you can confront the errant Highborn and reveal
their base acts. You must confront them with a Calming the Inner Self 2
short declaration of why they are condemned. It's You have developed a sense of inner calm that
all about the panache with which you accuse allows you to exhaust a point of Air to negate one
them. Exhaust 3 points of Fire, point at the attack with the Frenzy or Weakness effect. You
Highborn, and call out "By My Gesture, Inflict must call out "Resist" when you use this skill.
Uncivilized to Highborn" to show they are
unworthy. Chi Strike 2
You exhaust 2 points of Air to make a critical
If a Highborn has been unjustly persecuted, or a strike with a staff. You call "5 Damage" and
Highborn declared uncivilized has shown proper strike with the staff. The attribute cost is
remorse, you may also use this skill to exonerate exhausted only if the strike lands and the
them. You gather three other Highborn who must opponent acknowledges it through role playing or
agree with you and empower you in the manner negates it with a defense.
described above. If you are so empowered by a
council who have discussed the situation and
agree the Highborn should be forgiven you may Combat Anticipation 4
touch a Highborn so marked, exhaust 3 points of You are skilled at protecting vulnerable areas and
Fire, and call out "Cure Uncivilized to Highborn" twisting with blows to quickly recover from
to remove the trait. debilitating strikes. You may purge one Agony or
Maim effect by role playing a painful recovery
for 3 seconds and exhausting a point of Air. You
Mystic Skills 3 must call out "Purge" when you use this skill.
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together, and become motionless. So long as you with life or retrieve a needed item before it fades
do not move you gain the Spirit defense. Only with you.
game effects that specifically include "to Spirit"
in the verbal will work on you. Any attack that is Staff of the Arcane 3
not beneficial with "to Spirit" in the verbal that This skill allows you to hold and use any staff
strikes you will immediately end this ability. while you are casting spells, overriding the
restriction that casting requires both hands to be
Mental Fortitude 4 empty. You must have a skill with the weapon in
Due to your mental discipline, you may exhaust a question to use this ability.
point of Air to resist one attack based on a Mental
trait. You must call out "Resist" when you use The Will To Live 3
this skill. This skill allows you to survive if you are struck
by an attack that inflicts the Death effect. Instead
Setting the Blade Aside 5 of being struck dead, you may exhaust 2 points of
You may exhaust 2 points of Fire to strike an Fire and collapse in an unstable state with no
opponent's weapon with a staff and rip it free Vitality. This skill does not work against a Death
from an opponent's hand. You must call out Strike, nor will it protect you if you die from
"Disarm" when you hit the weapon. This attack is bleed out. You may use this skill even if you are
treated as a limb hit in that it may be negated unconscious.
with a Parry.
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When you as Paladin draw on Shadow, you slip Armored with Shadow 3
into the space between the strands of the Paladin of Shadow
Tapestry. You draw on all those places that are Prerequisite: Armored For War 2
undefined, vague, or lack purpose. Shadow is the Once per event if you are wearing an armor prop
visual manifestation of the spaces between the worth 4 points of armor that is also articulated or
weave, where mystery is strong and reality lacks has prominent shoulder pauldrons you may
form. Is is said that much of the Realm of imbue your armor with the power of penumbra.
Shadow was corrupted by the Foul, and that Call out "Armor me in Twilight! Imbue by
sometimes Paladins of Shadow who draw too Shadow" to activate the power. Deepest Shadow
deeply from that Shadow also become corrupt envelops your form. You shrug off the next 3
and go mad. These unfortunate individuals fall called melee, missile, or packet attacks that strike
and become Paladins of Darkness, blighted and you, taking only a point of uncalled damage from
mad individuals who feed on the corruption of each. Call "Reduce by Shadow" to each attack.
the Tapestry and draw power from it. You may
not purchase skills of Light. Back to Guard 2
If you are fighting with a melee weapon, you
If a Paladin of Shadow ever ends an event with may exhaust one point of Water to call out
the Malediction trait they must alert plot in "Disengage" as described in the effects section.
writing with the circumstances of their affliction
within two weeks of the end of the event.
Buckler 2
This skill allows you to use a buckler in combat.
Armored for War 2*
This skill allows you to wear more than 2 points
of armor. Each time the skill is bought, the Combat Anticipation 4
You are skilled at protecting vulnerable areas and
amount of points you may wear is increased by 1
twisting with blows to quickly recover from
up to a maximum of 4. You must have a proper
debilitating strikes. You may purge one Agony or
armor prop to use this skill.
Maim effect by role playing a painful recovery
for 3 seconds and exhausting a point of Air. You
Armored with Light 3 must call out "Purge" when you use this skill.
Paladin of Light
Prerequisite: Armored for War 2
Once per event if you are wearing an armor prop Darkness, My Enemy 3
You are strengthened against creatures of
worth 4 points of armor that is also articulated or
darkness. If an enemy uses an attack or defense
has prominent shoulder pauldrons you may
with the "by Malediction" or "by Darkness" trait
imbue your armor with the power of radiance.
you are empowered with two strikes that can be
Call out "Armor me in Radiance! Imbue by
used against that enemy. Paladins of Light call
Light" to activate the power. Radiant light
out "2 Damage by Light" with each strike.
envelops your form. You shrug off the next 3
Paladins of Shadow call out "2 Damage by
called melee, missile or packet attacks that strike
Shadow" with each strike. If the enemy leaves
you, taking only a point of uncalled damage from
your field of vision or you become unsure which
each. Call "Reduce by Light" to each attack.
enemy called on that dark power then the effect
ends. You may choose to activate this skill any
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time an enemy calls an attack or defense with one Malediction. Call "Avoid by Shadow" to negate
of those traits but if you are already empowered the attack.
with strikes those are lost when you reactivate
this skill. Radiant Strike 2
Paladin of Light
A Desperate Defense 2 You exhaust 2 points of Earth to make a strike of
If you are wielding a melee weapon you are pure light with a melee attack. You call "5
skilled with, you may exhaust 2 points of Earth to Damage by Light" and strike with the attack. The
negate any melee attack that strikes one of your attribute cost is exhausted only if the strike lands
limbs. Ranged attacks cannot be negated, nor can and the opponent acknowledges it through role
attacks that strike the torso. You must call out playing or negates it with a defense.
"Parry" when you use this skill.
Reveal the Darkness 2
Healing Touch 4 You spend one point of Air to reveal creatures of
You can imbue your touch with the healing darkness. Paladins of Light call out "By My
power of creation. You can cast spells with Voice, Expose Malediction by Light." Paladins of
beneficial effects by touching a recipient even if Shadow call out "By My Voice, Expose
you have a weapon or shield in your other hand. Malediction by Shadow." If you suspect that
You may also channel your power to heal others. infernal power is attempting to manipulate the
Spend a point of Water and touch a recipient with Tapestry you may expose the Demon trait instead
a packet. Paladins of Light call out "Heal by of the Malediction trait.
Light." Paladins of Shadow call out "Heal by
Shadow." Attempts to deliver beneficial effects Searing Light 1
and healing will be disrupted by incoming attacks Paladin of Light
that strike you in the same manner as spells. You may exhaust a point of Air to surround a
melee attack with searing light. You call out
Heart of the Lion 1 "Agony by Light" and strike with the attack. The
You spend one point of Fire to resist one attack attribute cost is exhausted only if the strike lands
based on Fear. and the opponent acknowledges it through role
playing or negates it with a defense.
Heart of Radiance 1
Paladin of Light Shadow's Grasp 1
You spend one point of Fire to resist one attack Paladin of Shadow
based on Darkness, Disease, Despair or You may surround a melee attack with seething
Malediction. Call "Resist by Light" to negate the shadow and use it to weaken your foe. Exhaust 1
attack. point of Air to call out "Quick Weakness by
Shadow" or exhaust 2 points of Air to call out
Heart of Gloom 1 "Weakness by Shadow" and strike with the
Paladin of Shadow attack. The attribute cost is exhausted only if the
You spend one point of Fire to avoid one attack strike lands and the opponent acknowledges it
based on Cold, Confusion, Darkness or through role playing or negates it with a defense.
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divine spells. You cannot exhaust a point of and call "Imbue Companion by Nature" to form
Karma in place of a point of Void. this link. You may only link with one Shoathri in
this manner, and that Shoathri cannot already
Divine Sphere 3* have the Companion trait. So long as they are in
Choose one sphere available to priests of the god beast form you draw strength from them. You can
you worship. This skill allows you to learn spells touch a packet to this companion and call out
from that one sphere. These spells are purchased "Stabilize to Beast" if they are down. You can
and used like skills. You may purchase this skill exhaust a point of Fire and touch your companion
once for each sphere available to priests of your with a packet to call out "Heal 2 to Beast." If you
god. are familiar with their racial skills you may use
them as if you also had them, although you must
pay any costs, abide by any restrictions, and obey
Divine Empowerment Varies limits to the number of times they may be used
This skill gives you an ability from your patron.
when using them. You may also touch a willing
The effects vary depending on the nature of your
or helpless Shoathri and call out "Diagnose
patron. The cost for this ability varies.
Companion" to see if they are linked with this
skill. This ability lasts until the end of the event.
Wisdom of the Saints 3
You may call upon the wisdom of the Saints of Back to Guard 2
your god, asking for guidance from them. You If you are fighting with a melee weapon, you
sequester yourself in prayer and meditation and may exhaust one point of Water to call out
call to them for their aid as sources of wisdom. "Disengage" as described in the effects section.
You may pursue knowledge about religious
matters in a temple or other holy place. This is an
information skill that does not require you to pay Break Trance 2
You have some method of snapping people out of
money. You submit a question between events as
effects with the Trance trait. You may role play
described in the Information Skills section above.
for 3 seconds and touch a packet to a recipient to
If the question is appropriate for the spirits of
call out "Cure Trance by Will."
nature you may receive knowledge appropriate to
your question
Buckler 2
This skill allows you to use a buckler. You cannot
Ranger Skills 5 use a larger shield with this skill.
You are a warrior and a woodsman, adept at
combat and survival. Rangers are particularly A Desperate Defense 2
adept at using spears. You are self sufficient and If you are wielding a melee weapon you are
skilled at survival in the wilderness. skilled with, you may exhaust 2 points of Earth to
negate any melee attack that strikes one of your
Animal Companion 5 limbs. Ranged attacks cannot be negated, nor can
Your understanding of beasts allows you to form attacks that strike the torso. You must call out
a mystical link with another character who is a "Parry" when you use this skill.
Shoathri. Once per event you may concentrate
with a willing Shoathri character for one minute
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Elusive 5 Lockpicking 1
You may enter a defensive state where you dodge This skill allows you to attempt to pick game
and weave around attacks through sheer locks. You can attempt to pick locks that are
determination and focus. Spend a minute of opened by keys and to open combination locks.
concentration to activate this skill and empower For locks with keys, you must use tools and
your elusive state. While you remain in this actually open the lock. Only locks approved by
defensive state you may exhaust 2 points of Fire the staff will be allowed in the game. For
and call "Avoid" to negate any melee, missile or combination locks, each will be marked on the
packet attack that strikes you. This defensive back with a special code. Characters with the
state ends if you become unconscious, make a Lockpicking skill will be given the code
melee, missile, or packet attack, or use any effect translation. This code will tell you what the first
that is not beneficial. two numbers of the three number code is. You
will have to play with the lock to determine what
the third number is to open the lock.
Escape Artist 2
You exhaust one point of Water to purge one
Paralyze, Root, or Slow effect with a Physical Manipulate Traps 1
This skill allows you to attempt to arm or disarm
trait. You may also exhaust 2 points of Water and
traps. Without this skill you can avoid traps, but
spend three seconds of role playing to slip
you cannot attempt to manipulate them without
shackle props off your body and end that effect.
setting them off. In order to disarm a trap you
must actually use tools to prevent the mechanical
Finding the True Worth 1 trigger from setting off the part that makes noise
This skill allows you to examine an item to and causes damage to you.
determine the value of that item and to use
valued items as currency at check out. Each tag
has the monetary value marked with a code. A Now You See It, Now You Don't 2
This skill allows you to exhaust one point of Air
character with this skill gets an Evaluate sheet
to hide one item for five minutes on your person.
that explains how to decipher that code. The
The item cannot be in plain sight. If you are
value will not take into account any magical
searched you do not have to reveal the presence
properties of the item. Only the quality and
of the item. If the item is actually spotted by
materials of the construction of the item are
someone, however, this skill fails. The skill will
considered when using this skill. You role play
work for five minutes even if you are killed
examining the item as you decipher the code and
during that time.
determine the actual value of the item. You
cannot allow anyone else to use your Evaluate
sheet, and you cannot decode the runes, even if Scavenger 2
you remember how to do this, unless you have This skill allows you to spend time between
this skill. Although you would normally find a events scraping to gather the money and food you
need to sustain yourself. So long as you do not
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maintain the trappings of the rich, and your section above. If the question is appropriate for
clothing and accessories appear worn, you do not this dangerous element you may receive
have to pay monetary or food maintenance costs. knowledge appropriate to your question.
If you spend the entire time between events away
from civilized lands you cannot use this skill. Wary of the Trap 2
You cannot use this skill if you end an event with You can exhaust a point of Water to avoid the
a condition that prevents the use of game skills. effect of one trap. You must call out "Avoid"
when the trap is triggered to use this skill. The
The Skeleton Key 5 trap does not affect you or your possessions, but
If, after at least a minute of trying to pick a lock, it will still have secondary effects such as
you cannot get it open you may spend 3 points of destroying containers and possibly affecting your
Earth to force the tumblers and open the lock. companions.
You must call out "Inflict by Inspiration" and you
can open the box, door, or latch the lock is
attached to as if the lock was opened. This will
Runesmith Skills 2
only open one lock, and it will not affect traps in
any way. Armored for War 2*
This skill allows you to wear more than 2 points
of armor. Each time the skill is bought, the
Waylay 1 amount of points you may wear is increased by 1
This skill represents a crack on the back of the up to a maximum of 4. You must have a proper
head of a victim to knock the victim out. You armor prop to use this skill.
must be behind an opponent and exhaust a point
of Air to use this skill. This skill cannot be used Armorsmith 1
while running; your feet must be still when you This skill takes 1 minute to perform and requires
use the skill. You call out "Stun" and tap that at the very minimum an anvil with various tool
opponent on the back of the shoulder with a props. No prop may be sharp or deemed
melee attack. The attribute cost is exhausted only dangerous by the staff. The time is spent patching
if the strike lands and the opponent up the armor. The skill will reset all armor points
acknowledges it through role playing or negates that have been exhausted by damage or ruined by
it with a defense. a Destroy effect.
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props. No prop may be sharp or deemed you are struck by a melee, missile, or packet
dangerous by the staff. The time is spent attack that is not beneficial. If you are interrupted
repairing the weapon. The skill will fix a bone you do not exhaust the point of Earth but you
weapon that has been affected by a Destroy must start the repair from the beginning.
effect, restoring it to working order.
Learn Runestone 1
Buckler 2 You may memorize a special runestone so you no
This skill allows you to use a buckler. You cannot longer need the runestone to create runes. The
use a larger shield with this skill. runestone must explain that you can learn it for
this skill to work. You may spend time between
events learning one runestone. You consume one
Carry the Forge 3 use of the runestone. The runestone is added to
Prerequisite: Armorsmith your runestone list. You may now make one rune
You are empowered to reach into the hottest per event without needing the runestone or
forge and carry with you its very essence. Spend consuming uses of a runestone. You may learn
one minute firing the forge and hammering metal one additional runestone or to learn an additional
to summon this power. Call out "By the Forge, use of a runestone you already know each event.
Imbue by Magic" to draw that essence into your You must consume a use of a runestone each time
hands and arms and hammer. Three times you you use this skill.
may repair armor away from the forge if you
spend one minute to do so. You must take a
hammer with you and use it to make the repairs. Master of Runic Power 4
Prerequisite: Runeweaving 4
The armor need not be removed and you do not
Once per event you may absorb the power of an
need a forge prop to use this skill. The repair is
armor, flesh, or weapon rune you created as you
interrupted if the recipient moves in some
use it. The rune is consumed but you gain the
significant way, engages in combat, or if you are
power to use the rune one additional time. This
struck by a melee, missile, or packet attack that is
empowerment does not count towards your rune
not beneficial. If you are interrupted you do not
restrictions. It fades at the end of the event.
exhaust a repair but you must start the repair
from the beginning. You may refresh these
repairs as often as you would like by spending a Master of Runic Stamina 1*
minute at your forge. Prerequisite: Runeweaving
Your mastery allows you to activate additional
runes before you must rest. You may purchase tis
In the Fires of Battle 5 skill up to 2 times, and for each level of this skill
Prerequisite: Armorsmith you may use up to one additional rune instead of
You may wield a hammer prop to fix armor the normal limit of three before resting. You must
during the chaos of battle. You spend 3 seconds abide by other rune restrictions.
to role play the hammering, exhaust a point of
Earth and say "Repair Armor by Earth" to fix the
suit of armor. The armor need not be removed One With the Blade 4
Prerequisite: Weaponsmith
and you do not need a forge prop to use this skill.
The repair is interrupted if the recipient moves in
some significant way, engages in combat, or if
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Your feel for weapons makes it difficult to repairing the weapon. The skill will fix a weapon
remove them from your hands. You may exhaust that has been affected by a Destroy effect,
a point of Air to resist one Disarm effect. restoring it to working order.
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for 3 seconds and touch a packet to a recipient to as bone and it is the size of a human skull or
call out "Cure Trance by Will." larger if it is the skull of an animal or beast. So
long as you touch this skull you may cast any
Divine Power 3* spell with the Fear effect without an incantation.
This skill gives you 1 point of Karma for each
time it is purchased. These points are refreshed Knowing Nature's Bounty 2
when you refresh Attributes with Void. These This skill allows you to live in the wild. So long
points of Karma are used to cast divine spells. as you do not maintain the trappings of civilized
You may exhaust a point of Karma in place of a lands, and your clothing and accessories appear
point of Air, Earth, Fire, or Water when casting as though they were scavenged out of ruins, you
divine spells. You cannot exhaust a point of do not have to pay monetary or food maintenance
Karma in place of a point of Void. costs. You cannot use this skill if you end an
event with a condition that prevents the use of
Circle of Bones 4 game skills.
Prerequisite: Sphere of Gloaming
You may spend at least one minute creating and Sacred Weapon of Bone 3
empowering a circle of bones and skulls at least This skill allows you to hold and use any blunt
5' in diameter. This circle may not be moved. weapon made from bone while you are casting
While you are in this circle you may spend one spells, overriding the restriction that casting
minute calling to the spirits to bind one to you. requires both hands to be empty. You must have a
This willing spirit empowers you to heal wounds. skill with the weapon in question to use this
You may touch a packet to an ally and call out ability. Only blunt weapons made from bone can
"Heal by Gloaming" up to 4 times before the be used in this manner. Bone weapons cannot be
spirit departs. You are considered to be casting brought into game unless special means are used
when you use this ability. You cannot have to create and maintain them.
weapons in your hand unless you have a skill that
allows you to cast while holding a weapon, and
you can be interrupted by an attack. You may The Sphere of Gloaming 3
This skill allows you to learn spells from the
summon another spirit to refresh this ability by
Gloaming sphere. These spells are purchased and
spending one minute in your Circle of Bones.
used like skills.
You may refresh this ability an unlimited amount
of times so long as you can return to your circle.
If your circle is disturbed then you must spend an The Sphere of Legacy 3
addition minute purifying and reforming the This skill allows you to learn spells from the
circle. Legacy sphere. These spells are purchased and
used like skills.
Death's Fearful Grin 5
You empower a sacred skull to call forth terror in The Sphere of Wayfare 3
your enemies. You may spend a minute of role This skill allows you to learn spells from the
playing to empower a skull prop with the power Wayfare sphere. These spells are purchased and
of Gloaming. The prop may be part of a staff or used like skills.
even affixed to your armor so long as it appears
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To Speak With Ancestors 3 within the circle in your Arcane Sanctum. Arcane
You may call upon the wisdom of your ancestors casters can share this circle, pooling their talents
and the spirits of the past, present, and future, to decorate and maintain this sanctum.
asking for guidance from them. You sequester
yourself in trance and meditation and call to them Arcane Power 3*
for their aid as sources of wisdom. You may This skill gives you 1 point of Arcane for each
pursue knowledge about shamanic matters in a time it is purchased. These points are refreshed
graveyard or other sacred place. This is an when you refresh Attributes with Void. These
information skill that does not require you to pay points of Arcane are used to cast arcane spells.
money. You submit a question between events as You may exhaust a point of Arcane in place of a
described in the Information Skills section above. point of Air, Earth, Fire, or Water when casting
If the question is appropriate for the spirits of arcane spells. You cannot exhaust a point of
nature you may receive knowledge appropriate to Arcane Power in place of a point of Void.
your question
The Sphere of Chimera 3
The Will To Live 3 This skill allows you to learn spells from the
This skill allows you to survive if you are struck Chimera sphere. These spells are purchased and
by an attack that inflicts the Death effect. Instead used like skills.
of being struck dead, you may exhaust 2 points of
Fire and collapse in an unstable state with no The Sphere of Gloaming 3
Vitality. This skill does not work against a Death This skill allows you to learn spells from the
Strike, nor will it protect you if you die from Gloaming sphere. These spells are purchased and
bleed out. used like skills.
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may freely include others without cost if they are be used again until you have completed another
only involved to add to the quality or scope of the performance. The performance must have
performance. occurred during the current event.
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A Steel Shell 3
A Little Something Extra 2 Prerequisite: Armored For War 2
This skill allows you to use a small melee If you are wearing an armor prop worth 4 points
weapon in your off hand. of armor that is also articulated or has prominent
shoulder pauldrons you may exhaust a point of
Reinforced Armaments 1 Fire and call out "Resist" to negate one melee
Twice per event you may resist a Destroy effect attack with the Agony, Damage, or Maim effect.
that would destroy your buckler or shield. If you This skill can only be used once per armor reset.
are not using a buckler or shield you may resist a Once your armor is fixed and the points refreshed
Destroy effect that would destroy a weapon you the skill can be used an additional time before a
are wielding. new armor refresh is required.
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Arcane Power 3*
This skill gives you 1 point of Arcane for each
time it is purchased. These points are refreshed
when you refresh Attributes with Void. These
points of Arcane are used to cast arcane spells.
You may exhaust a point of Arcane in place of a
point of Air, Earth, Fire, or Water when casting
arcane spells. You cannot exhaust a point of
Arcane Power in place of a point of Void.
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Chapter Four
Magic
Arcane is the magical energy that flows from empty and both arms must be free to move to cast
place to place. Mystery and wonder cause Arcane spells. While certain skills might allow you to
to gather, while rational and logical thought hold a weapon in your off hand while casting, the
disperse it. A mage learns to shape Arcane hand and arm delivering the spell must be free.
through creativity and imagination. Casting spells You cannot invoke spells while you are being
is the process of using Arcane to cause some struck by an attack that damages you. You cannot
effect to occur. deliver spells with an arm that cannot use game
skills. You must be able to speak to cast a spell
Mages speak of another realm of magic called the unless you may cast that spell without an
Arcanum from which all Arcane flows. This incantation. Furthermore, spells that are delivered
realm is divided into seven spheres, and so by packet have all of the restrictions of that
Arcane is divided into seven spheres. Different attack form.
types of mages learn to manipulate Arcane from
different spheres. The spheres are Chimera, Casting a spell requires you to recite a short
Gloaming, Legacy, Primal, Sovereign, Wayfare, phrase, called an incantation, before calling out
and Weald. In addition, the most depraved casters the verbal. Only after both are completed can you
use magic from the forbidden sphere of throw the packet. The incantation is an in game
Malediction to enslave and eat away at the very phrase, and if an effect prevents you from
spirit. It is a crime to use spells of Malediction by speaking you normally cannot cast a spell. If you
decree of the Inquisition of the High Church and are damaged or rendered unable to cast the spell
by the College of Wizardry. during the incantation or the verbal, the spell is
ruined. You do not exhaust attributes (or the
Gaining Magic equivalent) if a spell is interrupted.
Certain skill headers allow you to purchase Although mages create their own incantations
specific spheres of magic. When you purchase a when they learn a spell, they cannot simply make
sphere of magic, you can purchase any of the up incantations as they see fit. An incantation
spells available under that sphere. Each spell is must be personalized, and it must be approved as
purchased and used like a skill. part of the learning process. The incantation
should contain the sphere of the spell and also
Using Magic some form of the name. The name does not have
Magical spells all allow you to summon a to be incanted exactly, but the incantation should
tremendous amount of power, but they have indicate at least part of the name. Priest
limitations. Spells require a good deal of characters must include the name of their patron
concentration to invoke. Both hands must be in the Incantation instead of the sphere of the
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spell. An incantation must have a number of use this ability. You speak the incantation,
syllables equal to twice the cost of the spell plus concentrate for one minute, and say "Imbue by
4. If a spell costs 2 character points, for example, Chimera" to activate the spell. When the spell is
the incantation length will be at least 8 syllables. activated you switch character cards and both of
you gain the Chimera trait. You gain all the skills
It has been observed that powerful casters can and attributes of the recipient, and they gain all
use spells without incantations. This arch-magic your skills and attributes. Racial skills and traits,
comes when a mage is so skilled that they may manifest headers, Imbues, Inflicts, and active
set reality aside and bind Arcane with sheer force effects remain unchanged. Any ability that ends
of will. Without the time required to speak the when you refresh attributes with Void ends when
incantation, this magic is quick and therefore you use this ability. While active you cannot
deadly. If you wish this level of mastery, you refresh attributes using Void and you are
must find the knowledge and skill during the unaffected by Refresh effects. If there is a skill
course of the game. on the card that is unfamiliar to you it cannot be
used. If there is a skill with an additional
Spells of Chimera restriction on how many times it can be used
during an event it cannot be used. You may end
the effect by spending one minute of
concentration with the willing recipient and
The Displaced Image 3 calling out "Imbue by Chimera" to swap
You create an illusionary image that blurs your
character cards. When the effect ends the
true location. You may only have one of these
attributes of both characters are fully exhausted
spells active at any time, and you cannot cast this
as well as any effect granted by one of the
spell on others. You speak the incantation, call
swapped skills. Otherwise the effect lasts until
out "Imbue by Chimera" and exhaust two points
the end of the event. It is common for characters
of Water. This spell gives you the Chimera trait
under this effect to demonstrate quirks and
while it is active. Although your form appears as
passions of the personality of the character they
it normally would, the first melee, missile or
have swapped with.
packet that strikes you will miss you and this
ability will be consumed. You must call out
"Shield" to indicate that the attack has been Hallucinatory Terrain 1
negated. This spell needs no effect card because The terrain around the recipient seems to warp
it cannot be cast on others. This spell ends when and twist making quick movement impossible.
it is used, when you use Void to refresh attributes, You exhaust a point of Earth, cry out "Slow by
and at the end of the event. Confusion" and throw a packet at an opponent. If
it hits the target, the target takes the effect of
Slow.
Dreams of Another 5
Once per event you may call out the dreams,
perceptions, and passions of another willing The Illusion Exposed 1
character who is familiar with this spell and You cause creatures created or masked by
understands its effect. Both you and the willing illusion to cry out. You exhaust a point of Air,
recipient of the spell must be fully refreshed and and cry out "By my Voice, Expose Chimera by
no attributes except Void can be spent when you Magic." As with any Expose effect, any character
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with the Chimera trait must respond as loudly as cast this spell in the presence of a willing
you cried out. character so infused with the Dream Realm. You
may hand the manifestation of the dream to them
A Mask of Fright 1 to complete the spell. In time the dream will be
You insert yourself within the target's deepest sent forth into the Dream Realm and find its way
fears, preventing them from attacking you. You to the recipient.
exhaust a point of Fire, call out "Repel by Fear"
and throw a packet at an opponent. If it hits the There may be creatures and effects that can block
target, the target takes the effect of Repel. or intercept attempts to Send Dreams.
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Void until the spell ends. The spell ends at the form. Otherwise you will stay in spirit form until
end of the event. you choose to move. If you are empowered by
this spell the effect will end when you use it to
take spirit form, you refresh attributes with Void,
The Unweaving 2 or when the event ends.
Mindless creatures and characters who throw
themselves into mindless states remove
themselves from the passions of the Dream Spells of Gloaming
Realm, but they also become vulnerable to the
pure essence of Chimera. When a creature calls Contagion 3
No Effect to at least two attacks, each with a You can take a disease effect from someone and
different Mental trait, you may use Chimera to twist its power to deliver it to another foe.
unravel their physical form. Exhaust a point of Exhaust a point of Water, touch the target and call
Earth, speak the incantation and call out "2 out "Cure Disease by Gloaming" to draw the
Damage by Chimera" to unravel the form of that disease from their veins and twist it into the
creature. If the spell strikes the creature and it power of gloaming. You are empowered to cast
does not negate the effect with a defense you may that disease forth by hurling two bolts to spread
continue the unraveling by casting the spell on the contagion. You must call "2 Damage by
the same creature two more times with no Disease" and throw a packet when you use one of
attribute cost and no incantation. These extra these bolts, but you need speak the incantation of
spells cannot be renewed like the original the spell only when it is first cast. This spell ends
casting; the effect ends after the third casting. If when those two attacks are used, when you use
you lose sight of the creature or become unsure Void to refresh attributes, and at the end of the
of which creature was immune the effect ends. event. You cannot use this spell if you do not
have a diseased target to draw the disease from.
The World Is an Illusion 5
You call on the power of Chimera to step to the Dance of Undeath 2
very edge of the Realm of Dreams. You are You may force an undead creature to be rooted to
empowered to seek shelter someplace in between the spot. If you believe the target to be undead,
realms, becoming insubstantial to the real world you may exhaust a point of Air, call out "Root to
so long as you do not move. Exhaust 2 points of Undead" and throw a packet at the target. If it
Earth, speak the incantation and call out "Imbue hits the target, and the target has the undead trait,
by Chimera" to prepare the way. You gain the the target takes the effect of Root.
Chimera trait and the ability to instantly step into
the Realm of Dreams. Once empowered you may
act normally until you need to step from this The Dread Gaze 2
realm. At that point you may call out "Imbue by You invoke mind-numbing fear within the target,
Chimera" and clasp your hands in front of you to causing them to freeze in their tracks. You
turn to spirit. So long as you do not move you exhaust two points of Fire, call out "Paralyze by
gain the Spirit defense. You retain the Chimera Fear" and throw a packet at an opponent. If it hits
trait and also gain the Spirit trait. Any attack that the target, the target takes the effect of Paralyze.
is "to Chimera" or "to Spirit" will affect you and,
if it is not beneficial, knock you out of Spirit
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Earth. You may deliver two healing effects by Drain by Fate" to bring them back to life. You
packet. You must call out "Heal by Magic" for also take a Drain effect when you use this spell,
each, but you need speak the incantation of the calling out "Drain to Self" immediately
spell only when it is first cast. This spell ends thereafter.
when those two effects are used, when you use
Void to refresh attributes, and at the end of the Purity of Form 4
event. You may only have one of these spells Your magic purifies the blood and flesh of the
active at any time, and you cannot cast this spell recipient, cleansing their form. You exhaust a
on others. You may, of course, use the healing point of Water, call out "Cure Metabolic by
effect on others. Invoking each healing effect is Magic" and throw a packet at a target. If it hits
considered to be casting. You cannot have the target, the target takes the Cure effect and all
weapons in your hand unless you have a skill that metabolic effects are removed from them unless,
allows you to cast while holding a weapon, and of course, they are affected by a Stricken effect.
you can be interrupted by an attack.
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"2 Damage by Malediction" to form the link. If Dead” to use this spell. Place the scroll into the
the packet strikes the opponent and they hand of the victim, and they will be compelled to
acknowledge it with role play the link is formed. read it. The body will rise as an angry undead.
You may continue to throw "2 Damage by The undead will have only Earth to use in its
Malediction" at them at no additional cost. The rampage, and the undead will also be forced to
effect ends only if one of the attacks is negated avoid you as it remembers the torment you have
by a called defense, you lose consciousness, you inflicted upon it.
refresh attributes with Void, or you cannot
determine who exactly you have been hitting. If The Severing 5
you miss the target and hit someone else who did You tear the lingering tether between a spirit and
not move to intercept your attack the link is a dead body, causing the body to immediately
broken and the effect ends. If someone else fade and become a spirit of the dead. Once per
moved to block or intercept the packet you may event you may prepare a Scroll of Maleficence
choose to either continue to attack the original and defy the will of Death to sever a spirit from a
target or change the link to the new target and dead body. The scroll must proclaim the
start throwing corruption at them. corruption of this spirit. You may request an
Inflict card at the beginning of the event, and this
Maleficent Destruction 5 card must be attached to the bottom of the scroll.
Your annihilate the unfortunate target with a You exhaust a point of Void, touch the scroll to
wave of corruption. Exhaust 3 points of Earth, the torso of the dead individual and say “Inflict to
throwing a packet at the target and call out Dead” to use this spell. Place the scroll into the
"Death by Malediction" to snuff out their life like hand of the victim, and they will be compelled to
a candle. read it. The spell severs the link between body
and spirit, causing the victim to become a spirit
of the dead and ending any hope of saving that
Proscribe Undead 2 life.
You threaten undead with eternal torment greater
than what they already know. You exhaust a point
of Fire, call out "Repel to Undead" and throw a A Spirit's Torture 3
You may inflict terrible torment upon the very
packet at a target. If it hits the target, and the
spirit of the target. You exhaust a point of Fire,
target has the undead trait, the target takes the
call out "Agony to Spirit" and throw a packet at
effect of Repel.
an opponent. If it hits the target, and the target
has the spirit trait, the target takes the effect of
Rage of the Undead 5 Agony. A practitioner of Malediction may find all
You inflict such corruption upon a dead body and sorts of twisted uses for the spell. Some use it to
spirit that it rises as an undead and attacks any coerce spirits into obeying them, while others use
creature that is not obviously undead or a spirit. it on spirits of the dead for the pleasure of
You prepare a scroll with intricate designs of inflicting further punishment to the spirit.
blood red circles and runes. You may request an
Inflict card at the beginning of the event, and this
card must be attached to the bottom of the scroll. Spells of Primal
You exhaust a point of Void, touch the scroll to
the torso of the dead individual and say “Inflict to
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The Drowning Foe 1 Whenever you use this effect on someone else,
You summon up the essence of water to choke even if you are only invoking it, you are
your foe. You exhaust a point of Water, call out considered to be casting. You cannot have
"Agony by Water" and throw a packet at an weapons in your hand unless you have a skill that
opponent. If it hits the target, the target takes the allows you to cast while holding a weapon, and
effect of a Agony. you can be interrupted by an attack. Attributes
are exhausted when a spell is first cast. Because
of this, a priest of Wyrlok cannot use Blood Lust
Engulf 3 with the Heart of the Inferno because by the time
You call forth the very Earth to engulf and entrap
the packet is thrown the attributes are already
your foes. You exhaust two points of Earth, call
exhausted.
out "Paralyze by Earth" and throw a packet at an
opponent. If it hits the target, the target takes the
effect of a Paralyze. Roots Run Deep 1
You call upon the very Earth to entrap a foe,
rooting them to the ground. You exhaust a point
The Fire's Spark 1 of Earth, call out "Root by Earth" and throw a
You may summon forth a red light so long as you
packet at a target. If it hits the target, the target
have a cylume stick as the prop for that light. The
takes the Root effect.
light does not exhaust any attribute. It lasts as
long as the cylume stick lasts. The light may be
set aside or passed to another character, but it Warding Off the Elements 3
cannot be thrown. The light is a red cylume stick, You call on Primal magic to protect you from the
and it cannot be broken open or disguised to elements. You may only have one of these spells
appear as another type of prop or effect. It is said active at any time, and you cannot cast this spell
that some casters are able to study ways to create on others. You speak the incantation, call out
brighter or different colored light. "Imbue by Magic" and exhaust a point of Earth.
You may negate any attack with an elemental
trait. You must call "Resist" when you use this
The Heart of the Inferno 4 spell. This spell needs no effect card because it
You summon forth a whirlpool of magical fire to cannot be cast on others. This spell ends when it
hurl at your foes. You may only have one of these is used, when you use Void to refresh attributes,
spells active at any time, and you cannot cast this and at the end of the event.
spell on others. You speak the incantation, call
out "Imbue by Fire" and exhaust two points of
Fire. You may hurl ten bolts of flame each Winter's Breath 1
You evoke a bolt of ice to destroy a foe. You
causing 2 points of damage. You must call "2
exhaust a point of Air, call out "5 Damage by
Damage by Fire" and throw a packet when you
Ice" and throw a packet at a target. If it hits the
use one of these bolts, but you need speak the
target, the target takes the 5 points of Ice damage.
incantation of the spell only when it is first cast.
This spell needs no effect card because it cannot
be cast on others. This spell ends when those ten Spells of Sovereign
attacks are used, when you use Void to refresh
attributes, and at the end of the event.
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A Command to Step Aside 1 hits the target, the target takes the effect of
You call forth magic to send away an antagonist. Paralyze.
You exhaust a point of Air, call out "Repel by
Will" and throw a packet at an opponent. If it hits Struck Silent 2
the target, the target takes the effect of Repel. You may take control of the mind and prevent a
foe from speaking, yelling, or making any type of
Disarm 1 verbal noise. You exhaust a point of Air, call out
By overriding the functions of the brain, you "Silence by Will" and throw a packet at an
prevent the opponent from using one hand. You opponent. If it hits the target, the target takes the
exhaust a point of Water, call out "Disarm effect of Silence.
<hand> by Will" and throw a packet at an
opponent. If it hits the target, the target takes the The Swift Hand of Vengeance 5
effect of a Disarm. You call forth magic to end the victim's life. You
exhaust 3 points of Fire, call out "Death by
Magic" and throw a packet at an opponent. If it
Fortified Will 3 hits the target, the target takes the effect of Death.
You call forth magic to weave a mystical shield
of will to protect your mind. You may only have
one of these spells active at any time, and you The Unseen Hand 5
cannot cast this spell on others. You speak the Many beings are touched by the strands of
incantation, call out "Imbue by Sovereign" and Sovereign as they make deals and receive orders
exhaust one point of Air. This protection will by someone with more purpose. You attempt to
negate the first attack that affects you that has a find those strands and read them, gaining visions
Mental trait. You must call out "Shield" to from enemies about who might be ultimately
indicate that the attack has been negated. This responsible for their actions. When an enemy has
spell needs no effect card because it cannot be been defeated and you feel that there might be
cast on others. This spell ends when it is used, some complex act behind their actions you may,
when you use Void to refresh attributes, and at once per event, attempt to find strands that reveal
the end of the event. those plans. Exhaust 3 points of Water, touch a
helpless, unconscious, or dead subject, and call
Free the Mind 3 out "Speak with Sovereign" to whisper "Who is
You free the recipient of all effects based on responsible for this?" to that individual. This is a
mind traits. Exhaust 1 point of Air, call out "Cure difficult power to use because mindless creatures
Mental by Magic" and throw a packet at an and minions that have not dealt directly with the
target. If it hits the target, all effects on the target enemy you seek will lack the strands of magic
with a Mental trait are negated. you wish to read. This skill is better used on
more intelligent foes who are more likely to have
an understanding of the plans in motion and thus
Imprison 5 more likely to be touched by the strand of
You imprison an opponent in magical bonds. You Sovereign you must read. Clueless minions might
exhaust 2 points of Earth, call out "Paralyze by not respond, or they might call out "No Effect"
Force" and throw a packet at an opponent. If it and waste your use. For some enemies the
strands of Sovereign will be empowered and
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spirits will enter the individual and whisper some On Your Feet Again 1
bit of knowledge to you about who might be You cure one maimed limb. You exhaust a point
leading, hiring, or empowering your enemies. of Fire, call out "Cure Maim <limb> by Magic"
Some powerful casters can ward minions against and throw a packet at a target. If it hits the target,
this kind of divination and sometimes the strands the target takes the Cure Maim <limb> effect.
of Sovereign necessary for this divination are This spell will work on one maimed limb.
simply not present to read.
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must be yellow or gold, decorated with a unique to appear as another type of prop or effect. It is
marking, and marked with a red circle to prevent said that some casters are able to study ways to
other characters from moving it. create brighter or different colored light.
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Chapter Five
Runes
To create a rune, you must have the Runecarving any more runes until you rest. Portal runes
skill and you must obtain a runestone for that invoke themselves, and do not count towards this
rune. The runestone lists the true elements and limit.
carries the magic needed to empower the creation
process. The runestone also lists the level of
Runecarving required to use it. Each runestone
Weapon Runes
These runes are etched onto weapons. You cannot
has a number of charges. Making a rune will
etch runes onto claws or natural weaponry. The
consume one charge of the runestone. The
person intending to use the rune must be wielding
runestone will be destroyed when all charges are
the weapon and must have the skill to do so.
consumed.
Weapon runes that enhance a strike will only
enhance a strike from the weapon they are etched
Runecarving takes a lot of time to prepare. You
upon. When a rune is etched onto a weapon that
submit an Runecarving Sheet with the required
weapon is marked with a round yellow sticker
true elements at check out to create runes
decorated with a stylized glyph. The runesmith
between events. At the start of the next event you
may obtain round yellow stickers at any office
present the runestones at check in and you are
supplies store. Mark the weapon with the sticker,
given your rune. Runes will last approximately
call out Imbue by Runecarving, and hand the
one year before the magic fades so the must be
effect card to the owner of the weapon. Weapons
carved into a surface before they are lost.
so etched can be stolen and are treated as yellow
tagged items so long as the rune remains on the
Carving any rune takes one minute of role
weapon.
playing. The runesmith must have and use props
to represent the forge where they work their
magic. These props are not marked with stickers. Armor Runes
They are useless to other characters and cannot These runes are etched onto armor. The runes can
be stolen. The props for a forge require at the be etched onto a piece of armor rather than a
very least a small table and tools. The props whole suit. The person intending to use the rune
represent a very heavy workshop and cannot be must be wearing the piece of armor to use the
moved during an event. rune. It does not matter if the armor has any
armor points left. As long as the prop is worn, the
Once carved, a rune cannot be moved to another runes can be used. The person wearing the armor
surface. carries the effect card until the effect of the rune
ends. If the Armor is removed and put on another
You may not invoke more than three runes character the runes upon are destroyed.
without resting for five minutes. You may use
any other skills or ability, but you may not invoke
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spell, regardless of the type of spell. You may not fades when it is invoked and at the end of the
use more than 3 runes without resting. This rune event.
fades when it is invoked and at the end of the
event.
Level 4 Runes
Weapon Rune of Venom
You may apply a venom to this weapon and use Portal Rune of Cancellation
This rune is carved on a portal to erase one other
the weapon freely without using the venom. This
rune. After one minute of runecarving, the
rune is consumed when the venom is consumed.
runesmith may remove one portal rune from that
portal. The Rune of Cancellation and the target
Level 3 Runes Rune are destroyed. The runesmith removes the
rune and any information signs and places them
Armor Rune of Countermagic on the ground next to the doorway.
The character wearing a piece of armor with this
rune may negate one attack with the Magic trait Portal Rune of Forbiddance
by calling out "Resist" after they are struck. The This rune will prevent anyone from passing
target may choose which attack they will negate. through the portal while the Rune of Forbiddance
This rune fades when it is invoked and at the end is active. This rune fades at the end of the event.
of the event.
Weapon Rune of Channeling
Flesh Rune of Greater Healing Consume this rune to activate one channeled
Inflict Flesh by Rune. When this rune is apell without needing an incantation. You call out
consumed, your next 3 Heal effects are increased "Runeweave" and the verbal instead.
by 4. If the effect was delivered by touch you
may use this effect one additional time. You may Weapon Rune of Slaying
not use more than 3 runes without resting. This Call "Death by Magic" and strike with this
rune fades when it is invoked and at the end of weapon. The rune is consumed only if the strike
the event. lands and the opponent acknowledges it through
role playing or negates it with a defense. You
Weapon Rune of the Iron Grip may not use more than 3 runes without resting.
Consume this rune when someone tries to use a This rune fades when it is invoked and at the end
Disarm effect on this weapon. You may call out of the event.
"Resist by Magic" to negate the effect.
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Chapter Six
Alchemy
Alchemists have the ability to create substances components. Gathered components last until the
by finding and mixing natural components that end of the year. When the Night of Dreams
have been infused with arcane. Components are comes to an end the magical properties of all
gathered during game and mixed between events components fade. Components must be turned in
into elixirs, catalysts, and venom. at the end of the year.
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substance when you are determining how many Using a skill to apply a venom takes 5 seconds of
substances you can make between events, though role playing. You have the "Venom" trait while
you must still use components and formula you carry a weapon with a venom applied. The
charges for each. expiration date of a venom assumes it is not yet
applied to a blade. Once applied, a venom is
Elixirs delivered on the next blow with that weapon, and
applied venom that goes unused fades at the end
These magical potions cause some strange effect of the event. A blade venom is used up only if the
upon the person who drinks them. Elixirs are strike lands and the opponent acknowledges it
given out in sealed containers. To use an elixir, through role playing or negates it with a defense.
you must open the container, drink the potion, A venom is destroyed if its weapon is affected by
and read the effect card. The nature of alchemical a Destroy, someone mistakenly swings the
elixirs requires time and light for them to work. weapon and does not call out the venom effect, or
Opening the potion bottle in the presence of light if you leave the weapon unattended.
starts the alchemical reaction. Once the elixir is
consumed it takes some small amount of time for
it to work its magic. The light and time required Catalysts
to take out and read the potion tag represent these These substances are magical oils and powders
processes. When you use a substance, you must with magical properties that perform some other
stop and read the tag. All of the tag. You might function. Some of these substances are used to
think it is an Elixir of Healing, and the runes make other types of items, like traps, and others
might even say it's an Elixir of Healing, but it will transform or enhance items they are applied
might have a side effect so it will not take effect to. Each catalyst has its own purpose and use, but
until you read the whole description. In game, the all catalysts take one minute of role playing by an
potion will cause disorientation that is alchemist who could make the substance to use.
represented by the time it takes to read the effect
card. Once the container is opened, the elixir
must be consumed. You may feed an elixir to a
Level 1 Substances
You must have an Alchemy skill of 1 to use
willing or unconscious individual instead of
formulas to create these substances.
drinking it yourself. In this case you must open
the potion, role play feeding it to them, and hand
them the effect card. Elixir of Bravery
The effect of this elixir is Grant "Shield Fear" by
Magic.
Venom
Venoms are toxic substances applied to blades. Elixir of Minor Healing
They are illegal in most civilized lands. Venom is The effect of this elixir is "Heal 2 by Magic."
delivered with a melee attack. You must have a
special skill to apply and use venom. Attempting
to apply a venom without this skill destroys the Elixir of Splinting
The effect of this elixir is "Cure Maim by
venom. Alchemists can learn to create these
Magic."
substances, but it takes special training to know
how to employ them.
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Elixir of Courage
The effect of this elixir is "Imbue by Magic." You Elixir of Stone Skin
may call out “Shield” to negate the next two The effect of this elixir is Grant "Resist Damage"
attacks with the Fear trait that strike you. This by Magic.
counts as a Grant effect and cannot stack or be
stacked with another Grant effect that targets the Golden Touch Catalyst
Fear trait. This magical liquid can be applied to a small
metal object between events to turn that object
Elixir of Anti-venom into gold. The object can be no larger than a
The effect of this elixir is Grant "Shield Poison" dagger, and objects so affected will become
by Magic. valuable ornamental items but will lose all game
functions and magical enchantments. The item
Elixir of Elemental Purity becomes solid gold and can be sold in game for
The effect of this elixir is "Cure Elemental by one piece of gold. Some magical items will resist
Magic." this enchantment. The Golden Touch is turned in
with the item at the end of the event when you
wish to use it.
Red Fury Venom
A blood red paste that appears wet even when it
is applied. This venom strikes for "Frenzy by
Poison" if you have the skill to apply and use
blade venom.
Level 4 Substances
You must have an Alchemy skill of 4 to use
formulas to create these substances.
Elixir of Life
Administer this elixir to a dead body. The effect
of this elixir is "Cure Death by Magic."
Elixir of Clarity
The effect of this elixir is "Cure Mental by
Magic."
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Chapter Seven
Races of Aerune
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Locksmoor Defiant 1
Your people are hardened by the constant threat
You are from the Kingdom of Locksmoor, and of enslavement or physical punishment from
your ancestors broke from the corrupted cruel Slave Lords. Two times per event you may
barbarian Blood Tribes and embraced druidic use this skill in place of a point of Earth when
ways. Your people are the only kingdom that paying for a skill, spell, or ability. This skill does
remembers the old ways of the Pale, and you are not refresh with Void.
guarded against attempts to deny your belief.
Faithful 1 Rhoemurg
You cling to the old ways with a fierce You are from the Kingdom of Rhoemurg, a
determination that makes it difficult to sway you hardened northern land blessed with the gift for
from your path. Two times per event you may use warfare and fortitude to fight the endless war
this skill in place of a point of Fire when paying against the corrupted Blood Tribes to the north.
for a skill, spell, or ability. This skill does not
refresh with Void. Steadfast 1
Your people are hardened by the constant war
Naporea against the Blood Tribes. Two times per event
you may use this skill in place of a point of Earth
You are from the Kingdom of Naporea, a land when paying for a skill, spell, or ability. This skill
that both lost its noble purpose and regained its does not refresh with Void.
heritage. Though your folk are proud and quick
to anger, your politics and passions are volatile
and you must be prepared to respond to threat Trechele
and insult. You are from the Kingdom of Trechele, the heart
of civilization blessed with fortunate bounty that
Cunning 1 allows culture and art to flourish.
Politics and fierce pride have made you quick
witted and adaptable. Two times per event you
may use this skill in place of a point of Air when
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Passionate 1 dark Malekyrg elves. All elves have the Fae trait
Your people are surrounded by the finest artisans, and share one racial skill.
crafts folk, and culture to inspire your passion.
Two times per event you may use this skill in Acuity of the Elves
place of a point of Fire when paying for a skill, You have a keen and quick mind. Your senses are
spell, or ability. This skill does not refresh with sharp. Two times per event you may use this skill
Void. in place of a point of Air when paying for a skill,
spell, or ability. This skill does not refresh with
The Eluviar
The Barbarians You are an elf from the Kingom of Eluviar, also
You are one of the barbarian folk living on the called the Shining Lands. Your people have
edge of the realm in the wilderness and aligned themselves with Light and hold
mountains outside the kingdom. Your themselves to the ideals of Erionth, the elven
hero of old. You may purchase the following
Durable 3 skills.
You gain one additional Vitality point.
Heart of Light 2
The Gypsies Twice per event you may change any one of your
skills or spells to use the Light trait. Replace the
You are one of the Gypsy folk, constantly
normal trait of the effect with Light. If you are
wandering the land and calling no place home for
using a Damage or Heal effect that already has
long. Your constant wandering has made you
the Light trait you may exhaust one use of this
skill to add 3 to the effect.
The Gypsy Curse 2
You call forth a curse against someone who has
offended or attacked you or another Gypsy. Once
Remember the Light 2
The light of the Seely Court flows in your veins.
per event, throw a packet, call out "By My Gypsy
Once per event you may activate this ability. The
Blood, I Curse You With..." and choose either
next 2 Heal effects that are used upon you or that
"Silence by Magic" or "Weakness by Magic" to
you use upon another person are increased by 2.
curse an enemy of your folk.
If the Heal effects are yours you must call out the
increased Heal total in your verbal. If you have
The Elves during this event performed some art in front of
an audience for at least one minute then the
Reclusive and magical, much has been written
and speculated about the elves. It is rare for them power of this skill is increased. Instead increase
to walk the civilized lands, and many humans go the next 3 Heal effects by 2.
through their lives without ever seeing one of the
fair folk. All elves have pointed ears revealing The Kh'rewyn
their Fey heritage. There are four realms of elves You are one of the Kh'rewyn elves who followed
in Aerune, though players cannot play one of the Queen Delphestra into the heart of the Great Web
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to reclaim that ancient place from corruption. you are familiar. You need not pay the attribute
Your kin cultivate the Twisted Garden as a cost of this ability, but the skill will fade from
physical and spiritual fortress against assault. You you within 10 seconds.
have embraced the Cinereal Thorn to protect you
from the corruption of the Great Web. Your kin Remember the Wood 2
are constantly besieged, if not by the servants of The nature of the Seely Court flows in your
the corrupted Spider Lord trying to take the Great veins. Once per event you may activate this
Web and destroy your folk, then by the politics ability. The next 2 Heal effects that are used upon
and looming threat of the Kingdom of Malekyrg. you or that you use upon another person are
Only the constant vigil of your kin at the edge of increased by 2. If the Heal effects are yours you
the Twisted Garden staves off disaster. You may must call out the increased Heal total in your
purchase the following skills. verbal. If you have during this event performed
some art for at least one minute in the wilderness
The Cinereal Embrace 3 where you could see no buildings then the power
You have embraced the Cinereal Thorn, the of this skill is increased whether you had an
silvery vine that grows to form the Twisted audience for it or not. Instead increase the next 3
Garden. So long as you wear at least 3 feet of Heal effects by 2.
gray and silver vine as part of your costume you
will not gain the Flesh or Blood trait from effects
that inflict those traits upon you, including Flesh
runes. You may also exhaust 2 points of Earth to The Eurvein
resist any attack with the Blood or Malediction You are kin to the elements themselves,
trait. embracing your elemental nature to find strength
and balance. You form seethes with elemental
power and many of your folk were once masters
Caress of the Thorn 1 of the forge when you worked your power at
Twice per event you may take a point of damage
heart of the world. You have been driven from
instead of exhausting an attribute point when
the ancient halls under the world by the undead
using a skill or spell. If you are not wearing at
of the Ebon Throne, and now their master Lord
least 3 feet of gray and silver vine as part of your
Wickford sits on a throne in the heart of those
costume you will gain the Flesh trait for the rest
ancient halls. All Eurvein share one racial skill.
of the event.
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The Eurvein of Air paying for a skill, spell, or ability. This skill does
not refresh with Void.
You have embraced wind and sky as your
elemental focus. Your skin is veined with the
white and gray of clouds and mist, tinged with Like the Mountain 2
You can turn your form iron hard, rooting
pale light blue, with clear or silver highlights of
yourself like the mountain. Twice per event you
crystal. Some Eurvein have white hair or light
raise one foot and stomp it down into a wide
gray hair. The crystal in your skin is clear or
stance as you call out "Imbue by Earth." So long
silver; you may affix a unique pattern of clear
as you do not move your feet you can call
crystals to your face or use silver glitter over
"Shield by Earth" to negate the next 4 called
your colored veins. You may purchase two skills.
attacks with a Physical or Elemental trait. You
may choose to negate an uncalled attack if you
Embrace the Wind 1 must but this uses one of your 4 defenses. This
You have seething elemental Air coursing ability ends when you move your feet or you
through you veins. Two times per event you may have negated 4 attacks.
use this skill in place of a point of Air when
paying for a skill, spell, or ability. This skill does
not refresh with Void. The Eurvein of Fire
You have embraced flame and ash as your
The Wind's Fearsome Touch 2 elemental focus. Your skin is veined with either
You can manifest fearsome winds to force your the red and orange and yellow of flame, or the
enemies away from you. Two times per event you black and gray of ash with deep red highlights of
may throw a packet at an opponent to call out crystal. Some Eurvein even have fiery red hair or
"Slam by Wind" to knock your enemies down. ashen gray hair. The crystal in your skin is deep
red; you may affix a unique pattern of crystals to
you face or use dark red glitter over your colored
The Eurvein of Earth veins. You may purchase two skills.
You have embraced stone and metal as your
elemental focus. Your skin is veined with either Embrace the Fire 1
the earthen colors of stone, or the dark gray and You have seething elemental Fire coursing
metallic colors of metal with deep silver through you veins. Two times per event you may
highlights of crystal. Some Eurvein even have use this skill in place of a point of Fire when
gray hair or black hair streaked with silver. The paying for a skill, spell, or ability. This skill does
crystal in your skin is deep silver; you may affix not refresh with Void.
a unique pattern of crystals to you face or use
silver glitter over your colored veins. You may
purchase two skills. The Fire's Seething Touch 2
You can manifest raw elemental fire and cast it
forth to destroy an enemy before you. Once per
Embrace the Earth 1 event raise one foot and stomp it down into a
You have seething elemental Earth coursing wide stance as you call out "Imbue by Fire." So
through you veins. Two times per event you may long as you do not move your feet you can throw
use this skill in place of a point of Earth when a packet or swing a weapon and call "2 Damage
by Fire" up to 10 times to burn your opponents.
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This ability ends when you move your feet or as deep lines and wrinkles. In recent times,
you have used all 10 attacks. however, many of your folk have changed, taking
the noble appearance of your Court of the Sun
The Eurvein of Water from the time when you were free. Both the
Aneketh of Sun and the Aneketh of Dust share
You have embraced the waters of the sea, lakes, the following two skills.
and rivers as your elemental focus. Your skin is
veined with the deep blues and greens of the sea,
with deep blue highlights of crystal. Some Grace of the Aneketh
Your people are graceful and quick. Two times
Eurvein even have blue hair or green hair
per event you may use this skill in place of a
streaked with seaweed. The crystal in your skin is
point of Water when paying for a skill, spell, or
deep blue; you may affix a unique pattern of
ability. This skill does not refresh with Void.
crystals to you face or use blue glitter over your
colored veins. You may purchase two skills.
Fortitude of a Harsh Land 2
You have chosen the badlands of the north
Embrace the Water 1 because they are not unlike your homeland, full
You have seething elemental Water coursing
of venomous beasts and toxic plants. You are
through you veins. Two times per event you may
resistant to such threads. Once per event you may
use this skill in place of a point of Water when
call "Resist" to negate one attack with the Poison
paying for a skill, spell, or ability. This skill does
trait.
not refresh with Void.
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brown lines. Your eyes are circled with darker Corrupted Rage
brown the bleeds into your wrinkles. You are a If you are struck by an effect with the
reminder of the shame and suffering your house Malediction trait you may choose to call out
and people have endured, and it is common for "Reduce to Frenzy" to negate the attack and
the low Aneketh to hide their faces in wrappings. allow the Malediction to cast you into a mindless
You may purchase the following skill. rage.
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tones. You have the Fae trait. You role play the animal like. This emotion could be anger, fear,
effects of Intoxicant as if your Earth was 3 points passion, or the desire to hunt. A Shoathri so
higher. You may purchase the following skills. affected will grow agitated and feel the need to
be alone. You will transform during this restless
A Korred's Passion and animalistic state, taking the physical and
Your people are full of passion and joy. Two mental characteristics of your animal spirit. You
times per event you may use this skill in place of have the Beast trait while you are in your animal
a point of Fire when paying for a skill, spell, or form. Shoathri racial skills can be used only in
ability. This skill does not refresh with Void. their animal form. All Shoathri may purchase the
following skill.
The Merciful Vine 1
Whenever you drink an Intoxicant elixir or any Manifest Claws 4
substance with an Intoxicant effect you are also You grow and retract claws in both hands. You
healed one point of Vitality. Once per event you may attack and parry with these claws. You may
may, if you have imbibed enough Intoxicant to fight with a claw in each hand at the same time,
role play a drunken stupor, choose to refresh one but you may not fight with claws and other
point of Air, Earth, Fire, or Water. weapons or a shield. You may use one medium
claw and one short claw. The time it takes to
prepare the claws or put them away is the time it
That Pain Is Nothing 2 takes to grow or retract the claws. If you
When you wake after a night when you where
purchase Armed as the Hunter or a similar ability
affected by an Intoxicant at least once, role play
that normally gives you claws your claws are
being grumpy with a slight headache. Once
enhanced. You may use two full length long
during that day before you sleep again you may
claws. The maximum length for these claws is
call out "Bah! Resist" in an unimpressed tone to
the same as the length of a one handed sword.
negate one Agony effect.
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Troll's Might
You're tough. You love to fight. No one is
surprised that you can call extra strength when
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you need it. Two times per event you may use leaving their lives and memories behind them.
this skill in place of a point of Earth when paying You are trapped in this realm without knowledge
for a skill, spell, or ability. This skill does not of your former home, unable to pass through the
refresh with Void. Gate to return to your place of origin. You know
your own name, the name of your race, and the
Troll's Strength 3 skills you learned in your previous life. You
You call upon untapped reserves of strength to cannot remember anything of your previous
tear free from or shake off physical effects. Once realm or your life there.
per event role play a roar and call out "Purge" to
end any effect with a Physical trait. It has not been long since you have come through
the Gate. Although you instinctually remember
your race and your skills, your memories are
Mountain Trolls gone except for vague visions of a few details.
Your coloration is tan and brown. Your male kin You may choose 1 to 3 indistinct memories you
often have facial hair. Mountain Trolls can keep from your previous life. If another player is
purchase the following skill. playing one of the Wayward you may also choose
to remember some kind of tie to them. They seem
Troll's Toughness 3 familiar, but why you do not know. In this place
You gain one additional Vitality point. Yeah, where you have been cast adrift can you afford to
you're just that tough. forego any connection to your previous life?
Otherwise your history is only what you have
Stone Trolls encountered in this realm. You have heard tales
of kinsfolk who have found relics or keepsakes
Your coloration is slate gray and black. Your from beyond the Gate that have restored bits of
male kin often have facial hair, and many have their memory, but what precious memories you
unkept black or gray hair. Stone Trolls can have are fleeting at best.
purchase the following skill.
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distinct crystals. You sustain yourself with you deliver a death strike. If you successfully
normal food, but you also have a craving for the complete the death strike and the creature does
life force of other creatures. Many of your kin not call "No Effect" because it is already dead
have chosen to set this desire aside, never to feed you call out "Heal to Self" to feed on the life
on the life force of another creature, but the force of the creature. You must be careful using
desire is always there, in the back of your mind, this ability on creatures of the Foul; sometimes
hungering. they will inflict traits on Vorace foolish enough to
feed on their spirits.
Your desire for life force is dangerous, and an
Vorace under the effect of a Frenzy who takes
down a friend or foe will attempt to deliver a
The Shiven
SHEE-ven
death strike to the unfortunate victim before
You are one of the Wayward, the folk that have
moving on to another foe.
come to this realm through the Crimson Gate,
leaving their lives and memories behind them.
Deathwatch You are trapped in this realm without knowledge
Once per event when you see an attack with the of your former home, unable to pass through the
Death effect strike another creature and that Gate to return to your place of origin. You know
creature role plays the effect without negating it you are one of the Shiven, divided in spirit and
with a defense you may choose one attribute; Air, form. One side of your body is tenebrous, forever
Earth, Fire or Water. Refresh 2 points of that changed in spirit and hue. Choose one side of
attribute by calling out "Refresh 2 <Attribute> by your body that will be your tenebrous side. This
Gloaming." tenebrous side has a different hue; blood red,
midnight blue, or rarely jet black. The edge of
Manifest Claws 4 your tenebrous side is a precise line down the
You grow and retract claws in both hands. You center of your face and your body. Your
may attack and parry with these claws. You may tenebrous hand is clawed, so you must wear the
fight with a claw in each hand at the same time, vestigial remnant of a claw on one hand.
but you may not fight with claws and other
weapons or a shield. You may use one medium Your spirit is stronger when it is linked to another
claw and one short claw. The time it takes to being. You can link to another willing member of
prepare the claws or put them away is the time it the Gifted Races, drawing strength from their
takes to grow or retract the claws. If you spirit. This calms you and makes you more
purchase Armed as the Hunter or a similar ability serene. Without this link you are more abrupt,
that normally gives you claws your claws are more angry, and slightly more prone to make rash
enhanced. You may use two full length long and violent decisions. To many it may seem like
claws. The maximum length for these claws is you are simply in a bad mood. Many Shiven link
the same as the length of a one handed sword. with only one other individual for life. Others are
more free spirited, and link with different
Souldrinker 4 individuals at different times of the year. The
You may feed on the spirit of dying creatures, person you link to becomes your Patron. You can
consuming their life force to increase your not link to someone who is already a Patron, and
strength. Call out "I consume your spirit" before you can only be linked to one person at a time.
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for a skill, spell, or ability. This skill does not My Life Belongs to the Court 3
refresh with Void. You spirit belongs to the Ethereal Court. Once
per event if you are struck by a Death effect you
The Ethereal Dance 5 may call out "Reduce to 5 Damage" to negate the
You may entrust your spirit to the Ethereal Court, effect and instead take 5 points of damage.
leaving your true essence in the care of that Court
to protect you from death. Mark this skill and 15
character points of skills and attributes on your The Zhuriel
character card when you check in. You cannot You are one of the Wayward, the folk that have
choose skills unless you also choose any come to this realm through the Crimson Gate,
prerequisites those skills might require. You may leaving their lives and memories behind them.
go to the Crimson Gate and role play for one You are trapped in this realm without knowledge
minute to release your spirit into the Gate to of your former home, unable to pass through the
travel to the Ethereal Court. You lose all skills, Gate to return to your place of origin. You know
attributes and abilities except the 15 character you are one of the Zhuriel, and despite your loss
points worth of skills you have marked on your of memories violence and action still brings you
card. Your Vitality remains unchanged, even if a sense of joy. You have a wild nature, and it is
your attributes are lower. While your spirit is in reflected in your visual appearance. Your face is
the care of the Ethereal Court you do not travel to covered with blue swirl patterns, like traditional
the Gate of Death if you are slain. Instead, you Celtic or Norse spiral decoration. Many of your
travel to the Crimson Gate up to 3 times to kin have blue lips. You hair is wild, or maybe you
reform. It takes 5 minutes to reform at the Gate. are completely shaven, and your kin wear many
During this time you are a Spirit of the Dead and piercings on their body. It is not uncommon for
must abide by the restrictions of such a state. You the Zhuriel to have multiple piercings on their
may return to the Gate at any time and spend one ears and lips. Some of your kin wear ritual scars
minute to call your spirit back from the Ethereal to commemorate important victories.
Court and restore your skills and attributes. Upon
your third death you are too weak to reform You and all your kin are bound to crystal
without your full spirit and while reforming your weapons. You brought yours with you through
spirit and thus your skills are restored. You can the Crimson Gate and you guard against its theft
no longer send away your spirit if you have and destruction. The type of the weapon is
reformed a third time. So long as you have not entirely up to you but you only get one. Don't
reformed at the Crimson Gate a third time you lose it. Whatever weapon you choose you must
may send your spirit to the Ethereal Court or call start game with the skill to use it, even if you
it back as often as you wish. If you die with the must choose a crystal dagger because you have
Malediction trait, or gain the Malediction trait no weapon skills.
while you are reforming you do not reform at the
Crimson Gate. Your link to the Ethereal Court is You crystal weapon is blue with white diamonds
cut and you go to the Gate of Death instead. or white with blue diamonds. If your weapon is
affected by a Destroy effect you also take 20
points of damage. Call out "20 Damage to Self"
if the weapon is affected by a Destroy effect.
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Crystal Violence
If you name your weapon and talk to it really
nicely it will empower you. Each event you gain
2 points which may be spent in place of Air,
Earth, Fire, or Water when using a skill or ability
involving your weapon, but only if you spend
some time explaining to your weapon what is
going on. Otherwise it gets upset and you get
nothing.
A Matter of Pride 2
Once per event if you are holding your weapon
call out "Resist" to negate an attack with the
Agony effect. After all the piercing and scarring
your weapon would lose complete respect for
you if you show that kind of weakness.
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Cultures and is the first line of defense when those dark folk
come forth for war.
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freedom, Mhurkiel stifles it. Art must meet the and they have proven loyal through pain and
approval of the Queen’s people or it is destroyed. death.
Those who commit crimes or who cannot support
themselves are quickly pressed into slavery. The The Melekite family serves as both the common
Queen does not tolerate any race but humans, and fighting force and keepers of the peace. They also
those who show characteristics of other races are bring slaves into Mhurkiel, and are not particular
pressed into slavery as well. about where they obtain those slaves. There is
great hatred for the Melekite within the other
The other kingdoms resent and sometimes openly kingdoms, but the power of the Queen keeps
challenge the policies of Mhurkiel, and the king most problems in check. The Melekite take a
of Avanlei has a particular hate for the Queen. perverse pleasure in that hatred, and they are
The ancient pact binds them, however, and more capable and paranoid as a rule.
than once the deadly elite troops of Mhurkiel
have arrived to rescue the northern kingdoms The secretive family of Xerberes also serves the
from the ravages of the Blood Tribes or the elven Queen. The family is a collection of priests and
kingdom of Malekyrg. The other kingdoms also sorcerers. The priests rarely speak of their faith,
fear the sorcery of the Queen, for it is said that and the sorcerers do not contribute to the College
she holds many of the secrets lost when Diardha in Trechele, nor do they share knowledge outside
was destroyed. How the Queen has obtained their family. The Xerberes have very capable
these is unknown, but the fact that she appears wizards, but some whisper that they practice and
young after 180 years lends credence to the experiment on live subjects.
rumor.
The Queen wears a black badge with a white
The royal family is House Chartys, and the pale Unicorn rearing to the left. The Thalik wear no
Queen Khelaine Chartys keeps her elite guard badge except in the most formal situations, and
close to her. The royal family has the blood of then they are allowed to wear the badge of the
Arcalia, and it is said that those with the power of Queen. The Melekite wear a black badge with a
that blood sometimes see into the past and the sword wrapped with a chain. The Xerberes do not
future. The Queen’s art at diplomacy is as wear badges or colors, but they all wear
effective as her magic, and her moods can necklaces or rings with an eyeball and many have
quickly turn from delight to rage. The power of tattoos of eyes.
Khelaine’s magic has not been questioned since
she turned it against Selarno troops in a short Rhoemurg
skirmish some 60 years ago. The northernmost of the Five Kingdoms,
Rhoemurg has long winters and a sturdy people.
The Thalik family serves as the Queen’s elite The kingdom is closest to the Blood Tribes and
guard and they deal with difficult missions that many times bears the brunt of their raids. The
require subtlety and swift execution. The Thalik royal family of Rhoemurg, House Vlariev, has
family has some of the most skilled assassins in true blood and claims a lineage to Myrkorim. The
Aerune. They carry out the Queen’s wishes king of the land, Ossek Vlariev, was a general
wherever her gaze may fall or her wishes take and knight and a veteran of many battles. His
them. The loyalty of the Thalik is not questioned, house controls the armies of Rhoemurg and most
of his knights come from his own family.
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and cloth dyes. Even the artists of Trechele prefer Aviogne is known for its intrigue and excess.
the cloth of Stefolare, for the color and texture is Even warfare and combat are treated as an art,
the best of the north, and some claim they use and the duelists of the court and the streets of
magic in its weaving. The Stefolare also deal in Trechele are respected for their skill with blade
leather and a great number of crafted goods. The and tongue. If there is a place with a true
Stefolare consider themselves the protector and appreciation of the arts, it is Roechere and the
savior of the craftsman, but that protection often court of House Mercenes.
comes unwanted, and often comes at a price.
The rise of Trechele started at the end of
The Einedes are known for their well trained Adrienne’s March, a seventy three year war with
mercenary guards and soldiers. Many lords go to the kingdom of Kordova. After too many years of
the Einedes to supplement their own troops in bloody conflict between Adrienne Mercenes and
war, and it has been said that not a war passes Herenan Kordova, the war ended with Trechele
which does not see the blades of the Einedes victory. The Kordova family, who themselves
blooded. It is said that the Einedes secretly deal had true blood going back to Sereness, swore
in other human services, including slavery into fealty to House Mercenes and the Queen was
Mhurkiel. It is also said that the Einedes are married to the son of Adrienne just one year
extremely loyal to Selarno. The crown might not before the king died of old age. The kingdom is
be his except for the Einedes family. Not divided in two halves. The people of northern
inconsequentially, Einedes became a great family Trechele have fair hair and fair skin as a rule,
because of the rise of Selarno. while the people from the Barony of Kordova are
dark haired and have skin that is of deeper hue.
The royal Selarno family wears a gray hawk,
wings out, screaming towards the east on a field The King of Trechele, Petrieve Mercenes, moves
of dark wine or purple. The Noro wear a gray through his court with a grace and confidence
ram’s head on a purple field, and that symbol also matched by no man or woman. He is unmarried,
adorns their wine. The Berellen wear the talon of which makes him a target for many enterprising
a hawk raised and holding a scroll, all gray on young women. House Mercenes has many
purple. The Stefolare wear two gray masks of the knights and many artisans in its ranks. The House
theatre, one happy and one sad, on purple. The Kordova serves Mercenes and provide almost as
Einedes wear a gray dagger crossed with a gray many knights to the king. There are still
lightning bolt, dagger pointing southeast, prejudices between the Kordova provinces and
lightning pointing southwest, on a purple field. the rest of Trechele, and many of the knights of
the house tend to stay closer to the borders and
Trechele further from the court. House Mercenes is also
This large and prosperous kingdom rests in the served by the Aquitaire family, well known for its
southwestern corner of Aerune. The combination skill in sorcery, and the family of Rouen who are
of mild weather, successful war campaigns, and known for their devout worship of Aradach.
great distance from both the Blood Tribes and the
Malekyrg Elves has made this kingdom the The Rouen family is also known as the religious
richest in goods, money, and culture of all the center of the Five Kingdoms. The priests of
Five Kingdoms. The royal family is a great Aradach, sovereign to the gods, advise the
patron of the arts, and the court in the capital of various temples on conduct and religious
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doctrine. The Rouen family also maintains the dances. The warriors of the White Crow protect
Inquistion, a religious organization that watches the tribe and fight against the Blood Tribes. Like
for the worship of forbidden gods in the Five most of the Winter Tribes, the White Crow are
Kingdoms. The Inquistion acts on the authority reverent and have forsaken blood magic and
of Mercenes and has the backing of many of the necromancy. The leaders of the tribe are a council
other houses of the Five Kingdoms. Their of shamans, and the current Speaker is a woman
influence, and thus the influence of House named Yanuala.
Rouen, is considerable.
Once known as the Ebon Snake, the Stone Snake
The royal House Mercenes wears a gold crown tribe are hunters and warriors who travel the
above a gold griffon on a red field. House plains near Blackthorn. The tribe is known for its
Aquitaire wears a gold sun surrounded separated warriors and shamans who hunt undead. The
from its own rays on the royal red. House Rouen Ebon Snake was nearly destroyed by the vampire
wears a gold ring encircling a white flame on a named Shranoki, and only the heroics of the great
red field. Kordova still wears it’s dark maroon, hero Stonebones saved the tribe. The Stone
it’s symbol a gray gauntlet curled into a fist. Snake thrived under his leadership, and now the
tribe is known for its restorative magic and its
The Barbarians hatred of necromancy.
At the fringes of the kingdom uncivilized peoples Some minor tribes exist as part of the Winter
still dwell. Some are too reverent to embrace Tribes as well, but these tribes are not well
civilization, preferring instead the simple beauty known. The Shakek is a tribe that dwells in the
of nature and the whispers of the spirits of old. frigid passes and vales of the highest peaks of the
Others are too wild for civilized lands, and prey Bones of Nalgeth, moving down the mountain in
upon the civilized people in raids and in war. the winter and back up in the summer. They live
in perpetual winter and combat the Wendigo of
The Winter Tribes the mountains. The Vaurelis are the legendary
These Barbarians dwell to the west of the Five daughters of the goddess Arcalia, and this tribe of
kingdoms, between Urgroth’s Bones and the warrior woman is rumored to dwell in a hidden
Grayfang Forest. The Winter Tribes have valley somewhere in the Bones of Nalgeth. Some
forsaken the ways of the civilized families and even claim that the Silver Elk tribe, long thought
still follow the old ways and talk to the spirits of to have been destroyed, live somewhere in the
the land. Although there are numerous small sacred plains and protect the spirits of that place
tribes of Barbarians, two great tribes are known still.
to exist and some seek the wisdom of their
shamans. The Blood Tribes
No player character can be part of the Blood
Members of the White Crow tribe are the Tribes, at least to start. Any character from this
descendents of the shaman known as Ghost area is assumed to be running from them and no
Whisper, a legendary shaman who first called on character will be allowed to wear the mark of any
his ancestors for aid and wisdom. The White of the Blood Tribes unless they gain that mark
Crow have many seers and shamans and teach during the course of the game. The Blood Tribes
those who are trusted with the secrets of their are included here so that the player understands
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the threat and impact these tribes have had on The Burnt Skull tribe is fewer in number, but in
Aerune. some ways more ruthless. They make no noise
when they fight, and they paint a black skull over
It is said that the impact the Blood Tribes have their face to show their dedication to their dark
had on the history of Aerune is unequalled, even god. Many are skilled in killing by stealth, and
by the Malekyrg elves. The constant threat of there have been whole villages destroyed mostly
their ruthless and merciless raids has always in their sleep by this vicious tribe. The warriors
tempered the civilized lands. While the Malekyrg of the Burnt Skull believe that if they kill a
may retire and wait for many years without sleeping opponent they can feed off their dreams
interacting with its human neighbors, the Blood and steal their power.
Tribes are always ready to strike.
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the villages of Rhoemurg for the demands of the through their lives without ever seeing one of the
king. So were a great many people of Rhoemurg fair folk. All elves have pointed ears revealing
enslaved, and the wanderers who would be their Fey heritage. There are three groups of elves
gypsies were hit the hardest. in Aerune, though players must come from the
Eluviar or the Leindrel. You must have an Air of
Amidst this rose a man and wanderer who fought at least 3 if you wish to play one of these types of
for those enslaved. He defied the king and freed elf.
many of the slaves, gathering them to himself
and organizing them to free their kin. The gypsies The Eluviar
rose in rebellion and stormed the castle of These elves are dedicated to creation and forsake
Vlariev and demanded that the people of the dark ways of their northern cousins. In
Rhoemurg be set free. The king came forth and ancient times, the great elven hero, Erionth, led
seeing the spirit of the wanderers, declared these people out of the lands of the Malekyrg and
slavery to be ended in his kingdom for all time. towards the land that would become Eluviar, or
So were pens opened and all those who hungered the Shining Land. The Eluviar remember the dark
were given food and weapons and came like a ways of the Malekyrg and have set their minds
wave upon the Shadow Wolves and sent them against it. The elves are steeped in music and
home. other arts and prepare themselves so that they
might oppose their dark cousins when war comes
King Vlariev abandoned the mines to Trechele once again. Each of the Eluviar are marked with
and the gypsies made Korianth their king. He light that appears as a white mark or tattoo upon
told them they should not have a king and offered their face.
them freedom instead. Instead the gypsies took
both, and the Gypsy King was born to settle Many of the Eluviar who are descended from
disputes and to gather all the gypsies to him Erionth or his guard have the white, gray, or
when the gypsies are wronged. silver hair of those people. The Eluviar are all
taught an least one art to center them and balance
All the gypsy families pay tribute to their king, the training they receive in war. Erionth
and the title passes from gypsy to gypsy, some proclaimed that his elves would learn to create as
Kings and some Queens, so the gypsies might well as destroy, and each elf practices an art.
have a place to bring grievances against them. Those who do not are considered closer to the
The Gypsy King holds power still, and all the Malekyrg and are frowned upon and watched
gypsies in all the kingdom rise at his anger and with suspicion.
make that anger their own. To this day those who
incur the Gypsy wrath and are marked as Gypsy The Leindrel
enemies suffer much until they makes amends – Called the Wild Elves by the humans, these elves
such is the Gypsies tradition. came to the forests long ago and dwell deep
within them still. The Leindrel Elves have a great
The Elves affinity towards the animals of the forest, and
Reclusive and magical, much has been written each clan follows the path of one of these animal
and speculated about the elves. It is rare for them spirits. Each elf is marked with the symbol of
to walk the civilized lands, and many humans go their animal spirit as described in the religion
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section, except that their marks are forest green Each group of Eurvein is called a root, and each
rather than blood red. root shares the same group of tunnels and halls
hollowed out of a mountain or a set of hills if the
The Leindrel are suspicious of humans and stone is particularly good. The Eurvein have a
civilization, but neither do they trust the gender, and it is said the Eurvein procreate in a
Malekyrg. They are friendly with the Eluviar, but manner where they lock into an embrace for
they reject the more civilized ways of the Eluviar. many hours and the essence of each of the
There are a great many small tribes of Leindrel Eurvein meld together and create new life. The
elves, each with their own leader and their own mother carries that life and when the child is
animal spirit. Some of the more prominent tribes ready, the mother senses it and travels to the
include the Grey Thorn, the Morning Hawk, the deepest cave of the root. The child is born from
Moon Guard, and the Black Ash. the hardest stone of that deepest tunnel. The
largest roots in Aerune are the Boerule root in the
The Malekyrg mountains above Mhurkiel, and Aerkome root
Although not available as a player character overlooking Trechele, the Aurei root in the
option, the Malekyrg elves are included here so western mountains above the Winter Tribes, and
players know of these dark folk. These elves the Mal’Kharad root in the northern mountains
worship Azerial and occasionally spill from their between the Blood Tribes and the Highlanders.
homeland to wreak havoc on the human
kingdoms and tribes. All Malekyrg elves wear a The Eurvein as a rule love gemstones and use
mark to signify their dedication to the god and them in their art. The Eurvein wear elaborate
their lineage, a black, eight-pointed star, jewelry and head dresses of beads and gems.
somewhere on their face. These elves are They tend to wear loose robes of intricate design,
descendents of the Unseely who were banished although the warriors do wear loose clothing.
from the Fey realm in times long passed. Most of the Eurvein disdain armor made from
leather and prefer the metals of the earth instead.
The Eurvein find wearing the remains of other
The Eurvein living creatures to be curious and somewhat
This ancient race dwells deep beneath the ground barbaric, and instead wear cottons and wools and
in halls and tunnels carved from the stone of metals and even clothing and armor woven of
mountains and only the most adventurous come living roots.
forth. The Eurvein are contemplative and slow to
act as a rule. They tend to be patient and have The Eurvein have patterned stripes on their faces
long attention spans. Some believe that they are that run down their forehead, over one side of
humorless and lack passion, but the truth is that their face, and down their neck like a stripe made
they are more careful about letting passion rise up of many pebble like circles. They call these
within them. Once it does it burns longer and markings veins. Sometimes the vein runs down
some say with more fervor than the other races. It the side of the face near the ear and over the
is said that the Eurvein smiths are unequaled in cheek, and others have a vein over the eye and
their craft, and that they have a great attention to down past the side of the mouth. The vein of an
detail. The Eurvein first learned Rune magic and Eurvein is not solid color, but is made up of
introduced it to the outside world. many round, pebble-like marks of gray or brown
or even black. Some veins have a sparkle to them
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like quartz, while others are a flat color. Some of called Uthdrasil that dwells in the mountains near
the Eurvein have hair that is dark stone gray. You the Gate.
must have an Earth of 3 and an Air of 3 to play
one of the Eurvein. The Ghul
In the south there lies the ruined and dead
The Outcasts kingdom of Onhur where the last Pharoah still
rules over subjects killed many centuries ago.
The undead denizens of Onhur are said to fear
The Aneketh the light of the Sun, and they hide during the day.
In the years during the War of the Gate, when the Humans are taken to that place to labor as slaves
Reavers waged war on Aerune and the Crimson and to feed the Vampire lords. When a human has
Gate was still active, the Aneketh slipped out of lived too long in the dead land of Onhur they are
the gate and fled their Reaver masters to search tainted by the essence of that place. Elves seem
for freedom in this world. The Aneketh had been to be immune to this taint, but a human becomes
long enslaved by the Reavers in their own world, a Ghul. Ghuls appear as a normal human during
and the refugees fled into the mountains and the day, though the sunlight causes them
tasted freedom for the first time. The Aneketh discomfort and hurts their eyes. At night the skin
aided the Five Kingdoms and aided even the around the eyes darkens and the lips blacken and
Malekyrg against the Reavers, and in the end the taint of the Ghul is revealed. Many shun the
their aid helped to end the war and drive the Ghul, fearful that the curse will be passed.
Reavers back through the Gate.
The taint of the Ghul is indeed a curse. A Ghul is
Although seven generations have passed, The affected by spells that target undead. They are
Aneketh still remember the tales of their dark considered to have the undead trait, even though
homeworld and the slavery they endured under they live and breathe. The sun is painful to them,
the yoke of the Reavers. They watch the Gate to and they wear hoods and masks during the day to
this day, fearful and full of hatred. The Aneketh protect against it. The Ghul cannot have an heir
are quiet and keep to themselves, but the chiefs once the taint has taken hold of them. Worse of
teach their children to hate slavery and savor all, some Ghuls have degenerated into true
their freedom. There are still not many Aneketh, undead, and become ravenous beasts who have
and they are constantly moving to keep ahead of lost compassion and reason. Any player who
the Blood Tribes. wishes to play a Ghul must be prepared to come,
at any time, to a violent and terrible end.
The Aneketh wear simple clothing with drab
colors as a rule. Most of their armor is made from
wrapped strips of leather, and when they can Korred
This race is young in Aerune, having left the
construct metal armor it tends to be ornate. The
Realm of the Fey only a century ago. The Korred
Aneketh appear to have wrinkled faces with
left the Fey realm to escape the sorrow of the war
yellow highlights. The lines of the face should be
and hatred between the Seely and the Unseely
traced in a wide yellow and then a thin and
court. The Korred were one of the Fey races who
darker brown so that each wrinkle has a yellow
had members on both courts, and they fled that
tinge to it. Even the young Aneketh are wrinkled
realm rather than letting that hatred set them
in this manner. The Aneketh have a single family
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against each other. The Korred now dwell in the will transform and take the physical and mental
Whisperhaunt wood. characteristics of the one animal spirit chosen
during character creation. During this time the
The Korred have vowed to set the sorrow of the player applies makeup to look like that animal
Fey behind them. They are known for their wild spirit. The character is fully intelligent and may
celebrations and sometimes forget that in this use all skills and tactics, but the role playing
realm their actions can have consequences. The should change to match the way this spirit would
Korred can drink a great deal of alcohol. act and react. After the source of emotion has
Although their judgement becomes impaired like passed the Shoathri will go off alone to rest and
a human, their reflexes and physical prowess do the player may remove their “features” at this
not. This can cause all sorts of problems when time. The animal makeup for this race can be
the Korred drink heavily. elaborate, but it cannot be a full mask. The
character must have some human facial features
You must have a Fire of 3 to play a Korred. The showing.
Korred have pointed ears and horns protruding
from their foreheads. The Korred wear their hair Bayastri is the cat spirit. Characters who choose
wild and tend to wear earthy tones. this spirit will take the facial characteristics of a
hunting cat when they change. They will have a
Shoathri cat-like nose, whiskers, and cat-like stripes.
These rare folk are humans who have been Some grow fangs. When they have changed they
inhabited by an animal spirit that can manifest will tend to move with as much smoothness as
within them. Although the Leindrel elves often possible. Purring and slurring R’s is not
have animal guardians, they found that some uncommon. Shoathri taken by Bayastri tend to be
humans became infused with the power of the extremely curious. They tend to enjoy the hunt,
spirit and are changed. The elves themselves do even going so far as to prolong it for pleasure.
not experience this, but the humans can
sometimes manifest the physical features and Choenta is the crow spirit. Shoathri in the form of
mental characteristics of an animal spirit. Each Choenta will grow prominent black feathered
character is given a blood red mark on their face eyebrows and their faces will become marked
that appears in both their human and animal with a pattern called crow’s feet. The marks
form. A character chooses one of the described consist of three thick black lines extending from
animal spirits when they are created. each eye. One extends out toward the ear, one
extends down on the cheek, and the last extends
The Shoathri appear as humans with the blood diagonally between the two. Some Shoathri also
red mark most of the time, but strong emotions have darkened feathered hair or black feathered
that tap into their primal being can cause them to sideburns when they take the form of Choenta.
become more animal like. This emotion could be When changed, these Shoathri tend to cause all
anger, fear, passion, or the desire to hunt. A types of mischief. They will switch small items
Shoathri so affected will grow agitated and feel to cause confusion. They will attempt trick their
the need to be alone. The Shoathri will spend enemies. Some might even try to trick their
time alone in a restless state and at this time it is companions. If forced to fight many use traps and
dangerous to interrupt the Shoathri. They tend to ambushes rather than straight combat.
be violent and unreasonable if disturbed. They
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Chapter Eight
Mythos of Aerune
There are many divine and spiritual paths in the and the Inquisition. Decrying these gods is
realm of Aerune. The gods of the White Court are blasphemy and carries with it a punishment of
the most powerful and prevalent, warring with death for any who do not repent. The Inquisition
the forbidden gods of the Black Court. There are has been tasked to hunt and destroy the
those who follow the old gods, the great Pale blasphemous gods and the dark knowledge that
spirits of the Green Man or the Gray Man. Some supports and empowers them.
folk are empowered to see the spirits of the past,
present, and future and they become Shamans. The High Church supports and lends aid to all
Other follow Forbidden Gods that walk with no worshippers of the White Court. Those
others. Some gods accept no worshippers at all,. worshippers who wish to be fully embraced by
the church seek favor so they may become
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times of need; A great sword called Cleave, a same effect once at another opponent who is
broad sword called Defender, a polearm called within weapon reach. You must make the second
Whirlwind, a long axe called Sunder, a spear attack immediately and the ability is used up only
called Impale and a great axe called Headsplitter. if you strike that opponent and they role play the
It is said that the devout might seek one of these effect or negate it with a defense.
weapons in times of great need.
Defender - Call out "Parry by Divine" to negate
Symbol one melee, missile or packet attack that strikes
An iron fist. Sometimes a gray gauntlet is used you.
instead. Priests often wear blood red trimmed
with dark gray. Whirlwind - Plant your left foot and call out
"Whirlwind" to activate this ability. You may
make up to 3 strikes with a weapon, calling "2
Spheres Damage" for each. This ability ends when you
Primal, Sovereign, Wayfare
use all 3 attacks or move your left foot.
Cleave - If you strike an opponent with a called The Lord of Bounty nourishes both the body and
damage effect and that opponent role plays the the spirit. He is the patron of material and
effect you may called out "Cleave" and swing the spiritual wealth, and both merchants and artists
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pay him homage. Naveril promotes the concept the church and High Court when he was heard to
of charity and the concept that hard work is say "With our beloved sister Elshea in exile
rewarded. The god does not believe in decadence, someone has to pick up the slack."
has no patience for those who are lazy or whose
greed harms others. Passionate to a fault, he Symbol
inspires passion, and is sometimes seen as the Traditionalists use a gold chalice tipped to the
patron of romantic love. It is said that in the right with gold coins spilling from the chalice.
darkest moment of the War of Tears, when Many traveling priests use a tipped chalice of
Myrkorim faltered and Azerial rose above him, gold backed by a compass mark. Priests often
that it was the music of Naveril that empowered wear green trimmed with gold.
his spirit and turned the tide of the dark host. He
is the god of creative energy, and those who are Spheres
seeking to create call him for inspiration. Legacy, Wayfare, Weald
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With the South Wind comes the hot breezes of Dreamscape, Sereness was given the task of
summer, when the world is warm and well maintaining that realm against her. The
nourished. You are likewise well nourished. Call Dreamscape remains divided between the
out "Resist. So I am nourished by the South Goddess of Dreams and the Princess of
Wind" to resist one Drain effect. Nightmares. Sereness inspires people to conquer
their fears and gives them the courage to create
With the West Wind comes the hint of Autumn, and protect in spite of their fears. She has no
when it is time to work on the harvest. It is your patience or love for apathy, jealousy, and envy.
time to work as well. Choose a skill that can be She encourages people to find and follow their
used only a limited number of times per event own dreams, not become obsessed with the
where you have exhausted all of those uses accomplishments of others. She is also the
except, of course, for this skill. Call out "I call on goddess of the Hearth, and she is invoked to
the West Wind" to use that skill an additional protect children and homes against invaders.
time this event.
The priests of Sereness work tirelessly to inspire
Wit of the Scoundrel 3 and fortify the Gifted Races and are occasionally
Once per weekend, you may exhaust 1 point of called to the Dreamscape to serve the goddess
Air to perform any skill from the Rogue or and the Ordained. They work to inspire courage
Troubadour headers. You must also pay any and to protect the homes of the faithful. Each
attribute costs for the skill in question. If the skill night the Goddess visits upon each sanctified
could normally be used any time, you must home protection, through her priests, from
choose a target upon which it will be used. You violence and theft during the late night hours.
will only be able to use that skill upon the chosen
target once. If you have already spent at least 30 With the war waged on two fronts, and Myrkorim
character points on the Rogue and Troubadour tirelessly fighting both the Black Court and the
headers, including the headers themselves, then Forbidden Gods, it has fallen more to Sereness
you may use this ability to perform any skill and her servants to protect the homes and lands
listed in this book that is not a mythos skill or of the faithful. As goddess of the Hearth she
racial skill using the costs and guidelines listed lends courage to her priests so they may lead by
above. example. Her priests work to raise the spirits and
the hopes of the faithful.
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walk the Dreamscape using their own Chimera familiar with this ability then you may use this
magic, a fact that the priests of Sereness are not ability at any time during the day and empower
comfortable with. The High Patriarch of Sereness that individual to activate the power sometime
has put forth an edict that no one shall travel the after 2:00 am. In this case you must touch the
Dreaming unless they travel with a priest of Dreamcatcher to empower it and set it aside with
Sereness as an advisor and guide. The church will the Information Card someplace safe. The person
not have the War of Dreams against Khelvaan you so empowered will be able to call "Imbue by
endangered. Though this edict has hampered the Sereness" and hang the Dreamcatcher and the
Vesperan church, it has also set the church at Information Card on the doorway after 2:00 am
odds with the Sorcerers and Shamans steeped in to activate the blessing. The person who activated
Chimera magic who sometimes walk in the the blessing is also responsible for making sure
Dreamscape. There have already been rumors of that the Dreamcatcher is taken down in the
skirmishes within the Dreaming. In a strange turn morning before 10:00 am. Either way all effects
of events the servants of Khelvaan are likewise of this ability last only one night and end at 10:00
concerned by the presence of the Vesperan am. Each day you will need to visit each dwelling
church in the Dreamscape. once again to bless it.
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the Kingdoms. It is not uncommon for the perform the last rites on unfortunate individuals
Vesperan church to act as advisors or arbitrators who bear the Writ of Secrets.
in matters of the heart, especially when such
matters will interfere with noble tradition. Secrets Revealed 1
You may unlock the secrets of the church, briefly
Symbol restoring the memories of someone carrying
A white expressionless mask shaped like the face forbidden knowledge. Touch a willing or helpless
of one of the Gifted Races. Priests usually wear recipient with a packet and call out "Silence and
dark gray trimmed with silver, although some Imbue to Reticent" to allow them to remember
trim their gray with purple. and whisper that knowledge to you. They will
remember the information locked away on the
Spheres scroll, but they are unable to speak unless it is
Chimera, Legacy, Wayfare whispering to you while this effect is in place.
The effect lasts so long as you continue to touch
the person with a packet.
Secrets That We Keep 4
You may gather at least 3 other Vesperan priests
who also have this skill to prepare a Writ of
Secrets. Prepare a writ that describes some secret,
memory or forbidden knowledge. Have each
The Black Court
The Black Court dwells in the Labyrinth of
priest who will support you read the writ and, if
Oeruin, forever exiled from the gardens of
they support this act, exhaust a point of Air to
Auralis. The Black Court look on the world with
sign the writ. Attach an Inflict card to the writ
disdain, and see it only as way to satisfy their
when three others have signed it. Touch a willing
appetites and to bring them the power to fuel
or helpless victim, exhaust 3 points of Air, and
their hatred and spite. The Gifted Races are as
call out "Inflict by Divine" to lock their
puppets and slaves to them, and the Black Court
memories into the scroll. The recipient will lose
recognizes no potential or glory other than their
all memory of the subject outlined on the scroll,
own.
the memories locked away by divine power into
the words on the scroll. The recipient is forced to
carry the scroll. The recipient knows that they Azerial
carry the scroll, but will not remember the The Tyrant, the Lord of Oeruin
information locked in the scroll. The scroll “The Gifted Races have not the heart nor the
cannot be opened, unrolled, or destroyed unless stomach to reach their true potential. Only those
the divine power is somehow removed. This with the strength and vision to rule can lead them
power cannot remove actual skills, spells, or from chaos to excellence.”
abilities. The recipient gains the Reticent trait and
only effects "to Reticent" can affect this divine It takes will and power to build, and those with
power. It is unclear what happens if the recipient weak wills and lack of vision threaten the
under this effect suffers a final death. Some say progress of the world. It is the responsibility and
the secret is lost beyond the Gate of Death. Some right of the strongest to lead the flock to
say the scroll passes back into the realm of the greatness. Each person has their part to play, and
living at the time of death. Vesperan priests often Azerial’s part is to be the lord and ruler of all. He
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is the Lord of Oeruin, the Tyrant, and the saying “Affliction One, Affliction Two, Affliction
Dominator. He leads the Dark Gods with an iron Three, Inflict by Azerial.” The target is marked
will and an unyielding grip. He plans the day and gains the Enslaved trait until it is somehow
when he will once more rule supreme among all removed. Even death will not removed the mark,
the Lords of Aerune, and will not rest until all although if the spirit goes to the realm of death
pay homage to him. and is weakened then the effect will likely be
removed by those servants encountered beyond.
The servants of Azerial are rulers or advisors to
rulers who lead through force and power. His
servants support slavery, and those who have
Khelvaan
prejudices and see other castes or races as Princess of Nightmares
inferior pay homage to the Tyrant. His priests “Everyone, deep down, fears something.”
consider their inferiors disposable, and they
follow their superiors with great fervor until they The Princess of Nightmares is the goddess of
can, one day, prove themselves to be greater by terror, and she reveals the fears of the Gifted
eliminating or discrediting those above them who Races and feeds off despair and horror. She has
show weakness. been charged with weakening the servants of
Auralis by inflicting such doubt and fear that they
fail to act against the Lords of Oeruin. She is
Symbol loyal to Azerial and, like the Tyrant, she knows
A black, scarred crown encircled with a blood red
the world is in need of true guidance, which the
chain. Priests wear black with red trim.
gods of Auralis are unable or unwilling to
provide. She also controls the dark side of the
Spheres Dreamscape, and her creations roam its borders
Legacy, Primal, Sovereign urging and coaxing sleeping spirits away from
the Realm of Sereness.
The Mark of Servitude 3
You may mark a helpless victim as a servant and The servants of Khelvaan serve their lady by
visit pain upon them if they do not appease you. inspiring terror and fear and doubt to prevent
If you have marked a victim with a Mark of would be heroes from opposing the other
Servitude, you may inflict Agony on that victim servants of the Black Court. They are sometimes
by calling out to them “By my voice, Agony to brought into the Dreamscape to serve their lady
Enslaved.” You may use this any time you or to accomplish some dark mission that the gods
recognize an individual marked by you or of the Black Court consider important. The
another, and they will take the Agony effect. priests of Khelvaan gain the Sphere of Chimera
as their divine sphere.
You may exhaust a point of Fire to deliver a
Mark of Servitude to a helpless or willing target. Symbol
You may request an Inflict card at the beginning A silver mirror framed in obsidian. Priests wear
of the event, and this card is given to the target many colors, but decorate themselves with shiny
when you use this ability. You must use the or gem like materials.
Affliction delivery as described in the rules by
touching a weapon or packet to the target and
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Spheres seek the finest clothes, and richest foods, and the
Chimera, Gloaming, Wayfare most exquisite wines and poisons. Second best
simply won’t do. Many will attempt to reach a
level of heightened experience with poisons and
Walking the Dreamscape 2 drink and attempt to create art. Some succeed at
Twice per event while you are in the Dreamscape
first, but most succumb to their decadence.
you may refresh your Attributes to renew your
Murthean has many unwitting servants, who
strength. Call out "Khelvaan grant me strength in
serve him without realizing they spread his
this place of nightmare! Imbue by Nightmare" to
influence. Murthean has few priests, and those
refresh your Air, Earth, Fire, and Water attributes.
that consciously serve him tempt others down
paths of excess.
The Nightmare Realm 2
While you are in the Dreamscape, you may Symbol
exhaust a point of Fire to duplicate the priest Green glowing eyes within ever hungry, ever
power of any other god or goddess. You may consuming black flames. Priests wear dark green
only gain one other power in this manner. If you and black.
use this ability again, the previous use ends. The
power ends when you leave the Dreamscape and
at the end of the event. Spheres
Gloaming, Malediction, Wayfare
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slaughter, but does not always kill his prey. Court of Azerial. Xerelos has a biting, sarcastic
Sometimes he will twist their forms and their wit, and he sees the world as a dark joke. He has
minds into rampaging beasts or fill them with a little concern with the courts unless he can gain
frenzied desire to kill. Wyrlok is the progenitor of some advantage or twisted amusement from
lycanthropes and all sorts of twisted races bent on some aspect of the war. He is the god of madness,
slaughter and destruction. Wyrlok hates the he is the god of disease and deformity, and he is
animal spirits and takes particular pleasure in particularly fond of visiting these torments on the
killing the Shoathri. Gifted and laughing at their expense.
The servants of Wyrlok are few and far between. The servants of Xerelos are often deformed or
They are almost always violently brutal, and hunt have broken spirits. Some are mad. Many delight
for fun. A few carry more reputable facades and in the pain of others, if only to forget their own
stalk victims in another guise. Those priests who pain for a time. The priests entertain themselves
serve him gain the sphere of Weald as their at the expense of others, even delivering pain and
divine sphere. death to satisfy their sardonic tastes. Jesters must
be particularly careful of using dark humor lest
Symbol they be accused of serving Xerelos and put to the
A brown disk with a blood red, open talon or sword.
claw striking downward. Priests tend to wear
brown or black furs that are often stained with Symbol
blood. A skull, quartered and painted black and white
like a Harlequin. Sometimes a skull is portrayed
Spheres with a jester’s cap. Priests wear any number of
Gloaming, Weald, Wayfare dark colors in patterns and patches and twisted
designs in a fashion similar to a jester only
darker.
Blood Lust 3
If you use any skill with the damage effect and
the opponent drops from it, you need not exhaust Spheres
any attributes for using the skill. Gloaming, Malediction, Wayfare
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The priests of Elshea are not well liked, There are tales from the west, among the Winter
especially among the noble classes. They have Tribes, that the Huntress stalks evil with the Cat
been known to incite dangerous rebellion when Lord Bayustri. The barbarians sing tales of that
they find a ruler unjust. They are vigilantes who hunt and the destruction they have wrought on
step in when law can or will not do so. Those the evils of the world. It is thought that many
criminals who are found innocent must still Elshean worshippers have found refuge among
watch their backs if there are those who would the Winter Tribe barbarians. Still others have
testify against them. Elshea accepts neither the entered Mhurkiel and hide their worship among a
purification of the soul through the rite of people who have outlawed religion.
resurrection, nor does she accept the sanctity of
the spirit in Death. Her priests are sure to keep an
eye out for those who have not turned from their
Symbol
A tiger’s eye. Sometimes the eye is set into a disk
wicked ways, whether or not they visited the
with tiger stripes. Sometimes a Tiger eye
Gate of Death.
gemstone is used. Priests often wear black with
some amount of tiger striped material like a
The secret church of Elshea has no love for the
headband or a belt.
Church of Vespera and considers all who worship
her thoroughly evil and corrupt. It was the church
of Vespera that brought the charge that the writ of Spheres
Elshea breaks the sanctity of Fate by twisting the Gloaming, Legacy, Wayfare
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the Nylachia; The Lich King Wickford, the Prince. Xerelos revels in the increased power of
Banshee Queen, and the Wraith King. The Malediction, stealing away that foul essence and
memory of the heroes has been honored by cursing the followers of the Nylachia with
maintaining a Knight for each the three Orders, madness and corruption. Those who still secretly
and each Knight has been gifted by a Gelid follow the Huntress also seek to destroy the
Serpent with a symbol of power to remember Nylachia. Despite this, many of the Blood Tribes
their Order. The Knight of Purification fights the have united under the strength of Nylachim, and
Lich King, destroying his corruption of the is it said that a full third of the Malekyrg have
elements. The Knight of Absolution combats the risen to the call of the First King.
Banshee Queen, unbinding those souls she twists
with regret and despair. The Knight of Symbol
Forbiddance hunts the Wraithlords, barring them A black heart, cracked by strands of deep purple.
from corrupting sacred places and creatures.
Each Knight uses the power of the regalia of the
Order, but when that power is spent the Knight
passes the title and the regalia to another who is The Unaligned
worthy.
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world around them until they instinctively know The Grey Man holds the Fall and Winter months,
where and when the Pale is thinnest. The druids a natural balance to his brother and the
spend much of their time bargaining with the unyielding harshness of the natural world. His is
natural spirits for aid, and in return they agree to the court of Truth and Destruction, and woe are
keep the land wild and free. those who seek to reach beyond their place in
nature and transgress into his world. Followers of
The barbarian shamans instead use art and the Grey Man tend to be wrathful and dire, full of
sometimes dance to inspire the spirits of the Pale. grim prognostications and uneasy tidings. They
Their spells are sometimes chanted or sung, and embrace only the wildness of nature, and their
the spirits are moved to help them. The ancestors mercy is thin for any who dare to trangress into
of the barbarians watch over them and enlist the their lands in number.
aid of the spirits of the Pale to help their tribes. In
the sacred grounds of their tribes the most There are deep and lasting rumors of a Third, lost
powerful shamans can even call their own Brother, of the Pale, but, aside from some of the
ancestors to give them guidance or aid. The Elves, little is known of who this mysterious
shamans remain reverent to the spirits, the land, figure might be, and where he might have gone.
and their ancestors.
In recent times there has been a resurgence of
Those shamans and druids who can hear beyond these ancient ways. There are whispers of an
the Pale guard the sanctity and freedom of the awakening, where the legendary White Spring
land around them. Spirits of the Pale cannot has been found and empowered. There have been
abide having their freedom destroyed. Fences and whispers that there are those who pursue
walls and borders drive them from the land. knowledge of the ancient holidays. With this
Pollution of the earth or air destroys them. The awakening the Druids and Rangers of the Pale
druids and shamans must seek free and wild have found inspiration. Druids and Rangers who
lands to teach their craft for the spirits are not do not have the Devout or Shamanic trait may
present in the civilized lands unless one already embrace the Green or the Gray. A Ranger who
knows how to call them forth.The Pale does so gains the Druidic trait and cannot
purchase Devout or Shamanic headers or skills.
The Druids, aged protectors of the ancient world, You can only truly embrace one of these paths.
call primarily to two Aspects of the Pale, the There are rumors that there is a third path, but if
Green Man and the Grey Man. this is true it is lost and it cannot be embraced in
the same manner.
The Green Man is the embodiment of the Spring
and Summer months, of cool, replenishing rains
and warm summer days. His is the realm of
Gifts of the Green
Prerequisite: Druid or Ranger
courage and preservation, and followers of the
Green Man are willing to work with all races,
cultures, and religions toward their goals, except Pale Encampment 2
those who have cast aside their gifts and fallen to You may protect an emcampment from harm
corruption. during the late evening. If there is a tent where a
follower of the Pale sleeps you may empower
that dwelling with the protection of the Green.
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Chapter Nine
Core Rules
Fighting Props
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Weapon Lengths
Claws Size Minimum” Maximum”
These weapons represent some kind of natural Bow 36” 48”
weaponry. A claw needs padding that covers at Arrow 2” + 8” 2” + 8”
least 2/3 of its entire length. The striking surface
is the padded area of the weapon above the grip.
Claws are not affected by Fumble effects. If a Crossbows
claw is affected by a Destroy effect, the character These weapons use thrown type projectiles and a
will take a Maim effect to the limb holding the prop for the crossbow made from padded PVC.
claw. The bolts are round, open cell foam and tape
projectiles with an 8” streamer. You must draw
Weapon Lengths the bolt prop, touch it to the crossbow, and draw
Type Minimum” Maximum” it back to your ear. You may then throw it to
Short Claw 25” 36” represent the bolt. The crossbow must have a
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length between 18” and 36” and a bow width length. The core materials we allow are described
between 18” and 24”. We also allow NERF type below.
crossbows if they meet the size requirements and
the crossbow and bolts are painted so they are not 3/4” PVC
brightly colored. This common core can be used for one handed
weapons and is used with aluminum to make two
Weapon Lengths handed weapons. You will want to find schedule
Size Minimum” Maximum” 20 PVC pipe with a thin wall. There are schedule
Crossbow 18” by 18” 36” by 24” 40 pipes with thicker walls that are too heavy to
Bolt 2” + 8” 2” + 8” make good weapons. This core can also be bent
into bows by applying very hot water, or
softening it if you are good with the heat of a
Shields stove or gas burner.
Shields are defensive props used to block weapon
blows. They cannot be used to strike another 1/2” PVC
player. They are constructed from light wood or This core is too whippy to use for longer
plastic, and all exposed edges must be protected weapons, but weapons as long as 36" might be
with 5/8" thick foam piping. Most shields use a safe with a 1/2" core. This material is not good
handle and an arm strap, but light shields might for any other type of weapon.
only have a single handle.
3/4” CPVC
A buckler is a small shield that cannot be more This core can be used for one handed weapons
that 24" at its longest dimension. A full sized and is used with aluminum to make two handed
shield cannot be more that 36" at its longest weapons. You will want to find schedule 20
dimension. CPVC pipe with a thin wall. There are schedule
40 pipes with thicker walls that are too heavy to
Shield Maximum Dimensions make good weapons. This core can also be bent
Size Maximum Dimension
into bows by applying very hot water, or
softening it if you are good with the heat of a
Buckler 24”
stove or gas burner. CPVC has more whip than
Shield 36”
PVC, but it can be used for weapons up to 42" in
length. Some types of CPVC might be stiff
2 - Create the Core enough for slightly longer weapons, but you will
Next you must create the weapon core. For have to watch the whip closely or the weapon
thrown weapons you skip this step. Your core will likely fail inspection. CPVC can be used
materials depend on the length of the weapon, with aluminum in two handed weapons as well.
which you determined in step one. The weapon
core will need to be 4” shorter than the overall Aluminum
length of the weapon. Each end must be capped This material has no give, so it cannot be used for
with a coin or strapping tape so there is no hole at one handed weapons. The purpose of aluminum
the end. Each pipe insulation overlap will need to is to give two handed weapons less whip. Two
be 1” and the foam thrusting tip must be 2” in handed weapons use a 7/8" galvanized aluminum
and 3/4" CPVC core. The cores should be picked
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so the CPVC fits snugly into the aluminum. They .610 Ultralight
should overlap about three inches and be secured This core is a thicker version of the spiral wound
together with an adhesive like Plumber's Goop or fiberglass tubing that is purchased from the
with a good amount of strapping tape wrapped company called Into the Wind. It is almost twice
around the seam. I would suggest both the as expensive as .505, but it is needed if you
adhesive and a small amount of strapping tape. intend to make ultralight two handed weapons.
Suggested lengths for long weapons are as Ultralight two handed weapons require extra
follows. padding down one side of blade consisting of 1"
of open cell foam or an extra layer of 5/8" pipe
72” weapons should have 48” of aluminum and foam.
23” of CPVC. With 3” of overlap you have a core
that is 68” long. This leaves you room for the Because ultralight weapons are so light, we are
required 1” overlap of pipe foam on each end and especially careful to insure that those using these
a 2” thrusting tip. weapons role play their swings properly. Though
we allow the use of these cores, this is considered
64” weapons are a little shorter, so you can use a a privilege and players who perpetually swing
little more CPVC. You should use 36” of from the wrist and machine gun will lose this
aluminum and 27” of CPVC. With 3” of overlap privilege. Role Play your swings.
this gives you a core that is 60” long. This leaves
you room for the required 1” overlap of pipe
foam on each end and a 2” thrusting tip.
3 - Pad the Striking Area
Next you will have to add the padding to the
striking surface of the weapon. The padding
The staff should have aluminum in the middle of
should be 5/8” pipe insulation. Weapons have
the weapon with CPVC on either side where the
traditionally used 5/8" green Climatube 80 pipe
striking ends are. You will have to cut the core a
insulation, but the parent company has
full 6” shorter to give room for 1” of overlap and
discontinued that foam. Suitable replacement
2” of thrusting tip on both sides. The staff should
foam can be found through McMaster-Carr at
use the ratio of half its length as aluminum in the
732-329-3200 or online at
middle and one fourth as CPVC on each side.
www.mcmastercarr.com. Search for polyethylene
pipe insulation. The product numbers for un-slit
Two handed weapons of different lengths should
foam that fits various cores are below:
use similar ratios so they are not too whippy but
have give at the striking end.
Ultralight .410 and .505 core Part
#4530K161
.505 Ultralight
Ultralight .610 core Part
The core this refers to is actually called spiral
#4530K162
wound fiberglass tubing and can be purchased
Ultralight .750 core
from a company called Into the Wind. Intended
3/4" CPVC
to be used as a kite pole, the core is light,
3/4" PVC Part
durable, and has give. One handed weapons use
#4530K163
the .505 diameter pole that sells for under $5.00.
1" PVC and 7/8" Aluminum Part
If you wish to order it, the part number is 4409.
#4530K165
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The pipe insulation must extend past the end of 6 – Add a Thrusting Tip
every core by at least 1” and the resulting hole The tip of the striking surface must have a
must be filled with a rolled up bit of pipe thrusting tip. This tip is 2” of open cell foam.
insulation. Use strapping tape to hold in the filler. Longer thrusting tips tend to bend. Cut the foam
to cover the tip. Once the tip is in place, use duct
Once the basic padding is added, you may add tape or kite tape to cover the tip. Take a length of
extra padding to two handed weapons using tape and place it so it goes across the end of the
another layer of pipe insulation cut in half to fit tip and down both sides, attaching the tip to the
over the foam. You may also use a narrow strip of weapon. If the tip is round, use a razor to cut the
open cell foam. Weapon heads are also made corners so the tape conforms to the tip. Now add
from open cell foam. Attach the extra padding another piece of tape so it goes across the end
with strapping tape to prepare it for the final and down the exposed sides of the foam tip. Use
layer of duct or kite tape. a razor to cut the corners so the tape overlaps
slightly and conforms to the tip. Finally, poke
It is suggested that two handed weapons, many tiny holes all over the tip so the air can
particularly staves, cover the grip area or at least escape and the tip can contract and expand freely.
most of the grip area with a thin walled pipe
insulation to protect against accidental contact If the weapon uses other open cell foam, you
with the grip. This is not required unless a player might find that when the foam compresses that
is reported to hit opponents frequently with the the tape wrinkles as it sticks to itself. You can
grip of the weapon. prevent this by covering the open cell foam with
plastic wrap used for food storage before taping
over the foam.
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Packets
Packets are small bean bags that are thrown to
represent magical attacks or special powers. They
should be made of stretchable fabric and filled
with birdseed. You should use only small
birdseed with no larger or sharper seeds. A square
of fabric is pulled around the birdseed and its
corners are gathered together to form a “tail” and
closed up with strapping tape. You may also sew
a packet shut. Sealing the packet with rubber
bands or other types of tape will be allowed on a
case by case basis, and the packet should have
give in any case. Packets with any other material
inside will not be allowed.
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Chapter Ten
Player Logistics
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registered we will not prepare your creation items folded. If you are spoken to or attacked you
for the event. should simply reply “Spirit” and continue
walking. You are In Game at all times, except
Parking occurs in the first wooded lot before you while you are in the bathrooms.
get to the site proper. If you arrive before the
start of game and have a lot of gear to move, you How Do I Check Out?
are more than welcome to pull up into the site, At the end of the event there is a check out area
but you should move your car to the lot by 8pm in the same place where check in took place. You
on Weekend Events or 7pm on Adventure Nights. may turn in your character card, make
No staff or player is allowed to park beyond the submissions, and register for future events at that
yellow rope. Do not drive anywhere but the dirt time. All yellow marked items must be turned in
roads on the site. Drive slowly. Parking and at check out.
driving is prohibited at all times down the South
Village Road. What Happens During a First
Event?
What If I Show Up After Game At the beginning of your first event you are
Starts? encouraged to attend the new player orientation.
Game starts at 9pm on Fridays of Weekend This is an in game orientation and there is no out
Events, and at 7pm on Wednesday Adventure of game rule preventing you from leaving the
Nights. Once game starts it is the staff’s goal to orientation, but players who attend this
prevent the game flow from being interrupted for orientation will likely have an easier time playing
any reason. It is for this reason that we strongly their first event.
suggest that you arrive before game starts. If this
is impossible, we ask that you come to the game What Is Maintenance?
in costume so you don't disrupt the flow of the Maintenance is a payment that represents the in
game. It is our goal to move you into the ongoing game cost of living. The payment is one silver
game as smoothly as possible. To this end you piece, although this cost may vary due to in game
will be asked to move into your cabin in game. events. The cost is paid at the beginning of every
event, and those who fail to pay this cost will
Players who arrive late enter game in costume as find themselves weaker by one Void point to
spirits and proceed to the gate within the Mage's represent the effects of starvation and exposure to
Guild. There they ring the bell and await a staff the elements. This reduction is cumulative for
person to appear and check them in. This way each event this cost is not paid. Recovering
you are never interrupting the flow of the game requires you to pay all previous costs. If your
for other players as you arrive. You should make Void is ever reduced to 0 because of Starvation
every attempt to enter and leave the game area as you will perish and you must visit the Gate of
your character during game play. When you have Death when you enter game on the event that this
checked in there is a cart to help you move your has happened.
things to the area where you will be staying.
High maintenance is paying more money for
When traveling as a Spirit you should walk maintenance. You are paying for a richer,
slowly with your head tilted down and hands healthier, and more secure lifestyle. High
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maintenance usually costs 4 silvers at the event through a character who will seek you out
beginning of an event rather than 1 silver. You in game. We highly suggest that you mention
gain one extra Vitality point for that entire event. these submissions in your summary letter.
Skills that pay for maintenance costs also reduce
the cost of high maintenance, reducing it to 3 In order to best handle logistics in a timely and
silvers. Game effects and campaign conditions efficient fashion, players must submit creation
may change the cost of high maintenance. and knowledge skills at least one week before
any event. The submission for an Adventure
How Do I Use Creation Skills? Night must be in before the end of the previous
Creation skill uses are submitted after the end of Wednesday, and the submission for an Adventure
an event either at check out or later via the Weekend must be in before the end of the
internet. There are check out sheets for creation previous Friday.
skills and there is a submission form on the web
site, although an email with the appropriate How Do I Get More CPs?
information will do. The items you create are Players earn character points by playing the game
available at the beginning of the next event for and helping out in various ways. Character points
which you pre-register. You must show any can be applied to any of your characters, but no
required tags and submit required materials character may receive more than 15 character
whenever you make an item, or when you receive points in a year. Character points can be used to
items if you submitted the request using the buy new skills and to raise attributes. There are a
internet. There may also be opportunities to use number of ways to gain character points.
creation skills at special times during the course
of the game if you have the skill and the required - Each Adventure Weekend you attend as a player
materials are available. If you do make a creation or a staff earns you one character point.
skill request at the end of an event, we highly Adventure Nights are just for fun and give you
suggest that you follow up the request with an no character points.
email.
- If you submit a summary letter after an
How Do I Use Knowledge Skills? Adventure Weekend or an Adventure Night you
Knowledge skills are submitted as questions gain 1/2 character points from it. Summary letters
pertaining to the appropriate skill after the end of must be submitted within one week of an
an event, either at check out or later via the Adventure Night and within two weeks of an
internet. There is a submission form on the web Adventure Weekend to gain this award.
site, although an email with the appropriate
information will do. You must submit any - Staying after an event to help clean up extra
necessary money when you submit the question, areas will gain you 1/4 character points or 1/2
or during the next event for which you pre- character points if there is a lot of work that
register if you submitted it over the internet. needs to be done. You must be given a task by the
There is no guarantee that you will receive an clean up staff to gain this award.
answer at the next event, or at all, depending on
the question and other in game considerations. If - Participating in a related game as a staff will
the answer does come, it will come during an also gain you character points that can be applied
to Madrigal character. You can only earn points
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from staffing, submitting a summary letter, and trouble submitting the forms, you can submit the
clean up for that game, up to a maximum of 2 summary letter by sending an email to
character points for each event you attend. There madrigal@larp.com. Embed it right in the body
is still a maximum to the number of points that of the message so there are no formatting or
can be applied to your character. attachment problems. Although players without
internet access can mail us summary letters, we
- Sometimes the staff posts lists of props they prefer if they are submitted on the internet as this
need to the mailing list. They will often offer CP makes it easier for us to distribute the
awards for players who create these props. information to the appropriate staff.
Monetary costs for the materials for these props
are reimbursed. Players cannot get CPs for cash For players who attended as a character, the
donations, only for donations of time. subject of your letter should say "Summary
Letter:" and the name of your character and the
- There may be ways to gain character points date of the event. You should answer the
within the game itself. Characters who gain following questions:
character points in game are said to gain
Inspiration. Inspiration awards are rare, and you - Which plots were you involved with during the
might play for years without seeing them. event?
- Which plots or staff characters do you want to
- Players may gain character point awards by see more of?
helping out in other ways. Arrangements must be - What goals or unfinished business does your
made on a case by case basis. character have?
- What actions did you take towards those goals?
We make no guarantees about the value of - Do you have any other comments about the
character points. This award is transient, since game?
your character could die at any time. Character - What in game comments, rumors, gossip, or
points are meant only to add to the flavor of the advice on survival or plot might be overheard
game. The real reward for playing Madrigal is the from your character?
time you have spent at the game.
Our goal is to use the answers to these questions
How Do I Write a Summary Letter? to run a more enjoyable game. You should try to
One of the tools of communication Madrigal uses answer the questions with brevity, and follow up
is the summary letter. All players are encouraged the answers with any in game commentary you
to submit summary letters after each event they wish to include. We enjoy in game journals and
attend. Summary letters also earn you character views and commentary and try to read it all, but
points if they are submitted within a certain time this should be included after the answers to these
after the event. To earn character point awards, a questions.
summary letter must be submitted within one
week of an adventure night and within two weeks In game comments, rumors, and gossip will be
of an adventure weekend. considered for inclusion in the "Talk of the
Town" section of the web page. These comments
The best way to submit a summary letter is will not be attributed to you unless you
through the forms on this website. If you have specifically state otherwise. We won't post
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Chapter Eleven
Staff Logistics
Staff players are players who participate in the arrive. Why waste valuable playing time doing
game under the direction of the plot persons who this?
run the events. Staff players are given roles to
help maintain the atmosphere and plot of the You can inform us you intend to play by sending
game. The term “Staff” includes all plot staff as email to madrigal@larp.com. You can send
well as NPC, or non-player character, staff payments to the following address.
members. “Plot Staff” members are those
players who attend regular weekly meetings and Madrigal Registration
have additional responsibilities including, but not 170 Salem Street
limited to, producing and executing plot and Lawrence, MA 01843
logistics. “NPC Staff “ members, or NPCs, are
those players who attend events and are assigned Why Should I Pre-register For
to a Plot Staff member for roles. Events?
Staff members who pre-register are more likely
Can I Play Madrigal? to get good roles. We have, in the past, filled our
You must be 18 or older to play Madrigal. You staff sleeping areas and pre-registering
must also be familiar with at least the first two guarantees you sleeping space.
chapters of the core rulebook so you will have
some idea how to respond to the various game How Do I Check In?
effects we use. Players who arrive without any When you arrive at the campsite, those with an
knowledge of the rulebook will be taken aside up to date membership and insurance waiver can
until they have some familiarity of the rules, so proceed directly to the Staff Camp. If you do not
you should read through this material before you have an up to date membership, you should
arrive. proceed to the check-in area that will be marked
with signs. You will have to sign a waiver and
How Do I Register For Events? bring your account up to date. Once you reach
You must be 18 or older to play Madrigal. You the Staff Camp you will be given a sleeping
must also be familiar with at least the first two assignment.
chapters of the core rulebook so you will have
some idea how to respond to the various game If you are not pre-registered, then the check-in
effects we use. Players who arrive without any staff will check to see if there is room at the event
knowledge of the rulebook will be taken aside for you. If there is, you are welcome to
until they have some familiarity of the rules, so participate. If not, you can play as a staff but you
you should read through this material before you
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will have to commute to the game or provide Staff, who are pre-approved to do so, may enter
your own sleeping arrangements by tenting. game as a farmer and proceed to the Staff Camp.
This way you are never interrupting the flow of
Parking occurs in the first wooded lot before you the game for other players as you arrive. When
get to the site proper. If you arrive before the you have checked in there is a cart to help you
start of game and have a lot of gear to move, you move your things to the area you will be staying.
are more than welcome to pull up into the site,
but you should move your car to the lot by 8pm When traveling as a Spirit you should walk
on Weekend Events or 7pm on Adventure Nights. slowly with your head tilted down and hands
No staff or player is allowed to park beyond the folded. If you are spoken to or attacked you
yellow rope. Do not drive anywhere but the dirt should simply reply “Spirit” and continue
roads on the site. Drive slowly. Parking and walking. You are In Game at all times, except
driving is prohibited at all times down the South while using designated OOG staff areas or the
Village Road. bathroom facilities.
Out of Game Staff opening at Monster Camp is You should make every attempt to enter and
mandatory for all staff. It occurs at Staff Camp at leave the game area as a character during game
8:30pm on Friday night. Out Of Game opening play. Many of our staff develop simple
is mandatory for staff as well as players. Out of characters such as a local farmer or caravan
Game opening occurs at 9pm at the Temple of guard to help move around, off or onto the site
Naveril. when not cast in a role. If you get killed, you
may walk to the parking lot instead of death.
What If I Show Up After Game Simply becoming a spirit and walking off the site
is not acceptable.
Starts?
Games starts at 9pm on Fridays of Weekend
Events, and at 7pm on Wednesday Adventure How Do I Check Out?
Nights. We cannot accept new staff players once At the end of the event you should check out at
game has begun. Unfortunately we do not have the Staff Camp.
the resources to properly debrief and instruct new
staff players once the game begins. Once game What Happens During a First
starts it is our goal to prevent the game flow from Event?
being interrupted for any reason. It is for this At the beginning of your first event you will
reason that we strongly suggest that you arrive attend the new player orientation with an
before game starts. If this is impossible, we ask assigned role. This is an in game orientation and
that you come to the game in costume so you your role will be to attend the orientation and
don't disrupt the flow of the game. It is our goal return to the Staff Camp when it is done. There
to move you into the ongoing game as smoothly may be special instructions for you during this
as possible. To this end you will be asked to time.
move into your cabin in game.
How Do I Write a Summary Letter?
Staff players who arrive late enter game in One of the tools of communication Madrigal uses
costume as spirits and proceed to the Staff Camp. is the summary letter. All players are encouraged
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to submit summary letters after each event they Our goal is to use the answers to these questions
attend. Summary letters also earn you character to run a more enjoyable game. You should try to
points if they are submitted within a certain time answer the questions with brevity, and follow up
after the event. To earn character point awards, a the answers with any in game commentary you
summary letter must be submitted within one wish to include. We enjoy in game journals and
week of an adventure night and within two weeks views and commentary and try to read it all, but
of an adventure weekend. this should be included after the answers to these
questions.
The best way to submit a summary letter is
through the forms on the Madrigal website. If In game comments, rumors, and gossip will be
you have trouble submitting the forms, you can considered for inclusion in the "Talk of the
submit the summary letter by sending an email to Town" section of the web page. These comments
madrigal@larp.com. Embed it right in the body will not be attributed to you unless you
of the message so there are no formatting or specifically state otherwise. We won't post
attachment problems. Although players without comments that are insulting or embarrassing to
Internet access can mail us summary letters, we another character, although the Slander skill
prefer if they are submitted on the internet as this could be used for this purpose.
makes it easier for us to distribute the
information to the appropriate staff. What Should I Bring to the Game?
Because our game system is predominately
For players who attended as staff, the subject of human, we rely heavily on costume and character
your letter should say "Summary Letter: Staff" behavioral changes to distinguish characters.
and the date of the event. You should answer the Playing several dominant characters within a
following questions: weekend event becomes a challenge to both the
Plot and NPC staff. We recommend bringing
- Which plots were you involved with during the your own distinct costuming if possible. We do
event? have a costuming section at monster camp that
- Which plots or staff characters do you want to contains cloaks, hats, shirts and robes. You are
see more of? always welcome to ask the monster desk if they
- What goals or unfinished business do your staff can outfit you appropriately for a role.
characters have?
- What actions did those characters take towards Staff are expected to provide the basic weapons
those goals? that they will be using during the weekend.
- Did you get enjoyable roles? Although Madrigal will provide special weapons
- Did you feel you contributed to the enjoyment for special roles, it is left to the players to provide
of the PCs? the weapons they will feel comfortable using for
- Do you have any other comments about the the majority of their roles.
game?
- What in game comments, rumors, gossip, or Staff are expected to provide the basic costume
advice on survival or plot might be overheard elements for themselves that will be used during
from any of your staff characters? the weekend. This includes one all black outfit
and all weather shoes. We recommend wearing
sturdy hiking boots or combat boots that have
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mid to high ankle support. We also recommend Please be courteous and patient as the monster
bringing black gloves, a black mantle and any desk shift is probably the most complicated and
black fleece pullovers you may have during the stressful job.
colder months. You should also bring lots of
black socks. We do not allow clothing with The Staff Camp desk, or monster desk, will
designs or decals. We recommend leaving all assign you roles if you have any available time.
expensive watches and jewelry at home. Monster desk will also provide you with stats,
treasure, costuming and any props you may
Other items to bring include the following: require. Feel free to ask any questions to the
Black shoes WITH ankle support person at monster desk. If that person cannot
Weapons (and shields) immediately give you an answer, they will at
Spell Packets (there can never be enough) least know how to obtain one.
Black clothing
Extra socks Monster Camp is located within the same
Gloves building as Death to ease the strain of the job. As
Toilet paper a courtesy to our players we request the
Toiletries minimum amount of noise at any given time.
Towel Since a player must come extremely close to
Bug spray Staff Camp to approach the Gate of Death, once
Sleeping bag and Pillow that bell rings it is too late to be quiet for the
Blanket player. We recommend that you utilize your
Water (many small water bottles seem to work assigned housing as a lounge to relax and
better than the gallons) unwind. Please be courteous to players who may
Food be walking around your buildings and keep noise
Small Flashlight with colored light filter cover to a non-intrusive level.
Did I mention socks?
Most often you will find your roles varied and
These items are good to bring if you have them: challenging at Madrigal, but once in a while you
Belts may become bored or frustrated. Since the plot
Pouches staff will be single mindedly focused on the event
Costuming and timeline it is often extremely difficult for us
Elf ears to detect any problems that may be concerning
Horns our staff. Please let the monster desk know
Props immediately if any problems or concerns arise so
Makeup that we can guarantee the best experience for all
Makeup remover our staff. Our goal is to provide an exciting and
challenging role-playing experience while you
What Happens at Staff Camp? staff a Madrigal event. Your desires may change
Plot Staff shares the responsibility of the Staff over time as well, you may want a heavy fighting
Camp desk shifts for the weekend events. There role to begin with and then wish to switch to an
will be one member of Plot Staff assigned to the intense role-playing role, or vice versa. The
desk at a time. Many of these shifts will have monster desk is designed to handle all your needs
one or more staff members who are in training. to make your weekend with us pleasurable. We
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have designed a staff questionnaire to help us We want the staff to have fun and to provide fun
find the roles you will most enjoy. At your first for the players. Everything you do in game can
Madrigal weekend the monster desk will give have profound impact on the game. It is your job
you the questionnaire to fill out. This allows us to populate this world and maintain an
to assign you to roles appropriate to your desires. atmosphere that provides a suspension of
disbelief and provides the players with fun. Stay
At some point you may be asked to either grab in game and in costume at all times. Don’t push
something out of the props trailer or you may masks up on your head. Don’t talk to other staff
need costuming for an upcoming role. Only the in an out of game manner while you are outside
active monster desk person and certain Plot Staff staff areas. It is your job to watch the signs from
members are allowed to enter the trailer or the the players. Are they bored? Are they frustrated?
back rooms. We have an astounding amount of Are they having fun? Try to keep the story that is
props, lighting and costuming in a very small being told in the forefront of your mind. Ask
area. Feel free to ask the monster desk to retrieve yourself if you would find this fun as a player.
or place your objects back into the correct There is a very fine line between an encounter
position. When utilizing costuming for a specific that is challenging or frustrating.
role, the monster desk person can retrieve
costume pieces for you. Once your role is Try to remember that having the stats to crush a
finished you should return the pieces promptly to group of players is not always the correct
the desk. This way the maximum amount of staff response. More often it is the threat of violence
can use the costuming to the best of our abilities. that thrills the player than the actual thrashing
they may eventually receive. It is your cool head
If you are interested in becoming a monster desk and restraint when appropriate that makes
person and taking one shift during weekend Madrigal so fun to play.
events, please inform a campaign staff person.
She will have additional information. As always One of the greatest challenges at a live action
if you do not understand or have questions about event is the interaction between players and staff.
anything at all, feel free to ask the monster desk. There will be a time where you believe you see a
player incorrectly react to a combat or role-
playing encounter. Do not argue about rules or
What Is Expected of Staff? accuse players of cheating. Arguing about hits or
At Madrigal you are expected to be in game at all
rules on the field is inappropriate. Madrigal
times when you are outside the bathrooms and
maintains an in game atmosphere at all times.
staff areas. We try to maintain a serious
Bring up the problem to plot staff immediately
atmosphere. Characters who are portrayed with
following the encounter, once you have returned
silly or out of game characteristics will not be
to Monster Camp. In addition, you should do
tolerated. We try to give every character a
your best to defer to the players benefit at all
purpose within the game world. Every encounter,
times, even if you believe the player is incorrect.
whether you’re playing a Black Sun Barbarian or
a Fire Toad, will have a set of goals and usual
Players at Madrigal are in game at all times, so
behavior.
thanking the players in an out of game manner
after fights or other encounters is inappropriate.
There is time for that after the event. Stay in
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Copyright 1999-2007 by Chimera Entertainment, Inc.