You are on page 1of 160

Madrigal

Chapter One
Core Rules
Introduction

Welcome actions you cannot actually attempt unless those


actions are defined in some other way in these
You are preparing to enter a game world using rules.
the Accelerant system. The system is designed to
be simple in concept and execution, yet have a The idea is to stay in character no matter what. If
rich and varied set of skills and abilities with you have a question, attempt to word it and ask it
which to develop characters and stories. To do in game. If you feel you must leave game, walk
this we have created a set of Core Rules that to the edge of the game area in character and
defines all of the effects of the game and presents leave the game for a time. You should never
them to you within the first two chapters of the interrupt the flow of the game. There are no rifts
rule book. All skills and special abilities refer that move you out of the game action, no things
back to these Core Rules, so once you have stepping through solid walls, no flying creatures,
learned the Core Rules you know how to react to and no happenings that cannot be played without
effects from any Accelerant game, even though interrupting the flow of the game. You might be
the skills or abilities that allow a character to use transformed into a spirit and made to walk
those effects may be very different. someplace in that state, but anyone who sees
your spirit still sees you walking.

Philosophy Be forewarned that our directed characters will


The main philosophy of the Accelerant system is react to blatant out of game comments as insults
to keep the game flowing smoothly without or lies. Spirits and creatures will become enraged
interruption. Almost everything you do you at out of game comments. As such, dropping out
should attempt in game. There should be no of character can get you killed, or worse. If the
reason to drop out of game, to consult an out of problem continues, you will be asked to leave the
game personage during normal game play, or to game. Stay in character.
describe out of game actions unless those actions
may make others uncomfortable. You may
consult in game spirits and characters, but all Rules of Etiquette
your actions should be in game. In a game as fluid and full of unexpected
circumstances as live action, it is important that
In the Accelerant system you will never have a each player attempt to follow the spirit as well as
reason to describe your actions. You can't set the letter of the rules. Although we have tried to
things on fire. You can't chop creatures to pieces. create a set of rules that is as cut and dry as
You cannot, and have no reason to, perform possible, there are certain rules that are difficult

1
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

or impossible to quantify that are necessary to


promote atmosphere or safety. These rules are
Caution
This phrase indicates some condition that may
marked as Rules of Etiquette. These rules are
threaten the health of a player. A caution should
difficult or impossible to quantify. We know this,
never last more than 10 seconds. It indicates that
and if players abuse them or become less than
those people who are close to or involved in that
graceful when using them the game will suffer.
problem should pause so someone can get clear,
We trust the player to follow the intent of the
get up, or move away from a threat. Only those
rules, and to be particularly careful to be graceful
people nearby need pause until the problem
when dealing with Rules of Etiquette.
resolves. Everyone involved in a caution is still
responsible to the game, and should still be
Rule of Etiquette cautious of in game threats. They may move
The first rule of etiquette is that abusive language away from the Caution or pause until the person
or actions are not tolerated, whether they are in has dealt with the problem.
game or not. Language or actions that are
derogatory or that are deemed to be harassment
are not allowed. References to explicit sexual Clarification
behavior or concepts, particularly violent ones, This phrase works like Caution, but it indicates
are not allowed. In game threats should be that someone needs a quick explanation of what
worded so they are clearly in game. happened. People directly involved pause for up
to three seconds while someone repeats a verbal
Always In Game or quickly indicates a condition or result of
something. This should be used infrequently, if
You are always in game, even if your character is ever. It is present for new players who may be
unconscious, dead, or affected by a game overwhelmed and confused during their first
condition that incapacitates you. Your spirit still game or two.
remains with you, and it can experience the game
world around you. You do not need to pretend
you did not experience the game even under Let Me Clarify
This phrase, which can only be used by plot
these conditions. If your eyes are closed then you
approved non-player characters, indicates that
might not see what is going on, but you will
any encounter information that follows should be
remember everything you hear, smell, and feel. If
considered true. There are times when your
you are lying unconscious or dead, or affected by
character may not trust another character. This
the Stun effect, you must close your eyes.
phrase indicates that the information that the
character, trustworthy or not, will impart is
There is no "out of game" except during
important and true information about how some
emergencies. There are no out of game indicators
specific encounter works. This phrase cannot be
such as white headbands, and no people should
used unless the player has plot approval for that
be wandering about unless they are there in the
specific encounter, and the information imparted
actual game. To keep the game flowing as
must be a clarification of some specific game
smoothly as possible, we have defined the
effect or encounter.
following ways to deal with problems and
interruptions.

2
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Emergency specific by stating "Describe that search." If you


have an item concealed in the sole of your boot
This phrase should come up rarely. This means and someone says "I search your boot" you may
that there is some medical emergency that needs ask them to "Describe that search" before giving
attention. The game play stops, and everyone it up. Players should not demand unreasonable
who hears the emergency should drop to a knee searches with too much detail - a search should
to indicate that a real problem exists. Emergency take no more than a minute.
should only be called is there is a real problem
and someone could be hurt.
Carrying a Character
Because the game does not allow physical
Safety Restrictions contact, you may not physically carry or drag
another person. Instead you simple tell the person
There are a number of basic safety restrictions in
the Accelerant system to ensure the safety, you are picking them up and role play carrying
comfort, and enjoyment of all. them along. They must get up and walk with you
while you pretend to hold their shoulders. You
cannot move faster than a walk while carrying
No Physical Contact someone else. If you are unable to move while
You have no reason to touch another player in the
being carried you walk with your head bowed
Accelerant system. Physical contact is not
and arms at your sides.
allowed. You may contact another player with a
boffer weapon in a legal attack area and you may
If you are carrying a character and that character
contact another player by touching a packet to
is struck by an effect from a melee, missile, or
their arm or shoulder to deliver a "touch cast"
packet attack, you will also take that effect unless
effect. Violators will be asked to leave the game.
you "drop" the character immediately. If you are
being carried and someone "drops" you then you
Searching a Character role play falling to the ground. If you are being
Because the game does not allow physical carried, you must role play an effect with a moan
contact, you may not physically search someone or grunt even if you are paralyzed or dead to
else. Instead you approach within searching indicate you have been struck. If you are carrying
distance and tell them in a low voice "I am someone who role plays an effect, and you do not
searching you." The player may simply reveal know what the effect was, you must drop them.
items you have found. The player may make a You may pick up a body after dropping it as soon
pouch available for you to reach into and take as that body stops moving.
items. The player may request that you describe
your search. In this case, you must take the time
to tell the player where on his or her person you
Rule of Etiquette
Whenever you are required to role play an effect
are looking for items. Items cannot be hidden in
you must always do so in a safe manner. If you
places people might find rude or inappropriate.
must adjust your role play or position slightly to
An item must actually be hidden where you say it
make the game safer for you or another player we
is. You cannot have an item in your pocket, for
ask you to do so. You should take care before
example, and claim it was tucked in your boot. It
moving in crowded areas even if you must play
must be hidden there. If someone searches a
out the effect in a slightly different manner. You
general area you may request them to be more

3
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

are encouraged to take the extra step or two when


playing out an effect if it removes you from an The third is a skill restriction. If there is a skill
area that is detrimental to your health such as a that specifically allows you to manipulate a prop
puddle or an area with too many other players. or perform some action, you cannot attempt to
perform that action or manipulate that prop
No Alcohol or Drugs unless you have that skill. You cannot pick up
weapons and try to fight unless you have the skill
You cannot consume alcohol or drugs on the to do so. You cannot manipulate traps unless you
premises of the game unless the drugs are for have the skill to do, although you can attempt to
medical use and approved by the staff. You avoid them. All skills are listed below.
cannot be under the influence of these while on
the premises of the game. Violators will be asked
to leave the game. Prop Restrictions
You are not allowed to bring to an event any prop
Rules Restrictions that resembles or could be mistaken for common
or unique game items provided by plot without
As you play the game and wander around the the express permission of the game staff. You
world, there is a lot you can do to affect the game cannot attempt to duplicate or forge game money,
environment around you. Conversely, there are item props, tags, or logistical documents such as
lots of effects that can change how you play the character or monster cards. Any attempt to use in
game, for both good and bad. Other characters game means to create fakes of any items must be
may attempt to inflict unpleasant fates upon you, approved by the plot committee.
and you might attempt to do the same to them.
You are not allowed to break, destroy, or take
There are three restrictions on your activities. apart any prop. If a prop is attached to a wall by a
chain, for example, you cannot attempt to break
The first is an environmental restriction. When or detach that chain in any way. The Destroy
you come across props that represent certain effect does not change the basic structure of a
environments, such as tarp walls representing prop; it just makes the item unusable for any
solid walls, you must play as if that condition game related purpose.
was real. You cannot move tarp walls, you cannot
walk across black pits, and you cannot enter Most props have no in game worth. Costuming,
areas marked out of game. All of the jewelry, weapons, and area props cannot be
environmental restrictions are explained below. moved from the area they are placed in except by
the owner. These props provide no in game
The second is an effect restriction. If an effect benefit and disallowing their removal ensures
has been inflicted upon you, you must abide by these props are not broken or lost. Props may be
the restriction of that effect until it is removed. If handled but must be put back where they are
you have a Slow effect, you cannot run. If you found unless they have a sticker.
have the Maim effect you cannot use the maimed
limb. Effects can be inflicted upon you in a Small circular stickers indicate special rules
variety of ways. All effects, and how they are about handling an item. If an item has a red
given to you, are described below. circle, it cannot be moved at all. It cannot be

4
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

picked up or touched. It will not move. If an item Out of Game Areas


has a yellow or green sticker, it seems to be Areas that are out of game are marked by the
valuable. A small, yellow, circular sticker means yellow or hazard orange hexagon with text
the prop may be taken but it must be turned in at marking it as Ruins or Out of Game. This
checkout. A small green circular sticker means indicates that the area is out of game. You may
you can take the prop and hold on to it. Special not enter it.
items may also have a red sticker with a rune or
number on it. These stickers indicate that Special Areas
characters may not pick up or touch the item Areas with special restrictions or rules will be
unless they have a skill or ability that allows marked by the yellow or hazard orange hexagon
them to manipulate objects marked by that with game information printed on it. This
symbol or number. hexagon will have game information written
upon it that will describe the circumstances that
Some game effects will enhance an object such make the area special.
as a weapon or a piece of armor. When an item
has been enhanced by a game effect, an effect
sticker will be placed upon it so long as the Gates
Portals ringed with strings of decorative light are
enhancement is in place. Items with effect
magical portals. These portals lead to other
stickers are treated as though they were yellow
places. Some lead to other places in this world,
sticker items. If you have an effect sticker upon
some lead to places beyond this world. If a portal
your weapon, that prop can be stolen from you.
is ringed with lights and they are not lit then you
You should bring back up props if you want to
cannot go through that portal.
use item enhancements.

The areas beyond gates are often marked with


Environment yellow hexagons, so you should always look
around after going through a gate. Gates have a
Games take place at a site, usually a campground.
This site defines the boundaries of the game. disorienting effect to compensate for the time it
During game play, a player may attempt to enter takes to spot and read a yellow hexagon.
any area within the game boundaries unless the
area is marked with one or more of the out of White gates are open portals. If the lights are on,
game signs defined below. These special areas anyone may step through the gate. White gates
are marked with a hexagon that is yellow or will always appear in ruined areas.
hazard orange. The hexagon gives information so
the game play does not need to be interrupted. Colored gates are special. Only spirits, ancestors,
or certain staff characters may bring you through
Any area marked out of game is referred to as a a gate with colored lights. If there is no spirit,
"ruin" during the game. It is assumed that these you cannot enter the gate. Some colored gates are
areas are collapsed and ruined piles of rubble that free standing, with no actual area on the other
have no real interior that could be entered. side. If you enter such a gate at the request of a
spirit then you will become a spirit yourself. You
will not be affected by any attacks and you must
reply "Spirit" to any attack that strikes you. You

5
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

cannot use any game skills or converse with any


one else. You are visible to others, but you cannot
converse with them and you can only enter an
area indicated by the spirit guide who leads you.
You must follow the spirit guide until you exit
through another gate and assume your normal
form once again.

6
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

7
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

8
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

linger for one minute before dying. A Stabilize Rule of Etiquette


effect will change your condition to stable. If an Players who are unconscious close to combat
attack inflicts some other effect upon you, you may open their eyes to watch for out of game
will be unconscious, unstable, and have that danger if the battle moves too close. It is
effect upon you. If healing raises your Vitality important for players to be able to protect
above 0 then you will become conscious. A death themselves during these times. If you open your
strike successfully delivered to your torso will eyes for safety reasons then we ask that anything
kill you. If someone begins to use First Aid on you see during that time remain outside the
you, your count will be suspended until they stop normal knowledge of the game.
the First Aid. If they call Stabilize you become
stable and start your five minute count. If they do
not finish the First Aid, your one minute death Death
count will continue where it was before they There are four ways you can die in this game.
started using the skill. First, you can be knocked unconscious and
unstable and remain that way for a full minute.
When you die, all active effects on your person This is referred to as "bleeding out" and is
end unless an Imbue or Inflict effect specifically described above. Second, you can be killed if
says otherwise on the effect card. Your remains someone delivers a successful death strike to
will linger for five minutes before you change to your torso. Third, You will be killed by an attack
a spirit of the dead and begin to walk to the gate with a Death effect that you cannot negate.
of death. Only effects with "to Spirit" or with "to Finally, special areas might cause your death if
Dead" traits will affect a spirit of the dead. you have a mishap.

In Madrigal, each character has a number of Death Strike


Vitality points equal to the average of the Earth A death strike is used to kill an unconscious or
attribute and the Void attribute. Vitality is always immobile victim. You must touch a weapon to the
rounded down. Although Vitality is based off of torso of the victim while saying "Death strike
two attributes, they are totally separate statistics. one, death strike two, death strike three". This
Exhausting Earth or Void points does not affect verbal must be spoken clearly and at a normal
Vitality and taking damage does not reduce Earth speaking pace. You do not need to have skill with
or Void. Only a permanent change to Earth or the weapon to inflict a death strike.
Void will cause your maximum Vitality to
change. To inflict a death strike, the victim must be
immobile. The victim can be unconscious or
Unconscious immobile because of a game effect, but you
cannot inflict a death strike on a body until it
You are incapacitated and must collapse to the comes to rest after an attack, nor can you inflict a
ground. You must close your eyes and you cannot death strike on a helpless but struggling victim. If
move or speak while you are unconscious. You the victim can move, the victim can prevent a
cannot use game skills unless a skill explicitly death strike. First you must render the victim
explains that it can be used while unconscious. unconscious or immobile, and then you may
inflict a death strike.

9
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

10
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

A "Cure Death" effect will restore a dead target Destroy...


to life and leave them with 1 Vitality unless that This effect is unique in that it is inflicted upon an
target has transformed to a Spirit of the dead. item rather than a character. Because of this, the

11
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

12
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Disengage trait and revealing your position. You must cry


To initiate this ability either take a step back or out as loudly as the Expose effect was called.
plant your feet for 3 seconds. Gesture at any Although you may cry out softly if the Expose
number of opponents with a your weapons. You was called softly, you still must make every effort
cannot move towards any target. Everyone who to ensure that you are revealed to the person who
is attacking you and everyone indicated by the called the effect. The Expose effect is audible and
gesture of your weapon must move back out of you must cry out even if you are unconscious or
weapon range so that you cannot cross extended under the effects of a Stun, Paralyze, or other
weapons. Targets that are rooted or cannot move disabling effect. Only a Silence will prevent you
back may cross their arms and lean away from from crying out, and even then you must role
the effect instead of backing up. Once the play crying out even though you make no noise.
distance has been increased and the space You are not affected if you are Dead or have the
indicated by the Disengage has been cleared by Spirit defense unless the Expose effect targets
all targets (or everyone has crossed their arms those specific traits. This effect is one of the few
and leaned away) the effect ends. Disengage will that will commonly be delivered by voice.
not force a target into a dangerous area. A target
may choose to cross arms and lean back rather Frenzy
than stepping back into an area that will cause This effect causes you to attack the closest
them some detrimental effect. Disengage is not a creature to you, regardless of recognition or
melee delivered attack and cannot be negated by consequence. You may attack with any standard
defenses that stop melee attacks. skill that is not beneficial, though you are not
forced to use consumable skills in this attack. If
Drain you are affected by a Repel effect, or if you are
For a simple Drain effect, you cannot run or use not affecting the creature in question, or if you
any game skill, including weapon and shield cannot find a way to reach the creature for 10
skills. If the verbal is followed by a skill or seconds you will move on to the next closest
ability name then you cannot use that particular creature. If someone else attacks you and that
skill. Drain can also be used to prevent entire creature is more convenient than your current
skill headers. If a header is drained, you cannot target then that creature will become your new
use any skill that falls under that header. Drain target. The effect ends when you are rendered
can be used in this manner to suppress racial dead or unconscious.
abilities and empowered named items. If an item
is named after a Drain effect then no abilities Grant...
from that item can be used until the Drain ends. You gain a temporary enhancement to your
Only simple Drain effects prevent you from abilities. There are four types of Grant effects as
running. The Drain effect will last until you rest indicated by the verbal. Each type of Grant effect
for five minutes. gives a different enhancement. All types of the
Grant effect last until the end of the event, or
Expose... until the granted ability is used up. If you have
The Expose effect is followed by one trait. If you temporary imbues, boons or abilities that mimic a
have that trait and are subjected to this effect, you Grant effect that are not technically Grant effects
must cry out, revealing the fact that you have the they do not stack with similar Grant effects. Only

13
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

14
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

15
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

will have an effect and a duration described on Paralyze


the effect card. You must stand frozen. You cannot move, but
you are aware of what is happening around you.
Inflict effect cards can have a wide variety of If you are rendered unconscious, or if someone
long term plot effects. Examples include causing tries to change your pose, you will collapse to the
death after a certain amount of time, causing you ground. Paralyze will last until you rest for five
to transform into some type of creature, inflicting minutes. You are resting while you are paralyzed
you with a disease that cannot be healed even if you are standing.
normally, weakening the spirit of a dead
character, and similar exceptional abilities. Refresh...
Defenses can be used to negate Inflict attacks if Refresh is always followed by either an attribute
those defenses will stop an attack with the or a skill that has a limited number of uses. You
appropriate trait. recover one or more uses of the named skill or
one or more points of the named attribute.
If a player can use an Inflict effect, that ability Refresh will never raise you above your
will always have some in game action that must maximum attribute or give you more uses of a
be accomplished before you can use it. You might skill than you would have at the start of an event.
need to gather and mix components. You might If you do not have the named skill then Refresh
need to construct some item from strange parts. to that skill has no effect. As a default, Refresh
These actions earn you the effect card needed to restores one point or use of a skill. If a number is
use the ability. A player can never use an Inflict placed before the attribute or skill name then you
ability without an effect card to represent the will restore more attribute or uses of a skill.
properly prepared components. Skills that require attributes cannot be restored
directly and are unaffected by a Refresh effect.
Maim Refresh is a beneficial effect.
One limb becomes useless. An arm must hang at
your side and cannot be used for any game Refresh can also be used to restore abilities of an
ability. A leg becomes unusable. You must go empowered item. If the item has a unique name
down on one knee - you cannot hop. You may and Refresh is followed by that name then the
crawl using your other limbs. A Maim effect will abilities of the item are restored.
last for the duration of the event. If a Maim effect
is delivered by a melee or missile attack, the limb Repair...
struck will be affected. If a Maim effect delivered You restore one item that has been rendered
by a melee or missile attack strikes the torso then unusable by a Destroy effect. For an item you are
the Maim effect is ignored. If a Maim effect is touching you need not specify a target in the
delivered by a packet, the attacker can include verbal. For other types of abilities you specify a
the limb in the verbal. For example, a caster target after the Repair verbal. Repair may also be
might call out "Maim Right Leg by Fire." If the used to refresh armor points from physical armor.
limb is not specified, then the subject may choose In this case you use the "Repair Armor" verbal.
one limb that is not already affected by a Maim. Repair is a beneficial effect.
Maim only works on arms and legs.

16
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Repel may take up to three steps backwards and fall


This effect prevents you from using game skills down. The steps backward are optional. The
on the attacker. You will also attempt to stay 10 effect ends when your chest or back touches the
feet away from the attacker unless doing so ground. If falling to the ground is an issue due to
would endanger you. If this is the case you may ground quality, crowding or health you may opt
move to a safer position even if it takes you to instead take your steps, drop to a knee and
within 10 feet, so long as you then attempt once place both hands palm down on the ground as
again to stay 10 feet away from the attacker. You shake your head for three seconds.
cannot use game skills on the attacker in any
case. The Repel effect will last until you rest for Some Slam effects are so powerful they knock
five minutes unless the attacker strikes you with a you back through a shield. If you hear "Shield
melee attack that does not cause a Repel effect. If Slam" it works even if it strikes your shield. This
the attacker strikes you with a melee attack using attack can be blocked by a weapon and would
an effect that is not Repel then this effect ends count as a strike to the limb holding the shield.
immediately.
Slow
The attacker is not immune to the attacks of a You cannot run. You may only walk at a normal
character affected by the Repel. That character is pace. The Slow effect will last until you rest for
free to launch attacks at other creatures so the five minutes.
attacker should be careful to stay clear of other
potential targets and avoid attacks launched at Stabilize
other characters. If you are at 0 Vitality and unstable this effect
makes you stable. You start your 5 minute count.
Root Otherwise you call "No Effect." Stabilize is a
You cannot move your right foot from its spot. beneficial effect.
You may pivot on that foot, and you may move
your left foot. A Root effect will last until you Stricken
rest for five minutes. You are unaffected by any beneficial effect unless
it removes the Stricken effect from you. Call "No
Silence Effect" to any other beneficial effect used on you.
You cannot talk or make any in game verbal There is one exception; if someone uses First Aid
noise. You cannot use game skills that require on you then the Stabilize effect will work. Only a
incantations. If you are affected by an Expose "Cure Stricken" effect or a Cure effect applied to
effect you must mime crying out but you do not the trait of this attack will remove this effect. An
make any actual noise. You must still use out of effect that removes the Stricken effect from you
game phrases as normal. A Silence effect will last will not remove other effects. Stricken does not
until you rest for five minutes. work on items you carry or wear and items may
be affected by Repair or Imbue effects. The
Slam Stricken effect will last until you rest for five
Some great force knocks you back and off your minutes.
feet. When you are struck with this effect you
role play an extremely forceful blow or blast. You

17
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

18
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

"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

19
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

20
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

21
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

You may only have one base type of armor active


at a time. If you try to restore or activate or wear Armor Coverage
one type of armor while you have active points Breast and Back 40%
from another type of armor, the armor type with Shoulders 5% each
the lower number of active armor points will be Forearms 5% each
exhausted. If there is a tie, then the new armor Hip and Groin 10%
points will be immediately exhausted. Exhausted Thighs 5% each
armor points are gone and must be restored just Lower Leg 5% each
as if they were exhausted by Damage. Open Helm 5%
Face 5%
Travis, for example, is wearing a 2 point of suit
of armor. He role plays and activates a skill that Coverage Bonuses
gives him 3 points of armor. The armor points Armor Looks Real +10%
from the suit of armor are exhausted and he has 3 Armor Looks Good +10%
armor points from his skill. If he wants to use the
armor points from his suit of armor later, he will Armor Points for Light Coverage
have to have the armor suit repaired. 100% or more 3
75% 2
In Madrigal, all characters may wear up to two 50% 1
points of physical armor. You must be skilled in
the use of armor to effectively wear any more Armor Points for Heavy Coverage
than two points. You may wear a prop worth 75% or more 4
more points without this skill, but the protection 60% 3
it will provide will be limited by your armor skill. 45% 2
The maximum any character can wear for armor 30% 1
is 4 points. A character with the Armorsmith skill
can restore physical armor. The armorsmith must
role play for one minute at a forge to fix the suit Using Weapons
of armor. Melee attacks require special hand held padded
weapons to deliver an attack. Missile attacks use
In Madrigal, armor is awarded points based on its special thrown weapons, projectile weapons such
type and its coverage. Armor is divided into light as bows and crossbows, and streamer packets that
armor and heavy armor. The weapon marshal represent arrows and bolts. If a weapon is
evaluates armor. To be evaluated as heavy armor, designed as a thrown weapon or projectile, it
the armor must look heavy. Thick, stiff, cannot be used in melee combat. Melee weapons
articulated leather, chain mail, scale mail, and cannot be thrown. You must have both hands on a
plate armor are usually evaluated as heavy armor. two handed weapon in order to use it in combat
The more the appearance of the armor adds to the unless some game ability specifically states
atmosphere of the game, the more likely it will be otherwise. These padded weapons have a strict
evaluated in the heavy category. Points awarded set of creation rules and must pass a safety
for armor are based on the type of armor and the inspection at each and every event where you
body coverage it provides. The values for armor intend to use them.
coverage are given below.

22
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

23
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

empty except for the packet itself. A free arm


Claws and natural weaponry are not bladed cannot have props tucked under it or tied to it
weapons, and cannot be used with skills or other than armor. You cannot deliver packet
effects that require bladed weapons. If you are attacks if you cannot use game skills, or if the
holding a claw that is struck by a melee or arm is affected by something that prevents its use
missile attack, and you cannot legally block with such as a Maim effect or shackles. Some packet
the claw due to some game effect, you will be based skills have additional requirements as well.
affected by the attack since you cannot drop the
claw in response to the strike. Packet attacks cannot be used while you are
being hit. Melee, missile and packet attacks will
Using Packet Attacks interrupt your verbal if they land while you are
speaking it. The ability is not used up and
A packet is a small bean bag filled with bird seed attributes or their equivalent are not wasted, but
that represents some sort of mystical, psychic, or the ability is interrupted and you must begin the
supernatural ranged attack form. Packets have verbal again. Some creatures may have the ability
strict construction guidelines. You call a verbal to use packet attacks even while they are being
and throw a packet at a target to deliver the hit. They will indicate this by saying "Innate"
attack. If the packet hits the target, or any direct before the packet verbal when they make the
possession of the target, then the effect is attack.
delivered to the target. You cannot throw packets
too hard. If you are winding up to throw the
packet then you are throwing too hard. Rule of Etiquette
In order to encourage the use of good costuming
and add a little more realism, we have the
Packets are not solid objects and cannot be
Costume Rule. If a packet attack clearly misses a
affected by Disarm or Destroy, but they are a
target and passes by the body, yet that packet hits
visible, in game effect. If someone is carrying
a cloak or costuming piece after it has gone past,
packets and you see the packets, you can assume
the defender can call out "costume." This rule
they have some sort of aura that makes you
cannot be used if the costuming is in front of the
realize they are capable of something special.
defender or if the packet has not already passed
Because of this, you cannot carry or throw
the body. The rule is in place to encourage
packets unless you have the power to use them
cloaks, back banners, and some directed
for something.
character costuming such as wings without
adding an unacceptable disadvantage to the
If a packet clearly strikes a target and they do not
character in combat.
acknowledge the hit through role playing or by
negating it with a defense, the attributes or their
equivalent are not exhausted. If the packet Traps
misses, or you cannot tell whether the packet hit, Traps are devices or substances set to deliver an
then attributes or resources are exhausted effect to anyone who disturbs them or attempts to
normally. get past them. Anyone can avoid a trap, but no
one can attempt to manipulate a trap by moving
To deliver a packet attack, the arm that is it, disarming it, or affecting the individual
delivering the packet must be free and the hand

24
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

25
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

26
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Example: A wraith calls out "Paralyze by Fear


Double and Triple Attacks and 2 Damage" and hits the player with a melee
One single delivery causes multiple attacks to
attack. The defense "Resist Fear" would negate
affect the target. "Double" causes two of the
the Paralyze effect. The defense "Resist Weapon"
specified attack to be delivered, while "Triple"
would negate the Damage effect. A skill that
causes three attacks to be delivered. Each attack
negates one melee strike would negate the entire
requires a separate defense.
attack.
Example: A wizard calls out "Triple 10 Damage
by Fire" and throws a packet that hits you. You Modifiers
must take three "10 Damage by Fire" attacks. Some skills might increase the effectiveness of
"Resist Fire" would negate one of these attacks another skill or ability. You might have the ability
and you would still take two attacks. You may to increase a Damage or Healing effect, or add
use multiple defenses against these attacks. the Double delivery to an attack. No game skill,
including numeric effects such as Damage, Heal,

27
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

or armor, can be modified more than once unless


the skill specifically makes an exception. Even
skills that already have the Double effect in their
description cannot accept additional modifiers.
Modifiers don't stack. You choose one modifier
for a particular attack and use only that modifier.
Only skills that specifically say "This modifier
stacks with..." are exceptions to this rule.

28
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

29
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

30
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The use of some information skills costs money


which is submitted at check in of the next event.
If the skill requires the use of money you can pay
2 silvers for a normal question, 5 silvers for a
hard or delicate question, and 10 silvers (1 gold)
for an obscure or dangerous question. More
money than this is generally wasted, though a
contact may come to you to tell you that pursuing
some obscure or dangerous piece of information
would be expensive. The description of the
information skill will tell you if it requires this
payment to use it.

You are not guaranteed an answer, and it may


take more than one event to receive a response.
Submitting a question that is not appropriate for
your sources dramatically reduces your chance to
get an answer that is meaningful.

If you submit a new question before you get an


answer, then the old question will be forgotten
and the sources will begin to instead pursue the
new question. Asking certain questions to
inappropriate sources might cause trouble for
you. Your answer will come in one of three ways;

31
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Diagnose 1 Acrobat Skills 5


You touch a recipient with a packet and use
Diagnose on any Elemental, Metabolic, or Back to Guard 2
Physical trait. You may also use Diagnose on any If you are fighting with a melee weapon, you
effect except Imbue and Inflict. You can use this may exhaust one point of Water to call out
skill as often as you like. "Disengage" as described in the effects section.

First Aid 1 Celerity 3


This skill takes one minute of role playing to Your quick wits and reflexes protect you from
perform. You administer medicines and bandage damage. You may spend 1 point of Air and rest
wounds to prevent someone from dying of blood for one minute to give yourself 2 armor points.
loss. This skill may also be used to repair a Maim These armor points can also be refreshed by
effect. You must have both arms free to use this resting for 1 minute. Choose how you role play
skill. When you begin to use this skill, you must your resting time. You cannot use this spell if you
call "First Aid" and role play the use of the skill. are already protected by armor points, and these
If used to repair a Maimed limb, you must use points are lost if you put on or activate any other
the "Cure Maim <limb>" verbal when the one armor or ability that gives you armor points.
minute of role playing is complete. If used to These armor points last until the end of the event
make an unstable character stable you must say or until you refresh attributes with Void.
"Stabilize" when you have finished. This skill
can be used for either effect, but you cannot Daring 3
perform both effects at the same time. You exhaust one point of Fire to resist one attack
based on Confusion or Fear.

32
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

skill to resist any effect delivered by an actual


player, a trap, or contact poison. The skill can be
Death Defying 3 used only so long as you immediately remove
Once per event you can recover from grievous
yourself from the surface or challenge by going
injury. If you are lying either stable or unstable
back the way you came. You cannot linger in
with no Vitality you may make a miraculous
place after using this skill or you will take the
recovery by spending one point of Earth to call
effect.
"Heal to Self."

Duck For Cover 4 Spinning Strike 2


You may exhaust a point of Air to call "2
You may exhaust 3 points of Water to negate any
Damage" with a staff or one handed club up to
one missile or packet attack. You must call out
two times. You exhaust the attribute the first time
"Avoid" when you use this skill.
you throw using this effect. One use is consumed
if the strike lands and the opponent
Escape Artist 2 acknowledges it through role playing or negates
You exhaust one point of Water to purge one it with a defense. You need not use the strikes
Paralyze, Root, or Slow effect with a Physical consecutively. Uncalled strikes and other skills
trait. You may also exhaust 2 points of Water and may be used between uses of this skill. Twice per
spend three seconds of role playing to slip event you may spin around or cartwheel right
shackle props off your body and end that effect. after you have made a successful attack using this
skill. If you spin all the way around or cartwheel
Evasive 5 that strike is not counted as consumed. Any
You have an exceptional ability to evade damage. remaining strikes are lost when the event ends or
The armor points you gain from Celerity are when you refresh attributes.
increased to 3.
Staggering Strike 4
Juggler's Dexterity 4 You use your speed to build momentum and
If you physically catch an arrow or a thrown deliver a strike to stagger an opponent, leaving
weapon with only your hands you may call them weak. You exhaust 2 points of Earth to call
"Avoid" to negate its effect. You cannot be out "Weakness" and strike at an opponent with a
carrying anything in the hand you use to catch staff or a one handed club. The attribute cost is
the projectile or wearing any kind of extended exhausted only if the strike lands and the
glove. opponent acknowledges it through role playing or
negates it with a defense.

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

33
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

easily than a bottled elixir. The nature of bottled


elixirs requires time and light for them to work.
Alchemist Skills 2 Opening the potion bottle in the presence of light
You have been trained to evoke magic using starts the alchemical reaction. Once the elixir is
magical elixirs and substances mixed from consumed it takes some small amount of time for
components that have been naturally infused with it to work its magic. The light and time required
arcane power. You gather these components by to take out and read the potion tag represent these
searching for them and trading others for processes. You can store simple elixirs in your
component they might have gathered. You flask and administer them more quickly without
maintain an alchemy lab that is purified and needing light. You simply touch a packet to the
prepared for you to mix your elixirs and opening of your flask, touch the packet to the
catalysts. recipient, and call out the verbal for the potion.
Pouring forth elixirs from your flask requires at
You may prepare an alchemical flask and an least one free hand and freedom of motion, but it
alchemy lab. An alchemy lab is a special place is not a game skill and can be used while under
where you can prepare certain alchemical the effects of Drain. The process is interrupted if
substances. It is decorated with bottles and you are struck by an attack while you are trying
mixing tools. It must be set up in an area that is at to administer an elixir.
least 1' by 2'. The lab cannot be moved during an
event; the lab requires the area to undergo Many alchemical processes require Alkahest, a
extensive purification processes. universal solvent used to mix otherwise inert
ingredients into many alchemical substances.
An alchemical flask is a special prop that allows Alkahest is relatively easy to make, but it takes
you to use certain alchemical skills. You must time and a small amount of money to create it.
prepare your own alchemical flask. The flask The easiest way to create Alkahest is to spend
must be at least 6" tall and at least 3" wide. It time between events to create it and store the
cannot be made of glass or another substance that substance in your Alchemy lab for your own
can be broken into sharp bits. The flask is personal use. Your alchemy lab stored up to 20
decorated with alchemical runes and symbols. measures of Alkahest. Alkahest stored in your lab
The flask is a yellow tagged item. If it is stolen bubbles and froths and radiates power through all
then the prop is returned to you and you may your alchemical instruments. It cannot be stolen
prepare a new one between events. Your flask is or used by another alchemist. Even if your lab is
enchanted to hold multiple elixirs or catalysts. somehow destroyed the essence remains in the
You may store them in your flask without worry purified area and can be remixed if you manage
that they may mix or become unstable. You may to somehow restore your lab. Alkahest can also
store up to 10 measures of elixir or catalyst at any be bottled so any alchemist can use it at any lab
one time in your flask. but this process requires you to use a formula to
create it like any catalyst. Bottled Alkahest is
You may use Alchemy to create simple elixirs often traded and sold.
directly into your flask, and you may use the
Elixir Transference skill to add existing elixirs to Several alchemists may share a lab if space is an
your flask. Once an elixir is added to your flask issue or if they desire to pool their resources to
you may administer it from your flask more make the area look extra cool. If a lab is shared

34
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

35
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Oil of Iron Skin 2


Learn Formula 1 You prepare a substance that can be applied to
You may memorize a special Alchemy formula your clothing or armor to protect you from
so you no longer need the formula to create weapons. You may spend one minute and
substances. The alchemy formula must explain consume one measure of Alkahest preparing this
that you can learn it for this skill to work. You substance to place it into your alchemical flask.
may spend time between events learning one Touch a packet to the opening of your alchemy
formula. You consume one use of the formula. flask, touch the packet to your armor and call
The formula is added to your formula list. You "Grant 'Shield Weapon' by Alchemy" to apply the
may now make one dose of the substance per oil. You may only have one oil active at any time.
event without needing the formula or consuming
uses of a formula. You may learn one additional Oil of Lightning Resistance 1
formula or to learn to make one additional dose You prepare a substance that can be applied to
of a substance each event. You must consume a your clothing or armor to protect you from
use of a special formula each time you use this lightning. You may spend one minute and
skill. consume one measure of Alkahest preparing this
substance to place it into your alchemical flask.
Oil of Acid Resistance 1 Touch a packet to the opening of your alchemy
You prepare a substance that can be applied to flask, touch the packet to your armor and call
your clothing or armor to protect you from acid. "Grant 'Shield Lightning' by Alchemy" to apply
You may spend one minute and consume one the oil. You may only have one oil active at any
measure of Alkahest preparing this substance to time.
place it into your alchemical flask. Touch a
packet to the opening of your alchemy flask, Oil of Stickiness 1
touch the packet to your armor and call "Grant You prepare a substance that can be applied to
'Shield Acid' by Alchemy" to apply the oil. You your weapon to protect you from disarms. You
may only have one oil active at any time. may spend one minute and consume one measure
of Alkahest preparing this substance to place it
Oil of Fire Resistance 1 into your alchemical flask. Touch a packet to the
You prepare a substance that can be applied to opening of your alchemy flask, touch the packet
your clothing or armor to protect you from fire. to your weapon and call "Imbue by Alchemy" to
You may spend one minute and consume one apply the oil. You must call "Shield" to negate
measure of Alkahest preparing this substance to the next attack with the Disarm effect that strikes
place it into your alchemical flask. Touch a you. The protection lasts so long as you carry
packet to the opening of your alchemy flask, your alchemy flask and do not put down the
touch the packet to your armor and call "Grant weapon, but once it negates an attack it is
'Shield Fire' by Alchemy" to apply the oil. You consumed. The oil fades at the end of the event if
may only have one oil active at any time. it is not used. You may only have one oil active at
any time.

36
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

37
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Last Line of Defense 2


If you are armed with a bow you have The Wind's Edge 1
strengthened using the skill From Ash To Iron, If you have strengthened your bow using the skill
you may exhaust 2 points of Earth to negate any From Ash To Iron you may use a small weapon
melee attack that strikes one of your limbs. or a medium weapon in your other hand during
Missile attacks cannot be negated, nor can attacks melee combat provided you have the skill to use
that strike the torso. This causes your bow to be such a weapon.
"unstrung" as described in the skill From Ash To
Iron. You must call out "Parry" when you use this
skill. Assassin Skills 5
Shooting the Nerve 2 Back to Guard 2
You may exhaust a point of Air to make a nerve If you are fighting with a melee weapon, you
strike with a bow or crossbow shot. You call out may exhaust one point of Water to call out
"Agony" and fire the weapon. The attribute cost "Disengage" as described in the effects section.
is exhausted only if the strike lands and the
opponent acknowledges it through role playing or The Backup Blade 2
negates it with a defense. This skill allows you to use a dagger in your off
hand.
The Serpent's Touch 2
This skill allows you to apply and use blade
venoms on any bladed weapon. The skill can be Cheap Shot 2
In a pinch you can capitalize on an opponent who
used on melee weapons or thrown weapons or
is weakened by an Agony effect. If the opponent
even projectile weapons that are bladed. You call
is struck by an Agony and they are role playing
out the effect of the poison when you make an
its effect you may deliver one attack using the
attack. The poison is used up only if the strike
skill A Knife in the Back even if you are not
lands and the opponent acknowledges it through
behind them. You are very good at slipping an
role playing or negates it with a defense.
attack into someplace vital while the opponent is
distracted by pain. You may only use this skill if
Threatening Aim 4 you actually see an Agony effect strike an
You carry your bow with such confidence and opponent and if the opponent acknowledges the
intensity that you can ward off foes simply by hit through role play. You may only use this skill
threatening them with your aim. Nock an arrow once for any particular Agony effect. Once the
and point at an opponent with the index finger of opponent purges the Agony, stops the role play,
your bow hand as you aim the bow at them. or attacks another character you lose the
Exhaust a point of Fire and call out "By My opportunity to use this skill.
Gesture, Repel by Fear" to warn them away from
you. You may maintain the gesture until you
make an attack or change targets. If you make an A Crippling Blow 1
You may attempt to make a crippling attack with
attack you must pull the bow back and point it
a melee weapon against a foe's limb. You call out
upwards to show the effect has ended.
"Maim" and strike a limb. If the blow lands you

38
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

39
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Celerity 3 Heart of the Lion 1


Your quick wits and reflexes protect you from You exhaust one point of Fire to resist one attack
damage. You may spend 1 point of Air and rest based on Fear.
for one minute to give yourself 2 armor points.
These armor points can also be refreshed by
resting for 1 minute. Choose how you role play Knowing Nature's Bounty 2
This skill allows you to live in the wild. So long
your resting time. You cannot use this spell if you
as you do not maintain the trappings of civilized
are already protected by armor points, and these
lands, and your clothing and accessories appear
points are lost if you put on or activate any other
primitive, you do not have to pay monetary or
armor or ability that gives you armor points.
food maintenance costs. You cannot use this skill
These armor points last until the end of the event
if you end an event with a condition that prevents
or until you refresh attributes with Void.
the use of game skills.

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.

Claws Like Lightning 2 No Escaping the Hunt 3


You exhaust 1 point of Water to hamstring your
You may exhaust a point of Water to call "2
prey with your claws. You call "Slow" and strike
Damage" with your claws up to two times. You
with the weapon. The attribute cost is exhausted
exhaust the attribute the first time you swing
only if the strike lands and the opponent
using this effect. One use is consumed if the
acknowledges it through role playing or negates
strike lands and the opponent acknowledges it
it with a defense.
through role playing or negates it with a defense.
You need not use the strikes consecutively.
Uncalled strikes and other skills may be used

40
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Resilience 3 are already protected by armor points, and these


You are tough. So long as you are conscious you points are lost if you put on or activate any other
may spend 3 seconds of role playing - wiping armor or ability that gives you armor points.
blood from your face, shaking your head clear, or These armor points last until the end of the event
similar actions - to shrug off your wounds. You or until you refresh attributes with Void.
exhaust a point of Water and call out "Heal 2 to
Self" to Heal 2 of your Vitality. This ability will Critical Strike 2
not heal effects other than damage. You exhaust two points of Earth to make a
critical strike with a melee weapon. You call "5
The Sphere of Weald 3 Damage" and strike with the weapon. The
This skill allows you to learn spells from the attribute cost is exhausted only if the strike lands
Weald sphere. These spells are purchased and and the opponent acknowledges it through role
used like skills. playing or negates it with a defense.

Strength of the Wild 2 Crushing the Shield 1


You may call on the strength of the natural world Once per event you exhaust two points of Water
one time per event for each point of Void you to send an opponent with a shield reeling. Using
possess, dramatically reducing the time it takes a sword, axe, or hammer that is two handed,
you to recovery from ill effects. If you are in the strike an opponent's shield calling "Shield Slam"
wilderness where no buildings are visible you to knock them down. This throws you off balance
may rest for 1 minute to remove one effect that as well. You must step back after using this skill
would normally require 5 minutes of rest to and you cannot advance on that opponent for 3
remove. You do not spend Void to use this skill; seconds.
your Void is simply the limit to how many times
this skill can be used. A Flurry of Strikes 2
You may exhaust a point of Water to call "2
Damage" with a melee attack up to two times.
Berserker Skills 4 You exhaust the attribute the first time you swing
using this effect. One use is consumed if the
strike lands and the opponent acknowledges it
Back to Guard 2 through role playing or negates it with a defense.
If you are fighting with a melee weapon, you
You need not use the strikes consecutively.
may exhaust one point of Water to call out
Uncalled strikes and other skills may be used
"Disengage" as described in the effects section.
between uses of this skill. Any remaining strikes
are lost when the event ends or when you refresh
Celerity 3 attributes.
Your quick wits and reflexes protect you from
damage. You may spend 1 point of Air and rest
for one minute to give yourself 2 armor points. Heart of the Lion 1
These armor points can also be refreshed by You exhaust one point of Fire to resist one attack
resting for 1 minute. Choose how you role play based on Fear.
your resting time. You cannot use this spell if you

41
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Just That Tough 2 Root, Paralyze or Repel effect with a Physical


You may exhaust 2 points of Earth to resist one trait.
melee attack that strikes one of your limbs.
Strike of Fury 3
Knowing Nature's Bounty 2 You exhaust 3 points of Earth to make a furious
This skill allows you to live in the wild. So long strike while wielding a two handed sword, axe or
as you do not maintain the trappings of civilized hammer. Call "10 Damage" and strike with the
lands, and your clothing and accessories appear weapon. The attribute cost is exhausted only if
as though they were scavenged out of ruins, you the strike lands and the opponent acknowledges it
do not have to pay monetary or food maintenance through role playing or negates it with a defense.
costs. You cannot use this skill if you end an
event with a condition that prevents the use of Got No Time to Bleed 4
game skills. Prerequisite: Just That Tough
If you are using a two handed weapon you may
Mindless Rage 4 exhaust 3 points of Earth to resist one melee
Choose one opponent. You fill yourself with such strike to the torso.
rage and focus that you shrug off Mental attacks
from that opponent. Point at the opponent with The Will To Live 3
your weapon, exhaust 2 points of Fire and call This skill allows you to survive if you are struck
out "Imbue by Rage" to activate this ability. You by an attack that inflicts the Death effect. Instead
call "No Effect" to negate further attacks with a of being struck dead, you may exhaust 2 points of
Mental trait from that opponent. Existing effects Fire and collapse in an unstable state with no
are not negated. The effect ends if you lose Vitality. This skill does not work against a Death
consciousness, the opponent leaves your field of Strike, nor will it protect you if you die from
vision, or you become unsure which opponent is bleed out. You may use this skill even if you are
the target of the rage, If you activate this skill on unconscious.
a new opponent the previous effect ends.
Druid Skills 3
Resilience 3 You are devoted to the Pale and call upon one of
You are tough. So long as you are conscious you the aspects of the Pale for guidance. You follow
may spend 3 seconds of role playing - wiping the Green Man, the Gray Man, or one of the
blood from your face, shaking your head clear, or forgotten Pale spirits. You derive magical power
similar actions - to shrug off your wounds. You from your faith in that aspect, and you are
exhaust a point of Water and call out "Heal 2 to rewarded with divine powers. You have the
Self" to Heal 2 of your Vitality. This ability will Druidic trait and all spells purchased under this
not heal effects other than damage. header are divine spells. You cannot choose this
header if you have a header that gives you the
Strength of the Bear 2 Devout or Shamanic trait.
You may exhaust 2 points of Water to rip free
from effects with a Physical trait that are in some Aura of Healing 4
way restricting your movement. Role play for 3 Prerequisite: Sphere of Legacy
seconds to call out "Purge" and end one Slow,

42
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

43
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Backup Blade 2 A Crippling Blow 1


You may attempt to make a crippling attack with
This skill allows you to use a dagger in your off
a melee weapon against a foe's limb. You call out
hand.
"Maim" and strike a limb. If the blow lands you
exhaust a point of Earth and the opponent will
suffer the effects of a Maim on that limb. The

44
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

attribute cost is exhausted only if the strike lands A Sword's Shadow 2


and the opponent acknowledges it through role Prerequisite: The Main Gauche
playing or negates it with a defense. This skill allows you to use any one handed blade
in your off hand.
A Desperate Defense 2
If you are wielding a melee weapon you are Unanswered 5
skilled with, you may exhaust 2 points of Earth to One should not give insult to a duelist and back
negate any melee attack that strikes one of your away when confronted with the prospect of a
limbs. Ranged attacks cannot be negated, nor can duel. Although you might expect attitude from
attacks that strike the torso. You must call out someone young and cocky, an insult from
"Parry" when you use this skill. someone with experience is a grave matter. If you
are insulted and you challenge someone to a duel
Flashing Blades 2 to clear your name or your honor you hold the
You may exhaust a point of Water to call "2 expectation that they would step up to duel you
Damage" with a sword up to two times. You or arrange for a second to step in for them. If they
exhaust the attribute the first time you swing refuse you and besmirch your honor you may
using this effect. One use is consumed if the gather at least 3 other Duelists who also have this
strike lands and the opponent acknowledges it skill and condemn such a person for their lack of
through role playing or negates it with a defense. honor and courage. You must have good reason
You need not use the strikes consecutively. to accuse another character in such a manner.
Uncalled strikes and other skills may be used Choose one Duelist as the accuser in this inquiry.
between uses of this skill. Any remaining strikes Each additional Duelist who has heard the
are lost when the event ends or when you refresh evidence and supports this act touches the
attributes. accuser, exhausts a point of Fire, and calls out
"Imbue by Will" to show they have empowered
the accuser. If you are the accuser and you are
Heart of the Lion 1 empowered by three other Duelists you can
You exhaust one point of Fire to resist one attack
confront the errant cur and reveal their base acts.
based on Fear.
You must confront them with a short declaration
of why they are condemned. It's all about the
The Main Gauche 2 panache with which you accuse them. Exhaust 3
Prerequisite: The Backup Blade points of Fire, point at the character, and call out
This skill allows you to use a medium sized blade "By My Gesture, Inflict Coward to
in your off hand. Accomplished" to show they are unworthy.

Mastering the Deadly Stroke 2 If someone has been unjustly persecuted, or a


You exhaust 2 points of Earth to make a critical person declared cowardly has shown proper
strike with a sword. You call "5 Damage" and remorse, you may also use this skill to exonerate
strike with the sword. The attribute cost is them. You gather three other Duelists who must
exhausted only if the strike lands and the agree with you and empower you in the manner
opponent acknowledges it through role playing or described above. If you are so empowered by a
negates it with a defense. council who have discussed the situation and

45
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

46
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

47
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

48
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

49
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

50
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

The Herald's Nod 1 Tale of Restoration 1


If you see someone wearing the checkered Your tales inspire those who listen to them and
pattern you may exhaust a point of Air and the entertainment can soothe their wounds. Once
gesture to them to call out "By My Gesture, per event you may spend at least one minute
Expose Herald by Magic." This is usually done telling an entertaining story about your Company
only if there is some question as to the validity of to any in a room who would listen. When you are
the individual in question. If you do this in court finished you bow or indicate somehow that the
to a prominent Herald you might be considered a story is complete. If the crowd reacts with
buffoon or fool, but using the skill on the road or laughter or applause you may call out "To the
in times of danger is certainly warranted. The Room, Heal By Inspiration" to offer your
person must be clearly displaying the checkered audience respite from their wounds.
pattern and in decent view.
Tale of Encouragement 4
Now You See It, Now You Don't 2 Your tales inspire those who listen to them and
This skill allows you to exhaust one point of Air the entertainment can give them hope and
to hide one item for five minutes on your person. strength and ease their fatigue. Once per event
The item cannot be in plain sight. If you are you may spend at least one minute telling an
searched you do not have to reveal the presence entertaining story about your Company to any in
of the item. If the item is actually spotted by a room who would listen. When you are finished
someone, however, this skill fails. The skill will you bow or indicate somehow that the story is
work for five minutes even if you are killed complete. Choose one of Air, Earth, Fire or
during that time. Water. If the crowd reacts with laughter or
applause you may call out "To the Room, Refresh
<Attribute> By Inspiration" to strengthen your
Strength of the Company 3 audience. You cannot use this skill to refresh
You may exhaust one point of Air, Earth, Fire, or
Void.
Water to refresh that same attribute to someone in
your Company. Exhaust the attribute and touch
the recipient to call out "Refresh <Attribute> to
<Company Name>" to restore their strength. You Highborn Skills 2
may either be inspired or inspirational; once you The flow of social activities in the High Courts of
purchase this skill you cannot be refreshed by it. the various kingdoms have a magic of their own.
If you are using this skill on a member of your You not only are well versed in the political and
Company who has the Initiate trait and you have social interplay of those courts, but you have the
diagnosed them with the Initiate trait earlier in conviction that to be Gifted is to be civilized and
the event you may call out "Refresh 2 rise above those who think the Gifted Races
<Attribute> to <Company Name>" to strengthen nothing more than animals. This conviction gives
them. You may use this skill to gauge the strength you strength of will and the ability to draw on the
of willing Company members. You may touch a magic that flows between the Courts of the
willing subject to diagnose the Initiate trait, the civilized lands. You cannot use any Highborn
Experienced trait, or the Accomplished trait. skill if you have the Uncivilized trait.

51
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Barbarians cannot take this header. Some few Courier 2


Liendrel elves remember the splendor of the Between events you may pay 1 silver to attempt
Faerie Court and can access the passion for to send letters to other characters in the world.
civilized ways that this header requires. You You may pay the cost and you may send an
would not even dream of taking this header with electronic copy of the physical letter to plot
the Beastmaster header. Once you take this between events. You may also turn in a physical
header you will find yourself utterly incapable of prop to plot if the physical presentation has some
fighting with claws of any kind. Some Druids significance. You must know where the letter
from Locksmoor and Rangers carry themselves must be sent. You need not attempt to deliver the
with the dignity of the Highborn but they would letter yourself; the Guild of Heralds sends it
not use the Scavenger skill or dress in a manner along to it proper place. There is always a chance
that was uncivilized. that a letter will be intercepted if you send it
someplace dangerous or if someone is attempting
To be Highborn and to draw magic from these to foil your attempts. If you believe this is the
skills is to embrace civilization; its art and culture case you may increase the amount you pay for
and all that is wonderful and uplifting about the the delivery to help ensure its safety though
ascent of the Gifted Races into civilization. There someone attempting to foil your attempts might
is nothing wrong with hard work, dirt under the likewise have the ability to pay more to intercept
fingernails and adventurous behavior so long as the letter.
one cleans themselves up. One must maintain
one's self above the baser instincts. You cannot Dressed to Kill 4
use Highborn skills unless you act and dress in a You are confident and light on your feet when
civilized and dignified manner. You cannot dress you are dressed in a civilized manner. You may
to use Scavenger and expect to use any of these spend 1 point of Air and rest for one minute
skills. The Gifted Races have risen above that. dressing, checking yourself in the mirror, or
resting and cleaning yourself up to give yourself
Being in the Know 2 2 armor points. These armor points can also be
You are quite in at the various social circles refreshed by resting and adjusting your look for 1
within the kingdoms. As such you are able to find minute. Choose how you role play your resting
out tidbits of knowledge related to politics and time. You cannot use this skill if you are wearing
nobility. If you spread some money around you any other type of armor, and these points are lost
often hear rumors or tales about the things other if you put on or activate any other armor or
civilized folk have seen and events they might ability that gives you armor points. These armor
have attended. This is an information skill that points last until the end of the event or until you
requires you to spread around some money to refresh attributes with Void.
loosen lips. You submit a question between
events as described in the Information Skills Enough of That 4
section above. If the question is appropriate for You may keep people quiet if they are talking out
the social circles you might travel in you may of turn. Exhaust a point of Fire, throw a packet,
receive knowledge appropriate to your question. and call out "Enough of That, Silence by Awe" to
keep someone from speaking out of turn.

52
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

A Gilded Carriage 5 or by haranguing them. You must spend at least


If you have received a formal invitation to a 10 seconds saying something appropriately witty
function and you have dressed specifically for to activate this skill. If you are unsure or
that function you may spend 2 points of Earth to unsatisfied with your retort you will lack the
travel to that function as a spirit. Once you are confidence to use this skill. If your verbal banter
dressed and prepared with the invitation in hand is pleasing, and let's face it you will know if it
you activate this skill at your dwelling to become isn't, then you may choose a Mental trait and
a spirit and gain the Spirit defense. You gain the exhaust a point of Water to call out "Purge
Spirit trait and the Chimera trait and become <trait>" and end that effect.
immune to most attacks. Attacks with the "to
Spirit" or the "to Chimera" traits affect you and Showing Proper Appreciation 1
effects that are not beneficial will knock you out Twice per event you may show your appreciation
of spirit form and end this effect. You must travel for an exceptional performance if you are
directly to the function. You cannot tarry once impressed by that performer and the performance
you use this skill on other concerns. The skill evokes some sort of beneficial magical effect. To
ends when you reach your destination and enter use this skill you thank the performer while
the function. complimenting them on the performance. If they
are willing to receive your praise you may touch
I Question Your Bearing 3 them and choose either Air, Earth, Fire, or Water.
If you see someone claiming a noble title you Call out "Refresh <attribute> by Inspiration" to
may exhaust a point of Air and gesture to them to reward their art.
call out "By My Gesture, Expose Highborn by
Awe." This is usually done only if there is some With Noble Bearing 3
question as to the validity of the individual in Your decorum is such that the base acts of Frenzy
question. Not all nobles are Highborn, but you and effects based on Fear are against your very
will at least know that the individual does not nature. If you are struck by a Frenzy effect or an
share the same passion for the civilized lands that attack with the Fear trait you may exhaust a point
many of the noble folk do. If you do this in court of Fire and call out "Resist" to negate the attack.
to a prominent noble you might be considered a
buffoon or fool, but using the skill on the road or You, Sir, Are a Cur 4
in times of danger is certainly warranted. In the unfortunate event that another Highborn
that has demonstrated skills under this header
On Your Way 2 proves to be barbaric, uncivilized, or utterly
Exhaust a point of Air, throw a packet, and call without honor in some civilized manner you may
out "On your way, Repel by Awe" to send some gather at least 3 other Highborn characters who
bothersome creature away from you. also have this skill and condemn that Highborn
for their lack of civility. You must have good
A Sharp Tongue 3 reason to accuse another Highborn in such a
If you are affected by an attack with a Mental manner. Acts of war and even acts of treachery
trait you can shake it off if you are given the are understandable so long as they are not petty
chance to interact with the attacker, either by or uninspired. Choose one Highborn as the
engaging in some kind of conversation to focus accuser in this inquiry. Each additional Highborn

53
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Break Trance 2 Empathic Healing 4


You can channel the essence of life, transferring
You have some method of snapping people out of
your life force to another without drawing blood
effects with the Trance trait. You may role play
or cutting flesh. Take 1 point of damage as life
for 3 seconds and touch a packet to a recipient to
force passes out of you and touch a packet to a
call out "Cure Trance by Will."
recipient to call out "Heal by Will and 1 Damage
to Self." If this removes your last point of Vitality
Celerity 3 you fall unstable, hovering at the brink of death.
Your quick wits and reflexes protect you from
damage. You may spend 1 point of Air and rest
for one minute to give yourself 2 armor points. Fortress of Iron Will 5
These armor points can also be refreshed by You may protect yourself from harm by gathering
resting for 1 minute. Choose how you role play your Chi and using it to ward off all danger. You
your resting time. You cannot use this spell if you exhaust 3 points of Air, press your palms

54
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Spinning Staff 2 Paladin Skills 5


You may exhaust a point of Water to call "2 You have been touched by creation, and have
Damage" with a staff up to two times. You received power and clarify by a single instant of
exhaust the attribute the first time you swing inspiration where the enormity of the Tapestry
using this effect. One use is consumed if the itself was revealed to you. You may choose to
strike lands and the opponent acknowledges it walk the Path of Light and draw power from the
through role playing or negates it with a defense. weave, or to walk the Path of Shadow and draw
You need not use the strikes consecutively. power from the shadowed places between the
Uncalled strikes and other skills may be used strands of creation.
between uses of this skill. Any remaining strikes
are lost when the event ends or when you refresh When you as a Paladin draw on Light, you draw
attributes. on the manifestation of all the strands of the
Tapestry and the pattern of that weave. Light
A Spirit's Harmony 3 draws strength from the integrity of the Tapestry,
When you are slain, your spirit is in such and it is strongest supporting clarity and
harmony with the world that you do not have to dedication of purpose. It is the visual
become a spirit after 5 minutes. You may wait for manifestation of Creation itself. Using Light
up to an additional 5 minutes to become a spirit, strengthens the Tapestry. It is said that it weakens
although you may choose to become a spirit at corruption. You may not purchase skills of
any time after the 5 minutes has passed. You may Shadow.
linger in hopes that someone Imbue your body

55
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

56
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

57
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Shield 2 casting when you use this ability. You cannot


Prerequisite: Buckler have weapons in your hand unless you have a
This skill allows you to use a full sized shield. skill that allows you to cast while holding a
You cannot throw packet delivered effects while weapon, and you can be interrupted by an attack.
you have a full sized shield in your hand. This ability may be refreshed by spending one
minute in an area consecrated to your patron. The
area must be marked with an Information tag
Umbral Strike 2 stating it is so empowered. You may refresh this
Prerequisite: Paladin of Shadow
ability an unlimited amount of times so long as
You exhaust 2 points of Earth to make a strike of
you can visit a consecrated area.
deepest shadow with a melee attack. You call "5
Damage by Shadow" and strike with the attack.
The attribute cost is exhausted only if the strike Blessings of the Saints
 4
lands and the opponent acknowledges it through Between events you may summon the power of
role playing or negates it with a defense. the Saints and attempt to commune with the
saints to ask for their blessings in some task that
The Will To Live 3 lies ahead. If you have this skill and use it as part
This skill allows you to survive if you are struck of your post event letter, you might receive boons
by an attack that inflicts the Death effect. Instead and blessing from the saints of that place related
of being struck dead, you may exhaust 2 points of to the task that you submit. This skill does not
Fire and collapse in an unstable state with no guarantee response. You do not specify the type
Vitality. This skill does not work against a Death of blessing; that is at the discretion of the saints.
Strike, nor will it protect you if you die from You cannot use this skill if you end an event with
bleed out. You may use this skill even if you are a condition that prevents the use of game skills.
unconscious.
There may be places of divine power where you
may invoke the aid of the saints of the Pyre
Priest Skills 3 during the game if you visit that place at the
correct specific time. In this case you must spend
You are a priest of one of the Gods that allow
a point of Air and role play asking the saints for
followers. You follow the White Court, the Black
aid. You then leave a scroll with your request at
Court, or one of the forbidden gods. You derive
that place or with the spirit that appears. If the
magical power from your faith in that god, and
saints choose to honor your request you will
you are rewarded with divine powers. You have
either receive some help from a spirit at that time
the Devout trait and all spells purchased under
or receive a visitation later during the event.
this header are divine spells. You cannot choose
this header if you have a header that gives you
the Druidic or Shamanic trait. Divine Power 3*
This skill gives you 1 point of Karma for each
time it is purchased. These points are refreshed
Aura of Healing 4 when you refresh Attributes with Void. These
Prerequisite: Sphere of Legacy
points of Karma are used to cast divine spells.
You can call upon your faith to heal wounds. You
You may exhaust a point of Karma in place of a
may touch a packet to an ally and call out "Heal
point of Air, Earth, Fire, or Water when casting
by Faith" up to 4 times. You are considered to be

58
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

59
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

A Flurry of Strikes 2 wild place where there are no buildings in sight.


You may exhaust a point of Water to call "2 At the end of the minute you spend a point of
Damage" with a melee attack up to two times. Water to activate this skill. Once activated, you
You exhaust the attribute the first time you swing may take a packet out of your medicine pouch
using this effect. One use is consumed if the and touch the packet to someone to use a "Heal
strike lands and the opponent acknowledges it by Magic" on that person. You may only have
through role playing or negates it with a defense. one use of this skill active at any one time and
You need not use the strikes consecutively. each use requires one minute of role play as you
Uncalled strikes and other skills may be used gather what you need from the woods.
between uses of this skill. Any remaining strikes
are lost when the event ends or when you refresh Herbal Remedy 3
attributes. You can use natural herbs and plants to heal
poisons. The use of this skill requires a medicine
Forego the Forge 3 pouch prop. This pouch must be at least big
You can strengthen furs and use them as leather enough to hold a packet. You spend a minute
armor. You can wear furs or leather as your prop gathering plants and herbs into your pouch in a
for armor. You are familiar enough with this wild place where there are no buildings in sight.
armor to maintain it during combat so you can At the end of the minute you spend 2 points of
repair it yourself. You may spend one minute of Water to activate this skill. Once activated, you
role play to repair up to two points of your own may take a packet out of your medicine pouch
leather armor. You need not remove the armor, and touch the packet to someone to use a "Cure
but you must rest while you are using this skill. Poison by Magic" on that person. You may only
have one use of this skill active at any one time
Fortitude of the Wild
4 and each use requires one minute of role play as
You spend two points of Water to resist one you gather what you need from the woods.
attack based on Poison.
Knowing Nature's Bounty 2
Enmity 4 This skill allows you to live in the wild. So long
There is an enemy you have a particular skill or as you do not maintain the trappings of civilized
passion for hunting. Choose one of the following lands, and your clothing and accessories appear
foes: Aneketh, Beast, Demon, Eurvein, Fae, as though they were scavenged out of ruins, you
Hobgoblin, Human, Insect, Reptile, Troll, or do not have to pay monetary or food maintenance
Undead. You may exhaust a point of Earth to call costs. You cannot use this skill if you end an
"5 Damage to <Foe>." You may only purchase event with a condition that prevents the use of
this skill once. game skills.

Healing Herbs 2 A Little Something Extra 2


You can use natural herbs and plants to heal This skill allows you to use a small melee
wounds. The use of this skill requires a medicine weapon in your off hand.
pouch prop. This pouch must be at least big
enough to hold a packet. You spend a minute
gathering plants and herbs into your pouch in a

60
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Nature's Embrace 2 skill to expose the target costs an additional point


When you are violently struck down you are of Air.
sustained by the wilderness around you. If you
fall unstable in the wilderness you may exhaust a Woodcraft Weaponry 2
point of Fire as you fall to immediately become Prerequisite: A Second Weapon
stable. This skill can be used only if you are in You are adept at fighting with a weapon in each
the woods and no buildings are within line of hand and you are particularly adept at fighting
sight. with spears. You may use a full length one
handed weapon in your off hand. If you are using
Reveal the Prey 4 a spear in your off hand you can use a full length
Prerequisite: Enmity weapon in your primary hand.
Those you are trained to hunt are revealed to you.
You may use this skill to expose an enemy you
have selected as your prey with Enmity. Exhaust Rogue Skills 4
a point of Air to call out "By My Voice, Expose
<Foe> by Nature" to reveal all enemies. You may A Cloak of Shadow 4
only expose enemies you have selected with the You may protect yourself from harm by drawing
Enmity skill. a dark, hooded cloak about you and melding with
the shadows. You are empowered to seek shelter
A Second Weapon 2 someplace between the shadows, becoming
Prerequisite: A Little Something Extra insubstantial to the real world so long as you do
This skill allows you to use a medium sized not move. The skill cannot be used during the
melee weapon in your off hand. day or at any time that you can see daylight or
something illuminated directly or indirectly by
Setting the Limb 4 daylight. Exhaust 2 points of Air, gather your
You have learned to quickly set maimed limbs. cloak around you and call out "Imbue by
You must have one free and functioning hand to Shadow" to become a spirit. So long as you do
use this skill. You touch the recipient on the not move you gain the Spirit defense. You gain
maimed limb with a packet, exhaust a point of the Shadow trait and the Spirit trait. Any attack
Fire and call out "Cure Maim" to fix the limb. that is "to Shadow" or "to Spirit" will affect you
and, if they are not beneficial, knock you out of
Spirit form. Otherwise you will stay in spirit
Taking Up the Chase 4 form until you choose to move or dawn comes.
You may mark an opponent and then track them.
You spend a point of Air, call out "Inflict Hunted
by Nature" and strike an opponent with a melee Better Lucky Than Good 1
or packet attack. The opponent gains the Hunted Once per event if you are unstable and you are
trait. You may later call out "By My Voice, about to die because your one minute death count
Expose Hunted by Nature" to reveal their is expiring you may choose to become stable
presence. Once you have successfully marked an instead. You receive the effect of a Stabilize.
opponent you may later expose them one time at
no additional Air cost. Each additional use of this

61
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Buckler 2 buyer for such items during the game, a character


This skill allows you to use a buckler. You cannot with this skill may trade in items for actual game
use a larger shield with this skill. money at the end of the event.

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

62
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Walls Have Ears 3 Boneworking 1


You have learned how to use the darker side of This skill allows you to create and repair bone
society to dig up rumors and information that weapons. A Boneworker must agree to create a
people may have learned in the course of weapon before you can bring it into game. No
"normal" business. If you spread some money bone weapon may be used during an event until it
around you often hear rumors or tales about the is brought to a Boneworker to be maintained. The
things other groups have seen and jobs they weapon is considered to be Destroyed at the
might have been hired for. This is an information beginning of each event. Repairing or a bone
skill that requires you to spread around money to weapon takes 1 minute to perform and requires at
loosen lips. You submit a question between the very minimum an anvil with various tool
events as described in the Information Skills

63
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

64
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Runeweaving 3* This skill may also be used to remove shackles


This skill allows you to carve magical runes that from a character if you take 1 minute with your
cause some one time effect. You can imbue props to role play the removal. Removal in this
weapons and armor with special abilities by fashion destroys the shackles.
carving runes into them. You may protect portals
by carving runes above them. The skill can be The Will To Live 3
purchased multiple times. As your level in the This skill allows you to survive if you are struck
skill increases, you can carve more difficult by an attack that inflicts the Death effect. Instead
runes. The substances and the process is more of being struck dead, you may exhaust 2 points of
fully described in the Runes section below. Fire and collapse in an unstable state with no
Vitality. This skill does not work against a Death
A Steel Shell 3 Strike, nor will it protect you if you die from
Prerequisite: Armored For War 2 bleed out. You may use this skill even if you are
If you are wearing an armor prop worth 4 points unconscious.
of armor that is also articulated or has prominent
shoulder pauldrons you may exhaust a point of
Fire and call out "Resist" to negate one melee
Shaman Skills 3
You are sensitive to the spirits of the world
attack with the Agony, Damage, or Maim effect. around you. You can perceive the spirits that
This skill can only be used once per armor reset. infest everything in the world, and you can
Once your armor is fixed and the points refreshed communicate with them. You have learned to call
the skill can be used an additional time before a on their aid and that is how you cast your magic.
new armor refresh is required. The spirits you see are all connected to the
tapestry of fate. You see spirits of the past with
True Elemental Heart 3 Gloaming, spirits of the present with Wayfare,
Once per event you may etch a rune onto your and spirits of the future with Legacy. You see
weapon or armor if you are at your forge and spirits of the dead and can call to ancestors for
have the runestone for that rune. You do not need aid. Most shamans do not listen for spirits tainted
True Elements. You use attributes to empower the by Malediction so they are not driven mad by
rune instead. Only you may use this rune. The their dark whispers. You have the Shamanic trait
power of this special rune fades at the end of the and all spells purchased under this header are
event. The attribute cost for etching this rune is divine spells. You cannot choose this header if
the same as the cost in True Elements. you have a header that gives you the Devout or
the Druidic trait.
Weaponsmith 1
This skill takes 1 minute to perform and requires Break Trance 2
at the very minimum an anvil with various tool You have some method of snapping people out of
props. No prop may be sharp or deemed effects with the Trance trait. You may role play
dangerous by the staff. The time is spent

65
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

66
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Sorcerer Skills 3 The Sphere of Primal 3


This skill allows you to learn spells from the
Characters with the Sorcerer header gain the Primal sphere. These spells are purchased and
Arcane trait. All spells purchased under this used like skills.
header are arcane spells

Staff of the Arcane 3


Arcane Fury 5 This skill allows you to hold and use any staff
You create an Arcane Sanctum where you focus while you are casting spells, overriding the
your magical power. The sanctum must have at restriction that casting requires both hands to be
the minimum a large circle on the floor decorated empty. You must have a skill with the weapon in
with runes and arcane symbols. It is set up at the question to use this ability.
beginning of the event and it cannot be moved
during an event. You gain a single point of
Arcane that can be used in place of Air, Earth,
Fire, or Water when casting an arcane spell that
Stormdancer Skills 5
You channel the power of storms within you.
does not have an Imbue, an Inflict, or a beneficial Many of those who practice your art dwell in the
effect. This single point of Arcane can be mountains above Locksmoor or high in the
refreshed by spending one minute concentrating

67
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Griffon Peaks. You do not cast spells. Instead you


channel the raw arcane power of the storms Lightning Aura 3
themselves. Your powers are not spells, and most When using your The Fury of the Storm skill you
require no incantations. You can use your powers may channel your bolts of lightning through a
while holding a weapon in your off hand. weapon you are skilled with instead of hurling
them as bolts. Two bolts are used for each strike
Celerity 3 used in this manner. The bolts are used only if the
Your quick wits and reflexes protect you from strike lands and the opponent acknowledges it
damage. You may spend 1 point of Air and rest through role playing or negates it with a defense.
for one minute to give yourself 2 armor points.
These armor points can also be refreshed by Of Wind and Steel 2
resting for 1 minute. Choose how you role play If you are wielding a melee weapon you are
your resting time. You cannot use this spell if you skilled with, you may exhaust 2 points of Earth to
are already protected by armor points, and these negate any melee attack that strikes one of your
points are lost if you put on or activate any other limbs. Ranged attacks cannot be negated, nor can
armor or ability that gives you armor points. attacks that strike the torso. You must call out
These armor points last until the end of the event "Parry by Air" when you use this skill.
or until you refresh attributes with Void.
Spirit of Storms 2
Duck For Cover 4 You exhaust one point of Fire to purge one
You may exhaust 3 points of Water to negate any Paralyze, Root, or Slow effect with a Physical
one missile or packet attack. You must call out trait. Call "Purge by Air" when you use this
"Avoid" when you use this skill. ability.

Fear No Storm 1 Storm Child 1


You exhaust one point of Fire to resist one effect You are empowered when the rain and thunder
with the Air, Lightning or Thunder trait. Call move across the sky. If it is actually raining hard
"Resist" when you use this ability. enough that droplets fall from the leaves and
buildings and you are outside in the rain then
your bolts from The Fury of the Storm do "3
The Fury of the Storm 2 Damage by Lightning" while it rains on you. If
You summon forth a maelstrom of lightning to
you actually hear the sound of thunder then your
hurl at your foes. You may only have one of these
next 3 bolts will do "4 Damage by Lightning"
active at any time. You call out "Imbue by
outdoors or not. While additional thunder might
Storms" and exhaust two points of Air. You may
refresh this ability, it does not actually stack. You
hurl ten bolts of lightning each causing 2 points
cannot have more than 3 bolts so empowered at
of damage. You call "2 Damage by Lightning"
any one time. If you actually hear thunder you
and throw a packet when you use one of these
may also use the Unleash the Storm's Fury skill
bolts. This ability ends when those ten attacks are
one additional time per event.
used, when you use Void to refresh attributes, and
at the end of the event. You cannot hurl bolts of
lightning while you are being hit. Any successful
attack interrupts your use of this skill.

68
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Thunderclap 2 Lightning" as loud as possible. Lightning and


You may exhaust a point of Earth to make a rain come raining from the heavens, striking
lightning strike with a melee or packet attack. friend and foe alike. If any of the Stormdancers
You call out "Agony by Thunder" and strike with are struck during the incantation the summoning
the melee attack or throw the packet. If you becomes dangerously unstable. The person so
attempt the Thunderclap with a melee attack the struck must stop the others from completing the
attribute cost is exhausted only if the strike lands ritual. If the others stop the danger passes and
and the opponent acknowledges it through role you may all start the incantation again from the
playing or negates it with a defense. beginning. If the incantation is called out while
the ritual is unstable then the storm backlashes,
and the Stormdancer who was struck calls out
Torn by the Hurricane 5 "By My Voice, 10 Damage to Stormdancer" as
Your passion for the storm calls winds to tear the
the storm lashes out wildly. If any of the
weapon from an opponent's hand. You exhaust a
Stormdancers fall after the ritual begins then the
point of Fire, call out "Disarm <hand> by Wind"
skill fails and the attempt is exhausted for the
and throw a packet at an opponent. If it hits the
event.
target, the target takes the effect of a Disarm.

Unleash the Storm's Fury 3 Whirlwind Step 2


Your passion for the storm calls winds to protect
Once per event, you act with at least two other
you. If you are fighting with a melee weapon,
Stormdancers who also have this skill,
you may exhaust one point of Fire to spin all the
summoning the full fury of the storm and calling
way around and call out "Disengage by Air" as
lightning down from the skies all around you.
described in the effects section.
You must gather outdoors under the open sky in a
circle with your arms raised to the sky. Choose
one Stormdancer as the summoner of the storm.
Each additional Stormdancer touches the
Templar Skills 5
You have been trained by the church of one of the
summoner, exhausts a point of Air, and calls out
gods to evoke divine magic in your weapons.
"Imbue by Storms" to show they have
Templars are followers of the White Court, the
empowered the summoner. When the summoner
Black Court, or one of the forbidden gods. You
is empowered you either clasp hands or dance in
have the Devout trait and all spells purchased
the circle while calling out the incantation of this
under this header are divine spells. You cannot
power in unison.
choose this header if you have a header that gives
you the Druidic or Shamanic trait.
We call the rain to cloak the sky
We call the wind to tear the land
Although you practice divine magic and cast
We call the thunder to sound the cry
spells, you do not cast forth bolts of divine power
We call the lightning to strike its brand
when using Templar spells. Instead you channel
Unleash the storm's fury!
divine energies through your weapons. Your
weapons must be decorated with religious
If you complete the entire incantation then the
glyphs. You must spend one minute attuning a
summoner exhausts 3 points of Air and calls out
weapon to your divine energies. You may have
"By My Voice, Agony and 2 Damage by
one weapon so attuned, although if you have the

69
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

ability to use a second weapon in your off hand


you may attune one additional weapon for that Armor of Faith 2
purpose. You cannot attune to a weapon unless You may call on divine power to protect yourself
you have the skill to use it in combat. While you with an aura that will turn aside weapon blows.
are attuned to a weapon you can no longer use Exhaust 2 points of Earth and call out "I evoke
packets to deliver any type of spell. Instead you the Armor of Faith" to activate this ability. Once
deliver divine spells with weapon strikes. All active you may call out "Resist by Divine" to
divine spells are bound to your weapon whether negate one melee attack that strikes your limbs.
they are purchased under this skill set or not. To Only one Armor of Faith can be active upon you
use Imbue effects upon yourself you must touch at any one time. This armor lasts until the end of
your attuned weapon to your forehead. You may the event or until you refresh attributes with Void.
not deliver Imbue or Inflict effects to other
people while your weapon is so attuned, nor may
you use any power on others that come from Back to Guard 2
If you are fighting with a melee weapon, you
spells with an Imbue effect. You may spend one
may exhaust one point of Water to call out
minute de-attuning your weapon and unbinding
"Disengage" as described in the effects section.
your magical energies to restore your ability to
deliver spells from other skill sets by packet.
Buckler of Faith 2
You call out the incantation of the spell to This skill allows you to use a buckler. If your
activate it. If you are struck by an attack during buckler is decorated with religious glyphs and
an incantation that spell is interrupted. If you are imagery you may cast and channel divine magic
interrupted you do not exhaust attributes but you through a main hand weapon while using it.
must start the incantation over to activate the
spell. Once activated it is stored in one of your Divine Power 3*
weapons. If you have two attuned weapons you This skill gives you 1 point of Karma for each
can deliver an active spell with either weapon, time it is purchased. These points are refreshed
though you cannot have more than one spell when you refresh Attributes with Void. These
active at one time. points of Karma are used to cast divine spells.
You may exhaust a point of Karma in place of a
You may swing your weapon and call out the point of Air, Earth, Fire, or Water when casting
verbal for the spell. The attributes are exhausted spells. You cannot exhaust a point of Karma in
only if the strike lands and the opponent place of a point of Void.
acknowledges it through role playing or negates
it with a defense. If you have an active spell you Divine Sphere 3*
may cancel that spell and activate a new spell by Choose one sphere available to priests of the god
calling out the new incantation. This does not you worship. This skill allows you to learn spells
exhaust attributes or Karma of the previous spell. from that one sphere. These spells are purchased
If you are disarmed or lose your attuned weapon and used like skills. You may purchase this skill
the spell fades. You do not exhaust the attributes once for each sphere available to priests of your
but you must call out the incantation again. The god.
spell also fades when the event ends or if you use
Void to refresh attributes.

70
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

power. Exhaust 3 points of Fire and cry out "By


My Voice, Drain Aura of Healing by Divine" to
Divine Retribution 3 prevent enemies from using healing that is
Once per event you may exhaust 3 points of Fire
refreshed in the temple.
to negate one melee, missile or packet attack that
strikes you. You cannot use this skill to negate a
beneficial effect or an Imbue or Inflict effect. Troubadour Skills 2
Your weapon is immediately empowered with Your passion for music allows you to manifest
divine energy that allows you to swing the same magic when you perform. All spells purchased
effect back at the person who struck you. This under this header are devotion spells. Spells
effect will remain on your blade until you strike purchased under this header do not use normal
the attacker and the opponent acknowledges it incantations. Each spell must have a unique
through role playing or negates it with a defense. musical incantation that is at least four times as
Any situation that would cause an activated spell long as a normal spell. Your songs require 16
to fade also causes your retribution to fade, syllables plus an additional 8 syllables for each
including using another retribution. You must call character point of cost. This song replaces the
out "Resist by Divine" when the attack strikes normal incantation of the spell. This song must
you. The verbal when swinging the effect back at be in period and it must include the Sphere and
the opponent is the same as the original attack. some form of the name. It must be submitted and
You can only resist and return one effect if you approved by plot in the same manner as custom
are hit by a Double or Triple attack. Many White spell incantations.
Templars will activate a new spell or let the
retribution fade rather than using Malediction, In addition to your spells, many of your skills
Poison, or similar effects back on the attacker. require a performance before you can use them.
Although most Troubadours perform music, any
Heart of the Lion 1 performance art will work in this context. When a
You exhaust one point of Fire to resist one attack skill requires a performance, it requires you to
based on Fear. present some kind of art to a live audience. The
presentation must take at least one minute, and
Shield of Faith 2 the audience must respond with applause. When
Prerequisite: Buckler of Faith the applause comes, you have fulfilled the
This skill allows you to use a full sized shield. If condition of the performance and you may use
your shield is decorated with religious glyphs and your skill as appropriate.
imagery you may cast and channel divine magic
through a main hand weapon while using it. You Act of Passion 1
cannot throw packet delivered effects while you Your performance charges you with the passion
have a full sized shield in your hand. to give a little more of yourself off the stage.
Once per event you may empower this skill with
Storm the Temple 5 a performance, as described above. Once
Templars are often called on to destroy enemy empowered, you gain 3 points of Passion. These
temples and are skilled at such assaults. You may points may be spent on any skill or spell in place
summon your divine energy to weaken the of attribute points. You may spend them one at a
defenses of a temple or another place of divine time or all at once as you see fit. These extra

71
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

points cannot be refreshed and fade at the end of Break Trance 2


the event. You have some method of snapping people out of
effects with the Trance trait. You may role play
Awakening the Young Heart 2 for 3 seconds and touch a packet to a recipient to
The less experienced are said to be blessed by the call out "Cure Trance by Will."
fates and more easily inspired and renewed. You
may role play for a minute with a character to Bringing Music to the Hearth 4
determine if they can be affected by this skill. At Your performance carries magical power and can
the end of that time you may touch a willing and heal those who listen. To use this ability you
conscious recipient with a packet to Diagnose the must deliver a performance to a live audience, as
Initiate trait. If the recipient has the Initiate trait described above. After a successful performance
you may inspire them with a performance to you may spend two points of Fire to call out "By
refresh a point a Void. After a performance you My Voice, Heal by Magic."
exhaust a point of Water, touch the recipient with
a packet and call out "Refresh Void to Initiate."
You must explain to the recipient that they may Chorus of Harmonic Focus 2
only be affected by this skill once per event. One time per event you use the magic of shared
performance to empower yourself with harmonic
magic. Prepare a musical performance with at
Aria of Courage 4 least 2 others who have this skill. The
Your songs bolster courage and give aid to
performance must be at least one minute in
faltering spirit. You plant your feet, exhaust two
length though most are longer. Each performer
points of Fire and begin to sing. So long as you
must have a part that compliments the others
sing and do not move your feet you may touch a
involved. If you perform your piece and the
packet to a recipient and call out "Cure Fear by
audience applauds then you may refresh 2 points
Inspiration" as part of the song you have
of Harmony from Song of the Arcanum and you
prepared. You may not interrupt the song to say
are empowered with harmonic focus. You may
the verbal and you must have at least 8 words
expend this focus to touch cast one beneficial
between each use of the verbal. The song is
spell without an incantation. You need only touch
interrupted if you are struck by any hostile melee,
the recipient with a packet and say the verbal to
missile or packet strike.
cast the spell. You cannot be empowered with
more than one focus at a time. If you do not use it
If two troubadours both have this skill they may
the harmonic focus fades at the end of the event.
work in tandem so long as both are in arm's reach
and obey the restrictions of the skill. One may
If someone with this skill has already used it they
sing a verse while the other harmonizes by
may still help you with your chorus but they can
singing the "Cure Fear by Inspiration" verbal.
only benefit from this effect once per event. If
The second troubadour may cure a person each
you cannot find 2 others with this skill you may
time they sing that verbal in harmony with their
substitute one or two other people who are
partner and need not wait between uses of the
willing to perform with you. Exhaust a point of
skill. In this case each troubadour need only
Air or Song of the Arcanum for each person
exhaust a single point of Fire.
without this skill that you include. If you already
have two others involved who have this skill you

72
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Entertainer 2 Raise Banners With Song 1


You are skilled at entertaining so that you may Your song can be used with a Herald's banner to
earn a living performing between events. If you inspire a Company. To inspire a Company with
use this skill between events, you do not have to music you must either be a permanent member of
pay monetary or food maintenance costs. You that Company or you must be accepted by the
cannot use this skill if you end an event with a Company with the aid and approval of their
condition that prevents the use of game skills. Herald. If you are not a permanent part of a
Company you may activate this skill by giving a
performance with a Herald and as many members
Legend Lore 3 of the company as possible in attendance. At the
You know many of the bards and storytellers that
end of the performance, if the Herald gives you
travel the merchant's road, spreading tales and
approval, you are Affiliated with the company.
gathering bits of news and lore. You may
You may only be Affiliated to one company at a
research the legends and stories of the land to
time. Activating this skill with another
look for information on a particular subject or
performance replaces an existing Affiliation. You
item. The more legendary the information is, the
may also end an Affiliation by resting for one
more information this skill will return. If you
minute if that is your intent.
spread some money around you often hear
rumors or tales about the things other traveling
Once you are Affiliated with a Company you
troubadours have seen and legends they might
may use this skill in two ways. First, you may
have heard. This is an information skill that
substitute the trait of any "By My Voice"
requires you to spread around some money to
delivered effect with the company name. If you
loosen lips. You submit a question between
successfully use a "By My Voice" delivered skill
events as described in the Information Skills
you may change the trait in the verbal to "to
section above. If the question is appropriate for
<Company Name>" so it only affects members of
the troubadours that travel the merchant's road
the Company. Second, you may exhaust a point
you may receive knowledge appropriate to your
of Fire or Song of the Arcanum and sing an
question.
incantation with at least 24 syllables that you
create to inspire the Herald of the Company. At
Musical Focus 1 the end of the song you may touch the Herald and
Your performance charges you so that you may call out "Refresh Eloquence by Inspiration" to
shake off effects based on Despair, Fear or Will. refresh the Eloquence of the Herald. You cannot
To use this ability you must empower it with a inspire yourself with the second use of this skill.
performance, as described above. Once
empowered you may use this ability one time to If you are a permanent member of a Company
purge all effects based on Despair, Fear or Will. and you find the need to act as the troubadour for
You must call out "Purge Despair" or "Purge a different company then you may use this ability
Fear" or "Purge Will" as appropriate when this to become Affiliated to one other company.
ability is used. Once the ability is used, it cannot While you are so Affiliated your ties and

73
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Affiliation to your normal Company are


suppressed and you cannot use this skill with The Sphere of Legacy 3
your normal Company until you rest to end your This skill allows you to learn spells from the
temporary Affiliation. Legacy sphere. These spells are purchased and
used like skills except that the incantations are
Slander 1 longer and must have a musical or performance
You may, between events, submit to plot small component.
snippets of your lyrics or art that somehow
slander or trash talk some corporate, social, or The Sphere of Wayfare 3
political figure. You are publicly attempting to This skill allows you to learn spells from the
cause the figure to lose face. This could cause a Wayfare sphere. These spells are purchased and
drop in reputation, cause an increase in those used like skills except that the incantations are
who challenge the figure, or cause others to longer and must have a musical or performance
investigate the movements of that figure more component.
carefully. This skill will make life more difficult
for the target, but it is common knowledge who is
doing the slander so most powerful figures will
attempt to return the favor - usually in the form
Warlock Skills 5
Although you practice arcane magic and cast
of armed thugs with little concern about the time
spells, and you gain the Arcane trait, you do not
of day or night.
cast forth bolts of arcane power when using
Warlock spells. Instead you channel magical
Song of the Arcanum 2* energies through your weapons. Your weapons
You gather magical power by singing, and this must be decorated with arcane runes. You must
allows you to cast all sorts of spells more easily. spend one minute attuning a weapon to your
Each level of this skill gives you 1 point of magical energies. You may have one weapon so
Harmony that can be exhausted instead of Air, attuned, although if you have the ability to use a
Earth, Fire, or Water when casting spells. You second weapon in your off hand you may attune
can use these points of Harmony for devotion one additional weapon for that purpose. You
spells learned as a Troubadour, but you can also cannot attune to a weapon unless you have the
use these Harmony points to cast arcane and skill to use it in combat. While you are attuned to
divine spells so long as you use song to invoke a weapon you can no longer use packets to
that magic. Spells cast using Harmony points do deliver any type of spell. Instead you deliver
not use normal incantations. Each spell must arcane spells with weapon strikes. All arcane
have a unique musical incantation that is at least spells are bound to your weapon whether they are
four times as long as a normal spell. Your songs purchased under this skill set or not. To use
require 16 syllables plus an additional 8 syllables Imbue effects upon yourself you must touch your
for each character point of spell cost. This song attuned weapon to your forehead. You may not
replaces the normal incantation of the spell. deliver Imbue or Inflict effects to other people
Music and lyrics for arcane and divine spells while your weapon is so attuned, nor may you
must be submitted and approved before you use use any power on others that come from spells
this skill to cast them. All Harmony points are with an Imbue effect. You may spend one minute
refreshed when you use Void to refresh attributes. de-attuning your weapon and unbinding your

74
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

magical energies to restore your ability to deliver The Sphere of Gloaming 3


spells from other skill sets by packet. This skill allows you to learn spells from the
Gloaming sphere. These spells are purchased and
You call out the incantation of the spell to used like skills.
activate it. If you are struck by an attack during
an incantation that spell is interrupted. If you are The Sphere of Primal 3
interrupted you do not exhaust attributes but you This skill allows you to learn spells from the
must start the incantation over to activate the Primal sphere. These spells are purchased and
spell. Once activated it is stored in one of your used like skills.
weapons. If you have two attuned weapons you
can deliver an active spell with either weapon,
though you cannot have more than one spell The Sphere of Wayfare 3
This skill allows you to learn spells from the
active at one time.
Wayfare sphere. These spells are purchased and
used like skills.
You may swing your weapon and call out the
verbal for the spell. The attributes are exhausted
only if the strike lands and the opponent With the Arcane Blade 5
acknowledges it through role playing or negates If you are wielding an attuned melee weapon you
it with a defense. If you have an active spell you may use an empowered blade to parry packet
may cancel that spell and activate a new spell by attacks. You may exhaust 3 points of Fire to
calling out the new incantation. This does not negate any packet attack that strikes you. If the
exhaust attributes or Arcane of the previous spell. packet actually hits the blade or striking surface
If you are disarmed or lose your attuned weapon of your weapon you may reduce this cost to 1
the spell fades. You do not exhaust the attributes point of Fire. You must call out "Parry by Magic"
but you must call out the incantation again. when you use this skill.

Arcane Power 3* Warrior Skills 4


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 Armored for War 2*
points of Arcane are used to cast arcane spells. This skill allows you to wear more than 2 points
You may exhaust a point of Arcane in place of a of armor. Each time the skill is bought, the
point of Air, Earth, Fire, or Water when casting amount of points you may wear is increased by 1
arcane spells. You cannot exhaust a point of up to a maximum of 4. You must have a proper
Arcane Power in place of a point of Void. armor prop to use this skill.

Back to Guard 2 Back to Guard 2


If you are fighting with a melee weapon, you
If you are fighting with a melee weapon, you
may exhaust one point of Water to call out
may exhaust one point of Water to call out
"Disengage" as described in the effects section.
"Disengage" as described in the effects section.

75
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Battlefield Repair 1* A Crippling Blow 1


You spend free time gathering together scraps of You may attempt to make a crippling attack with
armor repairing materials and learning the a melee attack against a foe's limb. You call out
intricacies of your own armor. Once per event "Maim" and strike a limb. If the blow lands you
you can rest and role play fixing your armor for spend a point of Earth and the opponent will
at least one minute to repair it and refresh your suffer the effects of a Maim on that limb. The
armor points. You need not remove the armor. If attribute cost is exhausted only if the strike lands
this rest and role play is interrupted then the and the opponent acknowledges it through role
armor points are not refreshed but the skill is not playing or negates it with a defense.
used up. You must simply start again from the
beginning when you get the chance. You may Critical Strike 2
repair your own armor once for each time you You exhaust 2 points of Earth to make a critical
purchase this skill. strike with a melee attack. You call "5 Damage"
and strike with the attack. The attribute cost is
Buckler 2 exhausted only if the strike lands and the
This skill allows you to use a buckler. You cannot opponent acknowledges it through role playing or
use a larger shield with this skill. negates it with a defense.

Celerity 3 A Desperate Defense 2


Your quick wits and reflexes protect you from If you are wielding a melee weapon you are
damage. You may spend 1 point of Air and rest skilled with, you may exhaust 2 points of Earth to
for one minute to give yourself 2 armor points. negate any melee attack that strikes one of your
These armor points can also be refreshed by limbs. Ranged attacks cannot be negated, nor can
resting for 1 minute. Choose how you role play attacks that strike the torso. You must call out
your resting time. You cannot use this spell if you "Parry" when you use this skill.
are already protected by armor points, and these
points are lost if you put on or activate any other A Flurry of Strikes 2
armor or ability that gives you armor points. You may exhaust a point of Water to call "2
These armor points last until the end of the event Damage" with a melee attack up to two times.
or until you refresh attributes with Void. You exhaust the attribute the first time you swing
using this effect. One use is consumed if the
strike lands and the opponent acknowledges it
Combat Anticipation 4 through role playing or negates it with a defense.
You are skilled at protecting vulnerable areas and
You need not use the strikes consecutively.
twisting with blows to quickly recover from
Uncalled strikes and other skills may be used
debilitating strikes. You may purge one Agony or
between uses of this skill. Any remaining strikes
Maim effect by role playing a painful recovery
are lost when the event ends or when you refresh
for 3 seconds and exhausting a point of Air. You
attributes.
must call out "Purge" when you use this skill.

Heart of the Lion 1


You exhaust one point of Fire to resist one attack
based on Fear.

76
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Resilience 3 The Twin Threat 2


You are tough. So long as you are conscious you Prerequisite: A Second Weapon
may spend 3 seconds of role playing - wiping This skill allows you to use any one handed
blood from your face, shaking your head clear, or melee weapon in your off hand.
similar actions - to shrug off your wounds. You
exhaust a point of Water and call out "Heal 2 to The Will To Live 3
Self" to Heal 2 of your Vitality. This ability will This skill allows you to survive if you are struck
not heal effects other than damage. by an attack that inflicts the Death effect. Instead
of being struck dead, you may exhaust 2 points of
A Second Weapon 2 Fire and collapse in an unstable state with no
Prerequisites: A Little Something Extra Vitality. This skill does not work against a Death
This skill allows you to use a medium sized Strike, nor will it protect you if you die from
melee weapon in your off hand. bleed out. You may use this skill even if you are
unconscious.
Shield 2
Prerequisite: Buckler
This skill allows you to use a full sized shield.
Wizard Skills 3
Characters with the Wizard header gain the
You cannot throw packet delivered effects while Arcane trait. All spells purchased under this
you have a full sized shield in your hand. header are arcane spells

Steel Over Sorcery 2


Once per event call out "Resist" to negate one Arcane Fury 5
You create an Arcane Sanctum where you focus
packet attack that strikes your weapon, buckler or
your magical power. The sanctum must have at
shield. If you have no skills that allow you to cast
the minimum a large circle on the floor decorated
spells or use packet delivered Heal effects you
with runes and arcane symbols. It is set up at the
may refresh this skill once per event when your
beginning of the event and it cannot be moved
armor is refreshed.
during an event. You gain a single point of
Arcane that can be used in place of Air, Earth,
Fire, or Water when casting an arcane spell that

77
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

does not have an Imbue, an Inflict, or a beneficial


effect. This single point of Arcane can be
refreshed by spending one minute concentrating
within the circle in your Arcane Sanctum. Arcane
casters can share this circle, pooling their talents
to decorate and maintain this sanctum.

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.

The Sphere of Primal 3


This skill allows you to learn spells from the
Primal sphere. These spells are purchased and
used like skills.

The Sphere of Sovereign 3


This skill allows you to learn spells from the
Sovereign sphere. These spells are purchased and
used like skills.

The Sphere of Wayfare 3


This skill allows you to learn spells from the
Wayfare sphere. These spells are purchased and
used like skills.

Staff of the Arcane 3


This skill allows you to hold and use any staff
while you are casting spells, overriding the
restriction that casting requires both hands to be
empty. You must have a skill with the weapon in
question to use this ability.

78
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

79
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

80
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

A Moment of Clarity 4 The Shattered Mirror 4


You invoke Chimera to give a recipient a moment You shatter the perceptions and passions of an
of focused clarity where you reveal for the opponent leaving them unable to act. Exhaust 2
briefest moment the true nature of the world. points of Air and speak the incantation to throw a
Exhaust 1 point of Fire, throw a packet at the packet at an enemy and call out "Drain by
recipient, and call out "Cure Mental by Magic" to Confusion."
clear their mind of falsehoods.
The Tearing of the Dream 1
Send Dreams 1 You call magic power to rip at illusions and those
You conjure dreams and send them forth into the masked by them. You exhaust a point of Fire, call
Dream Realm to find their way to others. If you out "10 Damage to Chimera" and throw a packet
use this skill between events you may prepare a at an opponent. If it hits the target, and the target
description of the dream to be sent to a specific has the Chimera trait, the target takes 10 points of
recipient you know by name. This description is damage.
not a letter, but instead must be written as one
might experience a dream. This dream is sent, An Undead Visage 2
along with the name and description of the You create an illusionary visage that makes you
recipient, to plot. A spirit of the Dream Realm appear as an undead. You must obtain a mask that
attempts to visit the recipient and deliver the covers your face and appears to be an undead,
dream to them. You may send one dream between and plot must approve this mask when you
events. purchase the spell. You must use that particular
mask anytime you cast this spell. The spell is cast
There are certain characters who, though in solitude, and it cannot be cast if you are aware
powerful magic or natural gifts, attract energies of anyone watching you. You must exhaust a
and spirits of the Dream Realm. If you convince point of Air, speak the incantation, say "Imbue by
these characters to help, you can cast this spell Magic" and put on the mask. The act of preparing
during an event. Prepare a physical manifestation and putting on the mask represents masking your
of your dream on parchment. You must include face with illusion. You gain the Chimera trait
the name and description of the recipient at the while this spell is in effect. You may end the
top of the dream and a description of the dream effect when you choose to, but you must once
underneath. The parchment and writing must be again find solitude and take the time to remove
of reasonable quality. Exhaust a point of Air and the mask to unshape the Arcane. You cannot use

81
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

82
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Eternal Rest 4 The Undead's Torment 1


You call on the power of Gloaming to destroy an You may cause any undead to cry out in anguish.
undead abomination, sending it to its final rest. You exhaust a point of Air and cry out "By my
Exhaust 3 points of Fire, speak the incantation, Voice, Expose Undead by Will" as loud as you
throw a packet at the undead creature and call out wish. Anyone who hears the cry and has the
"Death to Undead" to destroy it. Undead trait must also cry out.

Life Steal 3 With the Tongue of the Grave 1


You steal life essence from a target and store it You are granted the ability to converse with a
within yourself to restore at a later time. You spirit of the dead. You exhaust a point of Air, call
exhaust a point of Earth and speak the incantation out "Speak to Dead" and throw a packet at a
to throw a packet and call out "2 Damage by spirit. If it hits the target, the target may speak
Aging." If the target is affected by the damage with you if it wishes to. This spell does not force
you store the life force and can return it them the spirit to speak, nor will it prevent the spirit
later by touching them and calling "Heal 2 by from continuing on it's journey. The attribute cost
Gloaming." Once you have the life force you is exhausted only if the subject acknowledges the
may choose to exhaust another point of Earth and use of the spell through role playing or negates it
call "Heal 2 to Self" to consume the life force with a defense.
yourself. You can, of course, use this spell on an
enemy and choose to never return the energy. A Withered Limb 2
You can only store the life force of one person. You infect a limb with vile taint. You must
That life force is lost, and the ability to heal with exhaust a point of Earth, call out "Maim <limb>
it, when the event ends, if you use this spell by Disease" and throw a packet. If it hits the
again, of when you refresh attributes with Void. target, the target takes the effect of Maim. First
Aid will be useful against this spell if it is used to
cure the Maim effect.
A Mask of Fright 1
You insert yourself within the target's deepest
fears, preventing them from attacking you. You Wrack the Flesh 1
exhaust a point of Fire, call out "Repel by Fear" You force writhing pain upon the target. You
and throw a packet at an opponent. If it hits the exhaust a point of Air, call out "Agony by
target, the target takes the effect of Repel. Disease" and throw a packet at an opponent. If it
hits the target, the target takes the effect of
Proscribe Undead 1 Agony.
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 Spells of Legacy
packet at a target. If it hits the target, and the
target has the undead trait, the target takes the A Blessing of Health 1
effect of Repel. You summon energies that restore health and
vigor to their targets. You speak the incantation,
call out "Imbue by Magic" and exhaust a point of

83
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Smile of Good Fortune 2


Divining Sight 5 You call the blessings of Fate down upon you to
Many beings are touched by the strands of Fate prevent your unstable form from dying. You may
as they move from place to place. You attempt to only have one of these spells active at any time,
find those strands and read them, gaining visions and you cannot cast this spell on others. You
about an area you might visit. When a character speak the incantation, call out "Imbue by Magic"
comes forth to lead you someplace out of town or and exhaust 2 points of Fire. While the spell is
through a gate you may attempt to look at the active, if you are unstable for a minute and about
strands of Fate that might cling to them. Exhaust to die due to blood loss the spell will cause you
2 points of Air, touch a willing subject, and call to become stable rather than dying. This spell
out "Speak with Fate" to whisper a question to needs no effect card because it cannot be cast on
the individual. Sometimes the strands of Fate will others. This spell ends when it is used, when you
be empowered and spirits will enter the use Void to refresh attributes, and at the end of
individual and whisper some bit of knowledge the event.
about what you might face. Your question must
be short, and the whispers will generally be no
more than a sentence or two in return. The person The Soothing Touch 2
This spell empowers you with the ability to
so touched might remember details about the
stabilize bleeding characters simply by touching
place and elaborate after the spirits have left
them. You may only have one of these spells
them. Some powerful casters can ward areas
active at any time, and you cannot cast this spell
against this kind of divination, and some
on others. You speak the incantation, call out
questions may fall on deaf ears and simply fail.
"Imbue by Magic" and exhaust a point of Water.
You may stabilize any number of people by
The Gift of Life 5 touching them with a packet and calling out
You can bring someone back from death but "Stabilize." This spell needs no effect card
manipulating Fate leaves both of you weak from because it cannot be cast on others. This spell
the effort. Exhaust 4 points of Fire, touch a ends when you use Void to refresh attributes, and
person who is dead, and call out "Cure Death and at the end of the event. Invoking each stabilize

84
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

effect is considered to be casting. You cannot Corrupted Flesh 1


have weapons in your hand unless you have a Your corrupted power sustained the Strength of
skill that allows you to cast while holding a undead. You speak the incantation, call out
weapon, and you can be interrupted by an attack. "Imbue by Malediction" and exhaust a point of
Earth. You may deliver two healing effects to
To Walk Death's Realm 5 undead by packet. You must call out "Heal 2 to
Once per event you attempt to manipulate Fate Undead" for each, but you need speak the
by giving your blessing to a Spirit of the Dead incantation of the spell only when it is first cast.
who has begun the journey to the Gate of Death. This spell ends when those two effects are used,
To cast this spell, the caster must prepare at some when you use Void to refresh attributes, and at
time before the spell is needed a written request the end of the event. You may only have one of
to the keeper of the Gate of Death that the spirit these spells active at any time, and you cannot
be returned safely. The request must be rolled or cast this spell on others. You may, of course, use
neatly folded and sealed with wax or ribbon. the healing effect on others. Invoking each
Exhaust one point each of Air, Earth, Fire, and healing effect is considered to be casting. You
Water, touch a willing spirit of the dead traveling cannot have weapons in your hand unless you
to the Gate, and call out "Imbue to Spirit" and have a skill that allows you to cast while holding
hand them the scroll. You must prepare the scroll a weapon, and you can be interrupted by an
and use this spell before they are called into the attack.
Gate. Instruct the spirit that they must read the
scroll to the keeper of the Gate if requested to do Dance Macabre 4
so, and their passion in this reading may affect You may force a spirit of the dead or an undead
the decision of the Keeper. If nothing removes creature to be rooted to the spot. If you believe
the spell and the request pleases the keeper, the the target to undead, you may exhaust a point of
spirit will be allowed to negate the effects of one Air, call out "Root to Undead" and throw a
draw if they wish to do so and take a second packet at the target. If it hits the target, and the
draw to replace it from the Deck of Fate. The target has the undead trait, the target takes the
spirit will have to abide by the results of the effect of Root. If you believe the target to be a
second draw if they choose to do this regardless spirit of the dead, then you may exhaust a point
of the result of the first draw. of Air, call out "Root to Dead" and throw a
packet at the target. If it hits the target, and the
target is a spirit of the dead, the target takes the
Spells of Malediction effect of Root. Some say that the purpose of this
application is to trap the dead spirit while some
All Hope Gone 3 more horrible magic is performed.
You strike such devastation to the spirit that the
very will to act is destroyed. You exhaust 1 point Heart of Corruption 4
of Fire, call out "Drain by Despair" and throw a You corrupt the essence of the target and form a
packet at an opponent. If it hits the target, the link of corruption to their spirit. The corruption
target takes the effect of Drain. continues to stream towards the linked character
until that link is broken. Exhaust two points of
Water, throw a packet at the target, and call out

85
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

"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

86
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

87
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

88
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Seven Mile Step 4


Spells of Wayfare You can slip into the spirit realm and travel for a
short distance safely before you are forced back
into the real world. The spell requires a small
The Broken Path 3 gold or yellow ring to represent a portal. The ring
The path beneath the recipient becomes unstable is a throwing weapon that is 6" across, although
and treacherous. You exhaust a point of Water, the prop for the "ring" can also be a disk or a ball.
cry out "Slow by Magic" and throw a packet at Mark the ring with a red circle to show that
an opponent. If it hits the target, the target takes others cannot touch your ring. Exhaust 2 points
the effect of Slow. of Water, throw your ring at some safe
destination, and call out "Imbue by Wayfare" to
A Command to Step Aside 1 take spirit form and travel to the place where the
You call forth magics to send away an antagonist. ring came to rest. You gain the Spirit defense
You exhaust a point of Air, call out "Repel by while you travel. Any effect with the "to Spirit"
Will" and throw a packet at an opponent. If it hits trait that is not beneficial will knock you out of
the target, the target takes the effect of Repel. spirit form and end this effect where ever you
were struck. So long as a throng of characters
The Clear Road 1 engaged in combat do not bar your way you will
You free someone from a Root effect. You travel as directly and quickly to that ring as
exhaust a point of Fire, call out "Cure Root by possible. Upon arriving call out "Imbue to Spirit"
Magic" and throw a packet at a target. If it hits to step back into this world to end the effect. If
the target, the target takes the Cure Root effect. there are too many combatants in your way you
may pause until a safe opening appears for you to
continue. While traveling you cannot attempt to
Freedom of Movement 5 interfere with any actions by blocking or catching
You can free your charges from physical attacks. If the ring passes through any kind of
bindings, ailments, and afflictions that might Gate then this spell fails, and you cannot pass
hamper or prevent their movement or action. through a gate while you are in spirit form. Once
Exhaust 1 point of Water, throw a packet at the you invoke the spell and throw the ring you are
recipient, and call out "Cure Physical by Magic" bound to get to the ring as directly and quickly as
to free the target from all types of physical effects possible. If you cannot find the ring or cannot
including those delivered with the Weapon trait reach the ring within 5 minutes then your spirit is
such as Maim, Agony, and even Stun. lost to the spirit realm. Your life is forfeit and you
become a Spirit of the Dead and must travel to
the Gate of Death. The ring you use for this spell

89
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Soothing Touch 2


This spell gives you the ability to cause bleeding Spells of Weald
characters to become stable simply by touching
them. You may only have one of these spells Barkskin 3
active at any time, and you cannot cast this spell You mark your face with at least three bark-like
on others. You speak the incantation, call out stripes to gain the toughness of oak and protect
"Imbue by Magic" and exhaust a point of Water. your form with armor. You may only have one of
You may stabilize any number of people by these spells active at any time, and you cannot
touching them with a packet and calling out cast this spell on others. You rest for a minute,
"Stabilize." This spell needs no effect card speak the incantation, call out "Imbue by Magic"
because it cannot be cast on others. This spell and exhaust a point of Water. You gain two points
ends when you use Void to refresh attributes, and of armor. These armor points can be refreshed by
at the end of the event. resting for 1 minute. Choose how you role play
your resting time. You cannot use this spell if you
Mystical Protection 3 are already protected by armor points, and these
You weave mystical energy to protect your form points are lost if you put on or activate any other
with unseen armor. You may only have one of armor or ability that gives you armor points.
these spells active at any time, and you cannot These armor points last until the end of the event
cast this spell on others. You rest for a minute, or until you refresh attributes with Void.
speak the incantation, call out "Imbue by Magic"
and exhaust a point of Air. You gain two points of Bounty of the Wood 3
armor. These armor points can be refreshed by Once per event you may bless a feast in a wild or
resting for 1 minute. Choose how you role play sacred place and provide magical nourishment
your resting time. You cannot use this spell if you for all involved. At the start of the event you may
are already protected by armor points, and these get a number of bounty tags equal to the total of
points are lost if you put on or activate any other your Earth and Air attributes. After the feast has
armor or ability that gives you armor points. lasted for at least one minute exhaust 1 point of
These armor points last until the end of the event Water to bless the participants of a meal. Touch
or until you refresh attributes with Void. each in turn and call out "Imbue by Magic" to
give them the nourishment tag. The food and
Wizard's Light 1 drink will be enchanted with such nourishment
You may summon forth a green light so long as that the next standard maintenance cost of all
you have a cylume stick as the prop for that light. involved will be waived. Each participant must
The light does not exhaust any attribute. It lasts receive an Imbue tag. If the blessing and card is
as long as the cylume stick lasts. The light may not received, the maintenance is not waived.
be set aside or passed to another character, but it
cannot be thrown. The light is a green cylume
stick, and it cannot be broken open or disguised

90
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Claw Shape 1 The Running River 1


You will your body to assume it's primal shape, You free someone from a Root effect. You
growing claws. You exhaust a point of Fire and exhaust a point of Water, call out "Cure Root by
prepare your legal claw props. The process takes Magic" and throw a packet at a target. If it hits
time, and while you are getting out your claws the target, the target takes the Cure Root effect.
your body is busy growing them. You may use
these claws as if you had the skill Armed as the The Storm's Anger 2
Hunter. The claws last until the event ends or You evoke a bolt of lightning to destroy a foe.
until you refresh your attributes. You exhaust a point of Air, call out "5 Damage
by Lightning" and throw a packet at a target. If it
Draw Forth the Serpent 4 hits the target, the target takes the 5 points of
You can draw a poison effect from someone and lightning damage.
change its nature to envenom your own claws.
Exhaust 1 points of Water, touch the target and A Whispering of Leaves 1
call out "Cure Poison by Magic" to draw the You are granted the ability to converse with one
poison from their veins and change it into a animated plant. You exhaust a point of Air, call
venom. You are empowered to envenom your out "Speak to Plant" and throw a packet at an
claws, calling "2 Damage by Poison" for each of animated plant. If it hits the target, and the target
the two swings. You need not use these strikes has the Plant trait, the target may speak with you
immediately; you can save them to use later but if it wishes to. This spell does not force the
they fade if you refresh attributes with Void, use creature to speak, nor will it prevent the creature
this spell again, or when the event ends. The claw from taking action. The attribute cost is
venom is only used if you strike an opponent and exhausted only if the subject acknowledges the
they acknowledge the hit through role play or use of the spell through role playing or negates it
negate the attack with a defense. You cannot use with a defense.
this spell if you do not have a poisoned target.
With the Tongue of the Wild 1
Driving Off the Predator 1 You are granted the ability to converse with one
You use the power of Weald to drive an animal animal. You exhaust a point of Air, call out
away from you. You exhaust a point of Fire, call "Speak to Beast" and throw a packet at an
out "Repel to Beast" and throw a packet at an animal. If it hits the target, and the target has the
opponent. If it hits the target, and the target has Beast trait, the target may speak with you if it
the Beast trait, then the target takes the effect of wishes to. This spell does not force the animal to
Repel. speak, nor will it prevent the animal from taking
an action. The attribute cost is exhausted only if
Roots Run Deep 1 the subject acknowledges the use of the spell
You call upon the very Earth to entrap a foe, through role playing or negates it with a defense.
rooting them to the ground. You exhaust a point
of Earth, call out "Root by Earth" and throw a
packet at a target. If it hits the target, the target
takes the Root effect.

91
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

92
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Portal Runes time you and the character to be attuned must be


touching the plaque. You may attune more than
These runes are etched onto portals. They must one character at a time so long as all affected
be placed at the edge of the doorway or opening, characters are touching the plaque. After the role
and an official effect sign must be hung in the playing is complete you write the name of each
portal in a clearly visible spot. The effect sign character on the back of the information card.
will describe the effects of the rune. The prop for You tell them that they are attuned to the rune.
a portal rune requires a plaque of runes at least 6" The process of attunement is ruined if interrupted
in length. Carving a portal rune requires one and must be started over. If anyone involved
minute of role playing. During this time the rune breaks contact with the plaque then the
plaque is hung on the portal and an information attunement attempt ends unsuccessfully. A
card is hung so it is clearly visible in the portal. runesmith is always attuned to their own portal
The rune is active so long as the information sign rune. The process of attunement cannot be
is hung in the portal. Anyone who passes through reversed.
the portal will invoke the rune, even if they did
not entirely pass through. You may protect other Each portal rune requires a separate rune plaque.
characters from a portal rune you have carved in Attuned characters must spend three seconds
two ways. You may deactivate your portal rune, tracing runes on each plaque if there is more than
or you may carve the essence of others into the one rune on the portal. If an attuned character
rune, allowing them to pass through the portal spends three seconds tracing the runes they must
unharmed. pass through the portal before they move from
the plaque. If they leave arm's reach of the plaque
You deactivate your portal rune by spending at then they must retrace the runes when they
least three seconds of role playing tracing the return.
runes on the plaque with your finger or with a
runeweaving tool. During this time you take
down the information sign in the doorway or Flesh Runes
opening. At this point the rune is deactivated and These runes are burned onto the flesh. They are
anyone may pass through the portal. You may painful, but when the rune is invoked it slowly
activate the portal rune by spending three fades leaving no scar. Many runesmiths find the
seconds of role playing to trace the runes of the use of Flesh runes distasteful, and disdain other
plaque and hang the information card. Once this runesmiths who use them. A flesh rune must be
is done the rune is once again activated. exposed and visible when it is invoked or it will
not work. The runesmith draws the rune onto the
You attune other characters to the portal rune by target with some type of water soluble makeup
carving their essence into the rune. You take one and puts the sticker onto the character's card.
minute to role play the carving and write their When a recipient receives a flesh rune they also
character name on the back of the information gain the "Flesh" trait for the remainder of that
card. Attuned characters may spend three seconds event. Flesh runes must be at least 1" in any
tracing the runes on the plaque with their fingers direction. After the rune is invoked, the person
to pass through the portal without invoking the with the rune must wipe it off at their earliest
portal rune. Attuning others to your portal rune convenience. Another flesh rune cannot be added
takes one minute of role playing, during which until all faded runes are removed.

93
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Portal Rune of Fire


This rune delivers fire damage to anyone who
Level 1 Runes steps through the portal while the rune is active.
Any person passing through the portal will
invoke the rune and take "5 Damage by Fire."
Armor Rune of Heat Tolerance Anyone standing in the portal will invoke the
This armor is attuned to the forge and does not rune once per second. A creature who is healed
need to be removed to be repaired. by fire will not invoke the rune. This rune lasts
until the end of the event.
Armor Rune of Protection
This rune increases the protective value of one Weapon Rune of Fire
piece of physical armor by 1 full point, and this Call "5 Damage by Fire" and strike with this
point acts as though it were a normal point of weapon. The rune is consumed only if the strike
armor. It may be fixed or refreshed when your lands and the opponent acknowledges it through
regular armor points are restored. The point can role playing or negates it with a defense. You
exceed limits for skill, prop, or even type of may not use more than 3 runes without resting.
armor, but your total armor points cannot exceed This rune fades when it is invoked and at the end
4. The rune will fail if the recipient has any other of the event.
enhancement to their armor points. This rune
fades at the end of the event.
Level 2 Runes
Flesh Rune of Healing
Inflict Flesh by Rune. Consume this rune to Armor Rune of Forging
increase one of your Heal effects by 2. If the You may invoke this rune by calling out "Rune of
effect was delivered by touch you may use this Forging" as you raise your hands high above your
effect one additional time. You may not use more head for three seconds. At the end of that time, all
than 3 runes without resting. This rune fades physical armor points are refreshed. Your hands
when it is invoked and at the end of the event. do not need to be empty, but you cannot be
moving your feet or using game skills while your
Portal Rune of Alarm armor refits. This rune fades when it is invoked
This rune will raise an alarm if a character passes and at the end of the event.
through the portal while the rune is active. Any
character who passes through the portal with an Flesh Rune of Luck
active Rune of Alarm must represent the rune by Inflict Flesh by Rune. When you have been
yelling "Rune of Alarm! Rune of Alarm! Rune of Unstable too long and are about to die consume
Alarm" as loud as they can. This noise represents this rune. You become Stable and begin your 5
the alarm of the rune, so the player must yell this minute count. This rune fades when it is invoked
even if the character is under the effects of and at the end of the event.
Silence or cannot speak. This rune fades at the
end of the event. Flesh Rune of Spellcasting
Inflict Flesh by Rune. You may consume this
rune instead of an attribute point when casting a

94
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Weapon Rune of Sharpening


Activate this rune to increase your next two
called damage effects with a Physical trait by 3.
One use is consumed only if the strike lands and
the opponent acknowledges it through role
playing or negates it with a defense. You may not
use more than 3 runes without resting. This rune

95
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Using Alchemy To create a substance, you must have the


Alchemy skill and you must obtain an alchemical
Alchemy comes in small vials containing rolled formula for that substance. The formula lists the
up effect tags. You cannot open a substance until components and carries the magic needed to
it is used. You cannot take the tag out of the vial empower the creation process. The formula also
and read it unless you have used the substance. If lists the level of Alchemy required to use it. You
you want to know what the substance is, then the must have a game skill to copy or memorize a
substance must be identified by the outer runes. formula. Each formula has a number of charges.
If it has no runes, it cannot be identified. Making a substance will consume one charge of
the formula. The formula will be destroyed when
If you use a substance improperly, like drinking a all charges are consumed.
venom or smearing an elixir on a blade, the
substance is destroyed with no effect. If you Alchemy takes a lot of time to prepare. You
drink an elixir and read the tag you must accept submit an Alchemy Sheet with the required
the effect, although you could negate it if you had components at check out to create substances
an appropriate defense. between events. You may create 5 substances per
event. At the start of the next event you present
Some substances might have been created the formulas at check in and you are given your
improperly, or created with tainted components. substances. Substances will last approximately
Some of these substances will have side effects. one year before the magic fades.
If a potion has a section labeled "Side Effect:"
then whoever imbibes the potion will also take Complex elixirs have an Imbue or Inflict effect.
the additional effects described in this section. Simple elixirs have a standard verbal and you
may mix then directly into your alchemy flask.
Components You may deliver elixirs from your flask by
Alchemical components can be found in all sorts touching the recipient with a packet. Using them
of places. Some grow wild and can be obtained in this manner does not require light and the
by searching the woods. Others might be found recipient is not disoriented because they have no
underground. Characters may gather and trade tag to read. Two flask elixirs count as one

96
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

97
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Elixir of Striding Blue Lightning Venom


The effect of this elixir is "Cure Root by Magic." A blue paste that crystallizes in a cracked pattern
when applied to a blade. This venom strikes for
Intoxicant "Quick Paralyze by Poison" if you have the skill
You become intoxicated. You feel good and as to apply and use blade venom.
you take more doses you are less and less likely
to retain good judgement. If you imbibe a Elixir of Good Health
number of doses equal to your Earth you are The effect of this elixir is "Cure Disease by
likely to become a little wild or overly emotional. Magic."
If you exceed your Earth you are likely to pass
out for a time. Real danger tends to awaken and Elixir of Iron Limbs
sober you quickly. The effect of this elixir is Grant "Shield Maim"
by Magic.
Preservative Catalyst
This oil is bottled with a component to preserve Elixir of Moderate Healing
that component indefinitely. The component is The effect of this elixir is "Heal 5 by Magic."
bottled and will not fade at the end of the year.
Elixir of Pain Resistance
Scorpion Sting Venom The effect of this elixir is Grant "Shield Agony"
An oily black paste that smells like mint. This by Magic.
venom strikes for "Agony by Poison" if you have
the skill to apply and use blade venom. Elixir of Antidotes
The effect of this elixir is "Cure Poison by
Snake Bite Venom Magic."
A green paste with a musky smell. This venom
strikes for "5 Damage by Poison" if you have the
skill to apply and use blade venom. Level 3 Substances
You must have an Alchemy skill of 3 to use
formulas to create these substances.
Level 2 Substances
You must have an Alchemy skill of 2 to use
formulas to create these substances. Amber Prison Venom
A golden paste that crystallizes in an amber sheen
when applied to a blade. This venom strikes for
Alkahest Catalyst "Paralyze by Poison" if you have the skill to
This catalyst restores 5 measures of Alkahest to apply and use blade venom.
your lab. You must have enough free space to
hold these measures. If you do not then extra Elixir of Greater Healing
measures are lost when you use this catalyst. The effect of this elixir is "Heal 10 by Magic."

98
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Doom of Kings Venom


A sparkly white powder that adheres to metal.
This venom strikes for "Death by Poison" if you
have the skill to apply and use blade venom.

Elixir of Supreme Healing


The effect of this elixir is "Heal 20 by Magic."

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."

99
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Chapter Seven
Races of Aerune

The lands of Aerune are home to a variety of


distinct races. These people that populate Aerune Humans
are known as the Gifted Races. There is a great Willful and determined, humans are the most
variation in the culture and physical distinction of numerous of the races. They tend to be highly
these races. Some races have distinct variations adaptable and creative. There are six major
or cultures. You gain your general race and your Human kingdoms, and other Human cultures
specific racial variant as a trait. A Leindrel elf, outside these kingdoms, each with it's own
for example, has both the Elf trait and the unique set of viewpoints and strengths. Humans
Leindrel trait. Some races are given additional has no racial requirements. All humans have the
traits in their description. following racial skill in common.

Each race has racial skills that they may Determination


purchase. If the racial skill does not have a cost You are determined to succeed where others
listed then members of that race get it for free. might back down. Once per event when one of
You need not purchase your racial skills but some your skills or spells is negated by a called
members of your race might fully expect you to defense you may choose to use this skill instead
be able to use your racial skills and might find it of exhausting attributes for that ability.
odd if you cannot use them. You are required to
abide by your racial make up requirements at all Energetic 1
appropriate times. If you cannot consistently Humans are an energetic folk filled with passion
wear racial make up for whatever reason then we and impatience. Once per event you may reduce
have included races that don't have racial the resting time to use Void to refresh your
requirements, and others that may change into a attributes. You need rest only one minute to
form with heavy make up requirements and back refresh attributes when you use this skill.
again for players that might want a race that
allows for that. Races that transform in this In addition to these skills, each kingdom and
manner cannot use their racial skills unless they culture has an additional skill that distinguishes it
are so transformed. from other humans.

This section has a summary of the races that are


allowed for player characters and a list of their The Six Kingdoms
racial skills. A more complete description of the
culture of each races and information about races
that are not allowed to players follows.

100
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Avanlei paying for a skill, spell, or ability. This skill does


not refresh with Void.
You are from the Kingdom of Avanlei, a land that
stands with strong will against the shadow and
despair of the Malekyrg kingdom. Mhurkiel
You are from the Kingdom of Mhurkiel, where
Vigilant 1 you have risen from humble beginnings to seek a
Your people live in the Shadow of the Malekyrg greater destiny. Your land exists under the
elves, ever watchful for their treachery. Two watchful and powerful eye of your mysterious
times per event you may use this skill in place of Queen, and although the common folk suffer
a point of Air when paying for a skill, spell, or under the Slave Lords of that land the people find
ability. This skill does not refresh with Void. ways to exist and prosper.

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

101
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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 Wanderers Void.

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

102
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Born of the Elements


The Liendrel Twice per event you may resist any attack with
You are an elf among the Liendrel tribes. You are an Elemental trait that strikes you. You may
wild and reclusive, more likely to hear the voice refresh one use of this skill by consuming one
of the animal lords than civilized man. You may True Element that matches your elemental focus.
purchase the following skills. True elements so consumed are destroyed and
must be turned in at check out.
The Forest Lord 3
Once per event if you are in the wilderness where
you can see no buildings you can use any
Beastmaster, Druid or Ranger skill with which

103
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

104
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Water's Tidal Rush 2 The Aneketh of Sun


You can manifest all the power of the sea and tide You are one of the Aneketh that has regained the
to hold back a host. Once per event raise one foot noble bearing and visage of your people and your
and stomp it down into a wide stance as you call house. Your skin has a subtle golden sheen with
out "Imbue by Water." So long as you do not golden sparkles, and your lips and eyes are
move your feet you can throw a packet and call etched in metallic gold. Woman have eyes that
"Repel by Water" or "Repel by Ice" up to 10 are lined in black.
times to force opponents away from you. This
ability ends when you move your feet or you Vapors of Clarity 2
have thrown all 10 attacks. You have been trained to gather the components
to create a poison that seethes with mind altering
The Aneketh vapors. You apply this clear substance over your
golden hue, and the vapors help keep your mind
You come from the outcast people that live in the clear. Once per event you may call "Purge Mental
mountainous badlands to the north of the world. by Poison" to clear your mind.
Once an enslaved house of a lost desert realm,
your people still remember when they were noble
and free. You cling to your freedom fiercely, and The Aneketh of Dust
are adept at surviving in the harsh northern You are one of the Aneketh that has retained the
badlands. Your people once bore the physical appearance of your outcast and cursed people.
signs of their enslavement, etched into their faces You skin is tan and deeply wrinkled with darker

105
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Sting of Dust 2 Manifest Claws 4


You react poorly to the vapors of the Aneketh of You grow and retract claws in both hands. You
the Sun. You instead have been trained to gather may attack and parry with these claws. You may
the components to create a nasty venom and you fight with a claw in each hand at the same time,
can apply it in active combat. Once per event you but you may not fight with claws and other
may call "Agony by Poison" with any bladed weapons or a shield. You may use one medium
weapon. The liquid nature of the venom allows claw and one short claw. The time it takes to
you to use it instantly without stopping to apply prepare the claws or put them away is the time it
it. Once applied the venom is only consumed if takes to grow or retract the claws. If you
the strike lands and the opponent acknowledges it purchase Armed as the Hunter or a similar ability
through role play or negated it with a defense. that normally gives you claws your claws are
enhanced. You may use two full length long
The Ghul claws. The maximum length for these claws is
the same as the length of a one handed sword.
You have spent time in the Lands of the Dead to
the south, and your horrific existence is the price
you have paid for escaping from that dread place.
Not Truly Alive 2
Twice per night your undead form casts off an
Although you have escaped the undead lords of
effect that would weaken the living. You may
that dark land, the land itself has bled your very
spent 3 seconds of role playing and call out
life force and corrupted your spirit. You are one
"Purge Metabolic" to end an effect that might
the the Ghul, neither living nor dead. During the
hamper a creature that is truly living.
day you appear to be human, but when night falls
you take the appearance of an undead with dark
rings around your eyes and blackened lips. Some
Ghul become white or gray and have rotting skin.
The Korred
This race is young in Aerune, having left the
You have the Undead trait. During the day you Realm of the Fey only a century ago. They left
are weak; your Vitality is reduced by 1. At night the Fey realm to escape the sorrow of the war and
you become stronger. At the end or your hatred between the Seely and the Unseely court.
transformation your Vitality is instead increased The Korred were one of the Fey races who had
by 1 and the two point difference is restored to members on both courts, and they fled that realm
you. Perhaps the worst thing about Ghuls is that rather than letting that hatred set them against
they sometimes fall into a mindless rage in the each other. The Korred now dwell in the
presence of the Foul. You may purchase the Whisperhaunt wood. You have pointed ears and
following skills, but you can only use them while horns protruding from your forehead. Your kin
you are transformed. wear their hair wild and tend to wear earthy

106
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Shoathri Boar


Tlorulo is the boar spirit. Characters who choose
You are one of the rare folk who have been this spirit will take the facial characteristics of a
inhabited by an animal spirit that can manifest boar when they change. They will have a
within you. You were once human, but you are blackened boar-like nose and protruding lower
marked by one of the Animal Lords, and you can tusks. Many have the full, flattened nose, and the
manifest the physical features and mental eyebrows are often darkened and made larger.
characteristics of an animal spirit. You bear a The character might snort. Those taken by
blood red mark on your face that appears in both Tlorulo become aggressive and more easily
your human and animal form. Choose the Animal provoked to anger. They also will tend to be more
Lord who has touched you to determine your stubborn, and tend to have more difficulty using
appearance. finesse in situations where a straightforward
approach might work. You may purchase the
You may appear as a humans with the blood red following skills.
mark, but strong emotions that tap into your
primal being can cause you to become more

107
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Tlorulo's Will ability, is lost when you return to familiar


The boar is full of determination. Two times per territory.
event you may use this skill in place of a point of
Fire when paying for a skill, spell, or ability. This
skill does not refresh with Void.
Crow
Choenta is the crow spirit. Shoathri in the form of
Choenta will grow prominent black feathered
Wild Fortitude 3 eyebrows and their faces will become marked
You gain one additional Vitality point. with a pattern called crow’s feet. The marks
consist of three thick black lines extending from
each eye. One extends out toward the ear, one
Cat extends down on the cheek, and the last extends
Bayastri is the cat spirit. Characters who choose diagonally between the two. Some Shoathri also
this spirit will take the facial characteristics of a have darkened feathered hair or black feathered
hunting cat when they change. They will have a sideburns when they take the form of Choenta.
cat-like nose, whiskers, and cat-like stripes. When changed, these Shoathri tend to cause all
Some grow fangs. When they have changed they types of mischief. They will switch small items
will tend to move with as much smoothness as to cause confusion. They will attempt to trick
possible. Purring and slurring R’s is not their enemies. Some might even try to trick their
uncommon. Shoathri taken by Bayastri tend to be companions. If forced to fight many use traps and
extremely curious. They tend to enjoy the hunt, ambushes rather than straight combat. You may
even going so far as to prolong it for pleasure. purchase the following skills.
You may purchase the following skills.
Choenta's Acuity
Bayastri's Grace The crow is clever and observant. Two times per
The cat is graceful and quick. Two times per event you may use this skill in place of a point of
event you may use this skill in place of a point of Air when paying for a skill, spell, or ability. This
Water when paying for a skill, spell, or ability. skill does not refresh with Void.
This skill does not refresh with Void.
Taking Flight 2
Curiosity Kills 4 You are difficult to trap. Once per event you may
Once per event you may choose to be curious... role play for 3 seconds and call out "Purge" to
or to be lazy. If you choose to be lazy, stretch out escape one Paralyze, Root, or Slow effect.
in some warm place and take twice as long, a full
10 minutes, to refresh your attributes using Void.
You gain one extra point of Vitality for the rest of
Rat
Skaleen is the rat spirit. Characters who choose
the event. If you choose to be curious you must
this spirit will gain a rat-like tail, a round black
be entering a gate or some other mysterious and
nose, whiskers, and gray or brown rat-like facial
remote area where you have no idea what to
features when they change. Some have
expect. You gain the ability to negate any one
pronounced front teeth. The character will tend to
melee, missile or packet attack by calling
move lower to the ground with quick nervous
"Avoid" but only while you are through the gate
motions. The character will tend to gather to
or within that area. Your curiousity, and this

108
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

themselves as many small valuables as possible Strength of the Pack 2


when taken by Skaleen. The character will also You are stronger when you are with your pack.
tend to prefer stealth to outward aggression if Once per event you may use this skill to lend
possible. You may purchase the following skills. strength to yourself or another. You may howl
like a wolf and either call out "Heal 2 to Self" or
Skaleen's Acuity touch another character to call out either "Heal 4
The rat is clever and observant. Two times per to Beast" or "Cure Physical to Beast" and give
event you may use this skill in place of a point of them the pack's strength.
Air when paying for a skill, spell, or ability. This
skill does not refresh with Void.
The Trolls
I Have Eaten Worse 2 You are a Troll that has wandered down from one
You are used to unsanitary conditions. Once per of the mountain clans that dwell high above
event you may role play for 3 seconds and call Locksmoor. Since the humans have opened the
out "Purge" to escape one Metabolic effect. borders there have been many more travelers for
your folk to trade with, raid for loot, and just
bully into a good fight. You have large over sized
Wolf lower tusks protruding out and large horns. The
Urugar is the wolf spirit. Characters who choose horns of your people vary wildly in size but you
this spirit will gain the facial characteristics of a pick on your kin who were cursed with smaller
wolf when they change. They will have a wolf- horns. The best horns are large horns that curve
like nose, and gray and white wolf-like and sweep back off the forehead. You are a great
coloration. Many have ears that are larger and drinking companion once someone gets to know
pointed. Some have fangs. The character might you, but the travelers seem somewhat touchy and
snarl, and howls are not uncommon to express ill tempered around your folk. They seem to think
emotion, especially when the moon is showing. your clans folk are overly violent, but they are
Shoathri taken by Urugar become more lucky the Iron Trolls don't come down for a
concerned with survival and loyalty to the pack. brawl. The skin of your Stone Troll kin is slate
They will respond to threats with violence, and gray and black. The Mountain Trolls, on the other
will become very protective of their friends. They hand, are tan and brown. If any troll ever
tend to have an instinct to attack if anyone seems purchased the Highborn header a thousand of
like a threat to them or their companions. You your brethren would storm down from the
may purchase the following skills. mountains and drag the drunken sot away to be
kicked and beaten until the rampant violence had
Urugar's Will restored them to their senses. There are probably
The wolf is known for stamina. Two times per other skills you would pick on a troll for learning
event you may use this skill in place of a point of but sometimes your kin do things like that just to
Earth when paying for a skill, spell, or ability. be stubborn. All trolls may purchase the
This skill does not refresh with Void. following skills.

Troll's Might
You're tough. You love to fight. No one is
surprised that you can call extra strength when

109
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Stone-like Hide 3 The Vorace


Your hide increases the protective value of any vor-ACE
armor you wear or armor effect you use by one, You are one of the Wayward, the folk that have
regardless of prop or limitation. Yeah, if you come to this realm through the Crimson Gate,
aren't wearing any armor this skill will act as a leaving their lives and memories behind them.
single point of armor that can be refreshed by You are trapped in this realm without knowledge
taking a minute to drink something strong, but of your former home, unable to pass through the
come on what kind of troll are you if you can't Gate to return to your place of origin. You know
find some kind of decent armor protection to you are one of the Vorace, and you kin were
soak up strikes? sometimes called the shadow bound. You skin is
jet black and your hair is black, gray, or white.
You face is marked with a pattern of deep purple
The Wayward crystals. Your pattern is distinct from your kin.
You are one of the Wayward, the folk that have Although rare, some of your kin have a pattern or
come to this realm through the Crimson Gate, weave of glittering purple lines rather than

110
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

111
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Your Spirit is Safe 3


Once per event you may role play for one minute Your link is stronger than death. Once per event
and call out "Imbue Soulbound by Will" to link if you are linked you may touch a packet to your
with a willing recipient. You also gain the Patron and call out "Cure Death to Soulbound" to
Soulbound trait. This person becomes your restore them to life.
Patron and this link lasts for the rest of the event.
You may choose one aspect of that person's
personality to adopt as a result of the link, but The Embrech
this role playing effect is not required. If either EM-brek
person linked by the Soulbound trait dies their You are one of the Wayward, the folk that have
final time while this link is in place then the come to this realm through the Crimson Gate,
shadow of the Tower falls on the other leaving their lives and memories behind them.
unfortunate individual. When they learn of the You are trapped in this realm without knowledge
death they know some piece of their spirit is of your former home, unable to pass through the
missing and that their next trip through the Gate Gate to return to your place of origin. You know
of Death will be their last. If you end an event you are one of the Embrech, a noble folk bound
linked to another character you may begin the in spirit to an Ethereal Court you cannot quite
next event still linked to that character if both of remember. You know you are bound to this Court
you agree on this before game starts. If you are in word and spirit, and your kin are crowned and
not linked to anyone your Vitality is decreased by blooded with a regal nature. Your skin is
one. bleached white and your hair devoid of color,
gray or white or black. You have a pattern of
black lines upon your face that bind your spirit to
Strength of the Shiven the Court. Many of your kin decorate their hair
You draw on the spirit of your Patron for
with a stripe of bright color, and the women
strength. Once per event choose one attribute;
sometimes wear color on their lips to contrast
Air, Earth, Fire or Water. You may refresh 2
your stark white features.
points of that attribute by calling out "Refresh 2
<Attribute> to Self."
Although the line pattern on the faces of your kin
are distinctive, all of them go from the hair line
One Bound, Twice Strong 2 to the eyes and down to the bottom of your face.
While you are soulbound your will is Some of you kin have patterns on other parts of
strengthened. Twice per event if you are linked their bodies. The chin usually has a swirl pattern
you may call out "Resist by Soulbound" to negate that connects with the rest. You know this pattern
one attack with a Mental trait. marks your spirit and binds you to the Ethereal
Court. You can feel the tendril of spiritual energy
Bound in Soul, Bound in Health 1 extend from your form back to the Crimson Gate.
You may sacrifice some of your life force to heal
your Patron. Touch your patron with a packet and Dreams of the Court
call out "Heal to Soulbound and 1 Damage to You still dream about the Ethereal Court and
Self" to heal them. carry a passion and noble bearing despite your
forced exile. Two times per event you may use
this skill in place of a point of Fire when paying

112
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

113
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

It's All In the Head 3


You are immune to Madness effects no matter
what anyone else thinks. Or maybe you are
already there. In addition once per event if you
are holding your weapon you may negate one
attack with a Mental trait and take a Frenzy effect
instead. The weapon gets upset if people try to
mess with your head. Call out "Resist and Frenzy
to Self" to negate the attack.

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.

114
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Cultures and is the first line of defense when those dark folk
come forth for war.

Kingdoms The royal family of Lirannon is small, and


maintains only enough knights to satisfy the
The races have settled the lands of Aerune. The warriors of the immediate family. The family
The Gifted Races that have settled in the northern members are known as bards and storytellers.
continent of Aerune are varied by culture and by The King, Kylar Lirannon is a bard and warrior
the distinction of physical race. There are many and rules the kingdom with wisdom and the love
variations even within each race, and many of the of his people. His line is derived from Aradach,
races have adopted certain physical and he is devout to that god.
characteristics due to magical influences that
distinguish them and separate them from others The Galanar family provides the best knights of
of their ilk. What follows are the races and racial Avanlei, fiercely loyal and well trained. The
variants that are allowed as player characters. Galanar also has an order devoted to Aradach and
those priests travel the lands of Avanlei bringing
The Five Kingdoms restorative magic to its people. The magical
knowledge of Avanlei comes from the mysterious
Morbhain family. They are strange and do not
At the Heart of Aerune lies the Five Kingdoms.
dwell in the court, but instead are said to dwell in
These human kingdoms each have their own
Whisperhaunt until one of their family is needed
government and sometimes war with each other,
for advice or for magical power. The Morbhain
but the kingdoms have a pact to unite against the
are said to have Faerie blood, and some claim
Malekyrg Elves and the invasions of the Blood
they are the last remnants of the lost kingdom of
Tribes.
sorcery, Diardha.

Avanlei The royal family of Lirannon wears blue with a


The kingdom of Avanlei derives its beauty from white lion rampant. The family Galanar wears the
its natural forests and the gardens built around same blue with a white swan. The Morbhain wear
the cities. The kingdom is the smallest of the Five no colors, but instead carry magical light that
Kingdoms, built into a series of vales between glows blue on their staves or in blue lanterns.
the Griffin Peaks and Whisperhaunt in the
northeast of the Five Kingdoms. The people of
Avanlei have built and maintain ancient walled Mhurkiel
To the southeast lies the kingdom of Mhurkiel,
gardens in the sloping hills of the vale, and grow
called the Kingdom of Sin. It is the only kingdom
fruits and spices that are traded all over the Five
that allows slavery, and the Queen forbids the
Kingdoms. Avanlei is the only kingdom to
open worship of any god within its borders.
maintain contact with the reclusive elven
Where Trechele could be said to suffer from
kingdom of Eluviar, and some whisper that the
excess, the court of Mhurkiel is openly decadent,
royal family of Lirannon has the favor of the
and the contrast between the rich and the poor is
Seely Court. Whatever the case, Avanlei borders
great. While the queen attends to a lavish and
the elven kingdom of Malekyr and the kingdom
darkened court, her people toil outside her palace
to feed themselves. Where Trechele encourages

115
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

116
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Selarno took over in a bloody coup almost a


Two additional families serve the royal line. The quarter century ago, slaughtering the entire royal
Bjurik family handles matters magical, and family of Naporea that had ruled by true blood
gathers and schools the sorcerers of Rhoemurg. for centuries.
The family is small, but the wizard Verrekan is
said to be very powerful and fiercely loyal to the King Nachael Selarno rules with ruthless
Vlariev line. The Ovorn have a dark reputation. intelligence, planning, and power. He is a firm
They swore fealty to the Vlariev only a century believer of pragmatic solutions rather than moral
ago, leaving the kingdom of Selarno to do so. dilemmas, and the other four great merchant
The Ovorn are well versed in Selarnian practices houses rule underneath him. Hidden among the
and philosophies, and rumor has it that they deal citizens of Selarno are those who called
with problems that need to go away quietly. The themselves loyalists and wish the return of the
Ovorn keep a strict eye on the movements of Naporea family. Some claim that the youngest
merchants and traders and control the taverns of daughter of Reggario Naporea survived the coup
Rhoemurg. and that the blood of Naporea lives on. House
Selarno denies this, and squelches anyone within
The people of Rhoemurg have been called bland its borders who foster such lies. Some loyalists
and dour, but the truth is that the harsh winters still blame the family Ovorn for leaving the
and constant fear of raids make the people very kingdom and attribute the success of the coup to
practical. Many of the luxuries of the southern their defection.
kingdoms are largely unavailable in Rhoemurg,
and when they are brought there they are The Noro family has long had the largest
expensive. The Rhoemurg tend to scoff at bright vineyards in Aerune, and their wines are the most
dyes, sugars, spices, and other fineries. widely tasted. The Trechele have some of the
Rhoemurg is unequalled in distilling hard liquor more expensive and finer wines, but the Noro
and the kingdom has some of the best smiths wines are by far the most widely distributed. It is
outside of the Eurvein. said that the Noro also deal in other substances
forsaken by all the kingdoms save Mhurkiel.
Even the royal house wears a sensible gray and
dark green. The symbol of House Vlariev is a The Berellen family controls the shipping of the
gray bear rearing on a dark green field. The southern harbor and owns the most caravans that
Bjurik use a gray crescent moon with three white make the dangerous journey to the north. The
stars in its confines on a field of dark green. The Berellen family is often hiring guards to protect
Ovorn wear a gray dagger, point down, wrapped their merchant wagons against the Blood Tribes
with a serpent on the green of Vlariev. and other dangers. There are some merchants
from other kingdoms that wonder what makes the
Selarno merchant trails more dangerous – the Blood
This kingdom is a collection of merchant houses Tribes or the Berellen who are paring down their
ruled by the iron fist and constant vigil of the competition.
notorious and ruthless House Selarno. The king,
Nachael Selarno, and his house are the only royal The Stefolare are best known as the largest
family that does not have true blood, and he is patrons of the arts outside of Trechele, but their
called a mercenary king because of it. House real money comes from their wools and cottons

117
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

118
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

119
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

The Barbarians of the Blood Tribe revel in


The Gypsies
Homeless wanderers, the gypsies have learned to
destruction and claim to gain strength in the
stay on the move and form loyal families to
deaths of their enemies. They worship dark gods
survive outside the protection of the knights of
forbidden in the Five Kingdoms, and all members
the Five Realms. The gypsies are spread
of the Blood Tribes wear the black symbol of
throughout the land in many families, but all the
their god on their face. The Blood Tribes take no
gypsies call the Gypsy King their only liege, and
prisoners, and they expect and accept no quarter.
bring grievances to him. In this way are the
gypsy families connected.
The Blood Scream tribe is known for their blood
curdling war screams. They paint their faces with
The gypsies tell tales of their first Gypsy King, a
enlarged mouths, either jagged like one might
swordsman and bard named Korianth. It was
carve a Jack O’Lantern or stylized with large
three hundred year before when they crowned
teeth and a jeering snarl. The Blood Scream tribe
him. It was a time when slavery was still legal in
occupies the western territories of the Blood
the kingdom of Rhoemurg. The kingdom had
Tribes and is often at odds with the Highlanders.
fallen on hard times. It’s war with Trechele over
The Blood Scream tribe rarely uses stealth once it
the gold mines of Rouven had drained the
enters combat and they kill their enemies and
resources of Rhoemurg, and when the Shadow
steal their strength by eating their hearts.
Wolves came howling from the north the king
was hard pressed to stop them. The King of
The Shadow Wolf is much more likely to be
Rhoemurg, Bholin Vlariev used slaves to produce
active at night, and their sacrifices are done to the
the goods needed for the war on both fronts.
moon. Some claim that there are members of this
Mhurkiel purses grew heavy with Rhoemurg coin
tribe who can take on the features of the wolf and
and many slaves were brought north.
tear apart their enemies. The Shadow Wolf can
move silently, but more often they howl when the
The people of Rhoemurg suffered at that time.
hunt begins, using terror to give them an edge.
The war drained much from the kingdom, and
The Shadow Wolf tribe is marked with a black,
many people were hungry. The need for slaves
vertical stripe over their left eye and a black wolf
drove the king to the prisons, not realizing that
paw on the face.
once honest men were enslaved for stealing
bread. Worse, the slavers of Mhurkiel drew upon

120
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

121
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

122
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

123
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

124
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Skaleen is the rat spirit. Characters who choose


this spirit will gain a rat-like tail, a round black
nose, whiskers, and gray or brown rat-like facial
features when they change. Some have
pronounced front teeth. The character will tend to
move lower to the ground with quick nervous
motions. The character will tend to gather to
themselves as many small valuables as possible
when taken by Skaleen. The character will also
tend to prefer stealth to outward aggression if
possible.

Tlorulo is the boar spirit. Characters who choose


this spirit will take the facial characteristics of a
boar when they change. They will have a
blackened boar-like nose and protruding lower
tusks. Many have the full, flattened nose, and the
eyebrows are often darkened and made larger.
The character might snort. Those taken by
Tlorulo become aggressive and more easily
provoked to anger. They also will tend to be more
stubborn, and tend to have more difficulty using
finesse in situations where a straightforward
approach might work.

Urugar is the wolf spirit. Characters who choose


this spirit will gain the facial characteristics of a
wolf when they change. They will have a wolf-
like nose, and gray and white wolf-like
coloration. Many have ears that are larger and
pointed. Some have fangs. The character might
snarl, and howls are not uncommon to express
emotion, especially when the moon is showing.
Shoathri taken by Urugar become more
concerned with survival and loyalty to the pack.
They will respond to threats with violence, and
will become very protective of their friends. They
tend to have an instinct to attack if anyone seems
like a threat to them or their companions.

It is said that there are other animal spirits, but


Shoathri of these spirits are not known and they
are not allowed as player characters.

125
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

The White Court Ordained and thus be recognized by the High


Church. Priests and Templars act as the spiritual
The most powerful and prevalent mythos of advisors for the High Church, and although many
Aerune consists of the gods of the White Court. expect the Templars to focus on more militant
These gods recognize the potential of the Gifted matters this is not always the case. Some
Races, and they seek to guide them so that the worshippers never become Ordained, and even
Gifted Races will flourish. The High Church Priests and Templars may be devout without
recognizes only these gods as truly divine. The becoming Ordained and entering into the service
other gods are either blasphemous, such as the of the High Church. Some priests so fully
Black Court, or spiritual paths that lack true embrace the ideals of their god that they become
divinity, such as the Pale and the Shamanic High Priests and their divine powers grow. The
traditions. The High Church is tolerant of those church will sometimes promote their most devout
ancient spiritual paths that are not forbidden, but to positions of higher responsibility, granting the
it actively searches out and destroys the title of Prelate, then Archprelate, then Patriarch
blasphemous religions of the Black Court and the or Matriarch. There is only one High Patriarch or
Forbidden Gods. Matriarch for each god, and High Patriarch or
Matriarch of Aradach acts as the spiritual voice
The White Courts consists of gods that seek to for the entire church.
foster the purpose and spiritual strength of the
Gifted Races of Aerune. It is said that these gods
dwell in the heavenly gardens of Auralis and Aradach
recognize the god Aradach as their sovereign The Sovereign Lord
lord. These gods are called the Ordained and Sovereign, Honor, Volition, Justice
these are the only gods recognized by the Church

126
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

“While it is difficult to follow the path of good Sovereign Will 4


and righteousness with an unerring step, it is Once per event you may deny a foe by calling
harder still to lead others down that path.” "Resist by Divine" to negate one melee, missile
or packet attack.
Souls can be lost without guidance, and Aradach
provides that guidance through inspiration and With Clear Judgement 3
his servants. He is the patron of those who would You may dispel powers that bend the will of the
guide others as sovereign rulers, and he is also victim so that all those about you may act of their
the god of truth. As ruler of the gods, Aradach own free will. Exhaust a point of Fire and cry out
must settle disputes and his word is not “By my voice, Cure Mental by Magic” and all
questioned. Though few would challenge his who hear your commanding voice shall be free of
wisdom, it is certain that the unquestioned any effect based on Mental traits.
support of Myrkorim provides additional
incentive to follow his judgement. Aradach has
ruled than none of the gifted races should pay Myrkorim
twice for one crime, and thus when one pays for The Lord of Six Blades
their crimes with their life they are seen from that Protection, Vigilance, War
point forward as innocent in the eyes of the “Whether you raise a sword against me, or watch
Ordained. the war and do nothing, you serve the darkness in
either case.”
The servants of Aradach acts as advisors to rulers
and leaders and, when the need arises, act as A war rages across Auralis and Oeruin, and
leaders themselves. They are expected to act as Myrkorim is always ready to fight it. He prefers a
the impartial judge, and many go to the priests to clean, honorable fight, but he knows the other
settle disputes. The servants of Aradach watch for side fights dirty. Myrkorim has never been bested
those who are leaders and provide support and in personal combat, and the other gods admit,
guidance to them. His priests loathe deceit, but perhaps begrudgingly, that it is Myrkorim’s
there is no greater sin than betrayal in the eyes of personal prowess and sense of tactics that has
Aradach. kept the host of Oeruin at bay for so long.

Symbol The servants of Myrkorim are expected to train


A gray sword wrapped with knotwork or a cord themselves and prepare others for the war. His
woven of black and white. Sometimes the cord is priests will almost always have combat related
tied to the pommel of the sword. The sword is skills and be ready for battle, or they will have a
usually pointed up. Priests usually wear white, good reason why not. Myrkorim does not
gray, or black. advocate violence for the sake of violence, but he
knows that victory is paid for with blood.
Spheres
Legacy, Sovereign, Wayfare Beset from both sides by the Black Court and the
Forbidden Gods, Myrkorim has continued the
war with a stoic determination. He has visited
divine inspiration on the smiths of his church to
create six divine blades to help his followers in

127
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Blood That Is Spilt 3 Sunder - Strike an opponent's weapon and call


You may use this skill 6 times per event, once for out "Sunder! Destroy" to destroy an opponent's
each blade that Myrkorim sent into the world. weapon. This ability is used only if you strike the
You add 3 points to any one called damage effect weapon and it is destroyed or the opponent
from one of your skills that would normally negates the strike with a defense.
cause 3 or more points of damage. This ability
works with melee, missile or packet attacks, but Impale - Call out "Impale! 5 Damage and Agony"
the damage effect must come from one of your and strike an opponent. This ability is used up
skills, spells or abilities. You cannot enhance an only if you strike the opponent and they role play
effect granted to you by an item, rune, elixir, or the effect or negate it with a defense.
some boon from another.
Headsplitter - If you are using a two handed
Call On the Six 3 weapon call out "Headspliter! 10 Damage" and
Once per event you may call on one of the Six strike an opponent. This ability is used up only if
Blades to aid you in combat. You must call out you strike the opponent and they role play the
the name of the blade you wish to invoke when effect or negate it with a defense.
you use this power. If you cannot remember the
name of the blade you cannot use this power.
Once you have used the power of one of the six Naveril
you cannot call upon that particular blade for the Lord of the Four Winds
rest of the year. This power resets on the Night of Bounty, Inspiration, Art, Travel, Freedom
Dreams and after that you may once again call on “One cannot feed a belly or a soul with virtue
the power of any of the six blades. alone.”

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

128
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

The priests of Naveril forego the traditional


temples, providing instead inns and taverns that Following the Four Winds 3
You gain inspiration from the travels of your
are warm, comfortable, and provide the
lord, calling on the wisdom that Naveril gains as
priesthood with a good living. Although those
he travels the four corners of the world. Once per
who are in need can find help, the priests do not
event you may call on the wisdom of one of the
engage in handouts and instead would try to find
four winds. You may choose one of the following
work for those who are down on their luck. These
powers to invoke when you use this skill.
taverns are filled with music and act to support
the arts. The priests of Naveril sometimes travel
With the East Wind comes the smell of the sea
to inspire passion in others, while pursuing their
and the promise of Spring. The world awakens
own excellence in some form of art. Still others
and is renewed. Call out "I call upon the East
are reserved and reclusive, devoted to their arts.
Wind" and touch a recipient with a packet to
exhaust this skill and call out "Refresh 2 Fire by
In recent times Naveril has left Auralis to travel
Inspiration."
to the four corners of the world. Many of his
priests have been inspired to do the same,
With the North Wind comes the threat of winter,
traveling about to view for themselves the plight
a time when folk must save what they have for
and condition of the common folk. Naveril has
the coming slumber. When you prepare to refresh
come to encompass travel and wanderlust as a
attributes with Void choose one attribute: Air,
result, and he has gathered many new priests who
Earth, Fire, or Water with up to 2 unused points
act as wandering mendicants aiding those in
remaining. Call out "I call on the North Wind" to
need. This turns of events has not been without
exhaust this skill and save those unused attribute
problems. The priests are not entirely free of
points. After you refresh you will have those two
mischief, most notably in Mhurkiel where
extra attribute points in addition to your newly
Naveril priests have been sneaking into that
refreshed attributes. The points last until they are
kingdom and liberating slaves. Rumors speak of
used, you use Void to refresh attributes, or the
a Freehold at the edge of that kingdom that has
event ends.
become a haven for those freed by the priests of
Naveril. The High Patriarch of Naveril shocked

129
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Sereness The priests of Sereness have grown wary in


Princess of Dreams and Hearth recent times of the Vesperan church. The priests
Dreams, Hope, Courage, Hearth of Vespera are also steeped in Chimera and wield
“Remain pure of spirit, for you must walk the similar magic, allowing them to perform similar
landscape of your soul each night.” tasks. Many expect the priests of Sereness to take
a less active role in the church, acting instead to
As the goddess of dreams, Sereness is guard homes and temples. This does not sit well
responsible for inspiring the gifted to follow their with the priests of Sereness who are inspired to
dreams in the waking world and for protecting take an active role in the War of Dreams and the
the dreams of the sleeping. When her sister, fight against the evils of the waking world. It is
Khelvaan, was forced to retreat across the also said that the priests of Vespera sometimes

130
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

Symbol When the blessing is in effect, from 2:00 am to


A dream catcher with a blue feather. Some 10:00 am, those who are staying in an area
decorate the dream catcher or the feather with without bath facilities may touch the
stars. Priests often wear dark blue with silver or Dreamcatcher during the time when this ability is
gray trim. Some wear stars on some small piece active and travel to the facilities in spirit form.
as decoration. While in spirit form you must press your palms
together and keep your head bowed. You must
return the same way. You do not reform, nor can
Spheres you linger or wander off a straight path to the
Chimera, Legacy, Wayfare
bath area and back, until you return to the cabin
and touch the Dreamcatcher once again. This
The Hearth's Good Fortune 2 ability will not work during the time when the
You may protect a hearth from harm during the Blessing is not in effect - you are on your own.
late evening. If any of the Gifted Races sleep You cannot role play while traveling back and
within a building and call it home, you may forth to the bathroom. If an attack strikes you you
empower that dwelling with the protection of reply "Spirit."
Sereness. You may empower the dwelling at any
time, but the protection only lasts from 2:00 am The Blessed Hearth 1
to 10:00 am. If you empower the dwelling during Every hearth that you protect is sacred to you.
the time of protection you call out "Imbue by Five times per day, once for each White Court
Sereness" and hang a Dreamcatcher in a god, you may refresh your Aura of Healing in
prominent place on the doorway along with a any hearth that has been blessed with The
Safe Hearth information card. Both must be Hearth's Good Fortune. This skill refreshes once
visible. If the dwelling is not lit the Dreamcatcher per day when you sleep for the evening.
must be marked with a light of some kind. If
someone who stays within that dwelling is

131
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Hope and Courage 1


Three times per event you may either resist or The priests of Vespera are often distrusted, for it
cure effects with the Despair or Fear trait. You is their task to gather knowledge for the High
may exhaust one use of this skill and call out Church, even knowledge some would rather keep
"Resist by Dream" to negate one attack with the hidden. Especially knowledge some would rather
Despair or Fear trait that strikes you. Alternately keep hidden. While many of these priests as
you may exhaust one use of this skill to call out seekers of knowledge and truths travel noble
"Cure Despair by Dream" or "Cure Fear by courts and gutters alike to observe what goes on
Dream" to bolster one of the faithful. there, some are tasked with finding deeper secrets
and these act as scouts and spies. It is said that no
secret is safe from the followers of Vespera, and
Walking the Dreamscape 2 thus no secret is safe from the High Church. The
Twice per event while you are in the Dreamscape
High Patriarch of Vespera whispers directly to the
you may refresh your Attributes to renew your
High Patriarch of Aradach, imparting whatever
strength. Call out "Sereness lend me strength in
knowledge that position requires.
this place of dreams! Imbue by Dream" to refresh
your Air, Earth, Fire, and Water attributes.
Vespera is the patron of arcane magic, an aspect
which many mages resent. In the aftermath of the
Vespera fall and betrayal of the Archmage Wickford, the
The Lady of Mystery High Church has been watchful of the arcane
Secrets, Knowledge, Mystery, Magic guilds. Although the High Church claims arcane
"Have the persistence to reveal the mysteries magic is the providence of Vespera, many mages
around you, and the wisdom to know which objected to the interference and questioning of
secrets to keep." the church. The Vesperan church claims it is their
divine right to question a source of magic and
Vespera is the Lady of Mystery, the goddess of that only guilds that practiced the forbidden arts
both secrets and knowledge. Her priests both would object to their council. The noble guilds
reveal secrets that might endanger the Church, compromised by accepting an advisor from the
and they guard the secrets of forbidden arts that church onto their council, but many of the
might corrupt the spirit. Her servants are often smaller guilds and guilds who lacked noble
trained in intrigue and act as spies and hidden influence were disbanded. Most notably, the
agents who watch the common, merchant, noble Seven Veils Guild, known for their masked
folk of the land. Priests of Vespera tend the mages, simply disappeared when the church
Veiled Library, a hidden place that holds the dark came to question them.
knowledge that presents a danger to the followers
of the White Court. For many years the Lady of One aspect of the church that has made it popular
Mystery traveled outside Auralis gathering dark is that Vespera as the patron of secrets has
knowledge, but it is said she has returned from become a champion of unrequited and forbidden
her sojourn and her church has once again joined love. Many priests of Vespera join the church
the White Court. Priests of the Vesperan church when their love for another is spurned. This
acted to save many folk during the War of the aspect has made the church popular among
Maw, including the eldest lord of House Rouen young lovers, especially those who object to the
who became a supporter of the church. common practice of arranged marriages among

132
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

133
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

134
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

Murthean Insatiable Thirst 2


The Voracious Prince Your divine hunger allows you to derive extra
“The world is for the taking, and only those with sustenance from magical elixirs. All alchemical
the proper appetites will be driven to take what elixirs give you a Heal effect, restoring one point
they wish.” of Vitality, in addition to the normal effect of the
substance.
Murthean is the ever-hungry, a dark god who
believes that it is the appetites of the Gifted Only the Finest 1
Races that drive them to greatness. It is only by Whenever you pay extra maintenance, you gain 2
seeking indulgence that the gifted races may find extra points of Vitality for the event instead of the
absolution. Only the desire for what is around normal 1 extra point.
them will drive them to change the world, and it
does not matter if that change is for better or
worse. To Murthean the passion of a soul is a lie, Wyrlok
and it is greed that drives all of the Gifted. The Prince of the Beasts
greatest show of strength is to pursue those “Every being has locked deep inside a primal,
desires and hungers, even if it causes one’s own savage hunter waiting to be set free.”
destruction.
The Prince of the Beasts is the merciless hunter,
The servants of Murthean seek to reach their and his favorite prey is the Gifted. Wyrlok does
potential by fulfilling their own decadent desires. not hunt for food or for survival – he hunts for
Many are willing to kill or steal for wealth. They enjoyment. He is brutal and enjoys cruelty and

135
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

Xerelos Ill Fortune of Others 3


Watch when you affect one of the Gifted Races
The Black Jester with a Slow, Agony, Drain, or Root effect. If that
“Wisdom is in the tongue and heart of the fool individual is taken down by someone else before
who laughs at the tragedy around him. Life is a you break line of sight and while the effect is
comedy of errors, the blackest humor, for in the upon them, you may laugh or make a biting
end, what else can we do but look on it and remark right after they drop to refresh those
laugh?” attributes exhausted by your attack. If you break
line of sight, fail to role play immediately after
The Jester holds a special place in the Black the victim drops, or the effect appears to end you
Court. He is able to say things in the court none exhaust the attributes normally.
of the other gods would dare say in the Black

136
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

The Forbidden death process. The followers of Elshea refused to


set aside the divine right of Elshea by outlawing
her writs, and many find the Vesperan Writ of
Elshea Secrets far more appalling. In the ensuing
intrigue the church of Elshea went against the
The Huntress orders of the High Patriarch and started open
“It is my divine right and duty to hunt those who warfare by destroying several churches of
are undeserving of the Gifts. None shall deny my Vespera and slaying the priests there, using their
birthright nor my divine sight.” writs to exact justice upon them. The church has
been outlawed, and the worship forbidden.
The Huntress stalks the edges of the shadows
seeking those who are unworthy of the Gifts. She In recent years the worship of Elshea has
knows she is alone, but she will not set aside her attracted a darker sort. Those who hunt for glory
birthright or her divine sight. Her worship is or money have come to invoke the huntress,
illegal; her priests are cast out, persecuted, and much to the disgust of those who consider
hunted themselves. Many have left the themselves true priests of Elshea. These bounty
priesthood, disillusioned or dissuaded by a life of hunters and bandits have further tarnished the
hardship and secrecy. Those that remain carry on name of the Huntress. In many places the priest
her work or pray to her for strength in their own of Elshea have turned dangerously violent,
path of vengeance or hunting, always staying one vigilantes of the worse sort. It is said that priests
step ahead of the Inquisition and the agents of the of Elshea support the Kordova Rebellion and aid
Goddess of Mystery. the rebellious nobles in that conflict.

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

137
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

When the lord of the Obsidian Heart ascended he


Strike of the Huntress 5 took for himself the Foul and all of Malediction
Once per event you make a deadly strike with a as his providence. As he stepped into the divine
melee or missile attack. Call out "Death by realm his essence became a host of dark spirits
Magic" and make your attack. This skill is used and corruptors rather than a single divine being.
up only if you strike your target and the effect is His essence manifests throughout the lands like
acknowledged through role play or negated by a grasping talons. Although many dark spirits carry
defense. This is the case for arrow attacks as his divine shadow, the Lord of the Obsidian
well. The huntress strikes true, and an arrow that Heart is the power behind them all. Each
misses or is blocked will not cause this skill to be corruptor and dark spirit are a set of eyes and ears
used. bringing dark knowledge to their lord.

The host of the Foul is called the Nylachia, each


Vengeance of the Righteous 4 one a part of him. His divine voice is sometimes
If purification of death is not enough for a
called Nylachim. He has taken this name for
particularly vile individual, you may condemn
himself, and it is intoned by his worshippers to
them for their crimes and deliver them to Death
call his favor and bring him power. The Nylachia
to be judged more harshly. Once per event you
are like a darkness across the heavens and the
may prepare a Writ of Condemnation that names
earth, gnawing at the Tapestry where ever they
the individual and lists their crimes. You may
can. The Lord of the Obsidian Heart binds them
request an Inflict card at the beginning of the
all. Everything they see, he sees. Everything they
event, and this card must be attached to the
corrupt brings him power. Wherever his will is
bottom of the Writ. You must touch a blade to the
greatest, there the Heart can be heard beating
torso of a dead individual who has not yet turned
with the power of the Foul.
to spirit and say “Inflict to Dead” to use this skill.
Place the writ into the hand of the guilty, and
It is said that the heroes of the War of the Gate
they will be compelled to deliver the writ to those
prophesied the coming of the Nylachia. Whispers
who await them beyond Death’s door. This
say they knew the name he would take. They
condemnation must have the passion to convince
prepared three Orders to war with him. Although
the servants of Death to judge this individual
they disappeared and faded from history, those
harshly. This skill cannot be used on spirits who
that remember bear the power of the Orders to
have risen to walk to Death's door.
honor their sacrifice.

The Nylachia In the War of the Gate the heroes of Shadowfane


The Obsidian Host took up the call of the Orders and destroyed the
champions of the Nylchia. Although gates of
Lord of the Obsidian Heart Obsidian manifested throughout the lands, there
Foul, Malediction, Undead
was no voice to call forth the dark host that
"The Obsidian Heart resonates throughout the
hungered behind them. The Orders destroyed
Foul like the drums of war that call those who are
each Champion in turn. In the years to follow the
worthy to war against the undeserving."
Lord of the Obsidian Heart has endeavored to
raise new champions among his followers. Three
individuals have risen above all others to serve

138
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

With the ascension of the Obsidian Heart and its


Ciarda, Fainche, & Sciath
call to the Nylachia, the Foul has grown in Three Sisters of Fate
power. Those abominations corrupted by the Foul “Each step, each breath, each stroke of the blade
wield greater weapons of corruption and despair. or of the pen changes the weave of the Tapestry,
Even the mindless undead are a threat to the and forever affects the world.”
knights of the realms, and their desire to destroy
has been tempered with a dark cunning. The three Three sisters share the power of the goddess of
Foul Regents have called forth new types of fate. They appear as three hideous old crones,
undead, and all creatures of the Foul have been Ciarda, Fainche, and Sciath. When Arcalia fell in
blessed by the Nylachia. Many undead grow in the War of Tears, her power was passed to her
rage when more than three of the living are three children. They have taken up the tapestry of
attacking them, and this makes them stronger. their mother. One weaves the present, one
The Gifted must constantly guard against the watches the past for loosened threads, and one
creatures of the Foul, for destroying even one has prepares the loom for the future. They often
become more difficult. switch positions so they remain attentive to their
task. All things are recorded in the Tapestry, and
The Nylachia war with White Court. The battle is only the three sisters may look upon it in its
tireless, and the High Church combats the Host entirety.
and those followers where ever they appear. The
priests of the Black Court also destroy the The sisters have no priests, though seers and
followers of Nylachim. The Lord of the Obsidian historians sometimes call upon them for aid.
Heart has a particular hatred for Murthean, for Those who desire to serve them travel to
the first champion to rise in favor was the Ghoul chronicle the events of the day. Many who are
King, called the Insatiable, but with his insatiable inspired by the sisters will travel into danger for
hunger he was lured to serve the Voracious the chance to witness history in the making.

139
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

fallen god of the primal elements, Khormed. The


Symbol Elemental Lords were born when the Prince of
Three silver needles intersecting at their midpoint Elements could no longer contain the conflicting
and pointing east, southeast, and south. elements within himself, and he was destroyed
Sometimes a scroll is behind them, and from the effort of creating his successors. The
sometimes a watching eye is placed in front of Elemental Lords grew in power quickly, and
the intersection. without the guidance or teaching of the older lord
they became wild and untamed. They often argue
among themselves, and take no part in the war
Nielus unless it will bring benefit to them. The lords
The Lord of the Dead have a delicate balance of power between them,
“All things must die.” and it is common for one of them to aid the
enemy of another to prevent the sibling from
Grim and foreboding, Nielus takes no sides in the gaining too much power. The elemental servants
war. He is the god of the dead, and he oversees of these lords are constantly at war. The
the spirits of the dead. He takes those who have Elemental Lords have no priests among the
died from age or natural illness, but he will allow Gifted Races, and they pay little attention to the
those who have died from the hand of another of cults who follow them unless their own war spills
the Gifted to return to life if their spirit and will into this realm.
is strong enough. Gates to the Realm of death
draw the spirits of the dead, and they appear in
many places where violent or suspicious death is The Pale
common. As a result, there are many gates to the The natural world is full of free spirits. They
Realm of Death in the land of Aerune. Nielus dwell all around us, in everything this is not
calls none of the Gifted Races his servants. He is bound by the hands of the Gifted. They dwell in
served by beings called the Reapers. The Reapers the trees, the earth, the rivers and the wind. The
carry out the business of their lord, act as his veil that separates this world from the spirit
voice and, if need be, act as his hand. world is called the Pale, and there are still those
druids and elves which follow ancient ways,
ways long since discarded by the more civilized
The Elemental Lords folk of the Kingdoms. It is said, too, that the
Ancestor Spirits of the Barbarian Tribes and the
Arasha, Lady of Air Animal Lords of the Shoathri also dwell within
Karakesh, Lady of Fire the Spirit world beyond the Pale. Of the six
Qualash, Lord of Water Kingdoms, only the lords of Locksmoor still
Urgroth, Lord of Earth venerate these ancient ways.
“Gentle and fierce, eternal and ever-changing,
the seething elements make up the essence of the The druids have learned to listen and watch
world and the Elemental Lords are every bit as around them to track the spirits of the Pale.
chaotic as their namesakes.” Rather than inspiring the spirits to appear to them
with song and dance and history, the druids
Wild, fickle, chaotic, and temperamental, the intrigue the spirits by finding them and calling
Elemental Lords have inherited the power of the out to them directly. They watch the heavens and

140
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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.

141
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

You may empower the tent at any time, but the


protection only lasts from 2:00 am to 10:00 am. You cannot use this ability if you have the
If you empower the tent during the time of Undead, Malediction, or Foul trait, or if you are
protection you call out "Imbue by Weald" and under the effects of a Frenzy. The use of this
hang an image of the Green Man in a prominent ability comes with roleplaying effects. Those
place on the doorway along with a Safe Hearth who grant this ability and those affected by this
information card. Both must be visible. The ability expect that you will use it wisely. If you
Green Man image must be marked with a light of use it when rage is warranted or deserved, it is
some kind. If someone who stays within that tent likely that there will be in game consequences as
is familiar with this ability then you may use this a result.
ability at any time during the day and empower
that individual to activate the power sometime
after 2:00 am. In this case you must touch the
Gifts of the Gray
Prerequisite: Druid or Ranger
Green Man to empower it and set it aside with
the Information Card someplace safe. The person
you so empowered will be able to call "Imbue by The Blackest Wood 3
Weald" and hang the Green Man and the This skill allows you to apply and use blade
Information Card on the doorway after 2:00 am venoms on claws or any wooden weapon. You
to activate the blessing. The person who activated call out the effect of the poison when you make
the blessing is also responsible for making sure an attack. The poison is used up only if the strike
that the Green Man is taken down in the morning lands and the opponent acknowledges it through
before 10:00 am. Either way all effects of this role playing or negates it with a defense.
ability last only one night and end at 10:00 am.
Each day you will need to visit each tent once Feeding the Fury 1
again to bless it. This ability only works on tents You may strengthen one of the blessed Pale
in the woods and will not work on permanent Hunters. Exhaust a point of Earth and throw a
structures. For the convenience of players we packet to call out "Heal 10 to Pale Hunter" or
allow this to work on encampments within sight exhaust a point of Fire and throw a packet to call
of buildings, but you must have trees all around out "Refresh 10 Fury to Pale Hunter" to
you. strengthen the Pale Hunter.

Calm the Grey Fury 
 2


If you feel a group is undeserving of the Grey
Man's wrath, you may exhaust two points of Fire
to calm a Pale Hunter who has been enraged. You
must spend three seconds trying to calm the
creature through role playing. After three seconds
you may point at the Pale Hunter and call out
"By My Gesture, Cure Frenzy to Pale Hunter" as
a gesture effect. The Pale Hunter will be calmed,
though it can be enraged immediately thereafter
if the condition that caused its anger still exists or
happens again.

142
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Chapter Nine
Core Rules
Fighting Props

Combat is resolved with a staged system that


uses props for weapons and spells. In order to
1 - Choose Your Weapon
First, you have to figure out what type of weapon
ensure that these props are safe, certain
you are making and determine the length and
guidelines on their construction are necessary.
construction requirements. The various weapon
Weapons and packets must be checked at each
types are explained below. Two handed weapons
and every event where they might be used. You
are marked with a “*” in the length table. Each
are responsible for the safety of any prop you
type requires its own skill, but anyone can use
swing or throw in combat, so you should check
small weapons under 24” in length.
them yourself during the course of an event.

Every player, both PC and NPC, is responsible Blades


for bringing their own weapons and packets. We These weapons represent daggers and all types
will try to have weapons and packets to rent at of swords. A bladed weapon has a striking
our events, but we can make no guarantees about surface that covers at least 2/3 of its entire length.
the availability of these props. We reserve the The weapon may have a cross guard or hand
right to fail any weapon or packet we deem guard, but the guard must be made entirely of
unsafe. It is not uncommon for weapons to fail or pipe foam or the equivalent.
break, so you should try to bring a backup
Weapon Lengths
weapon and materials to repair your props.
Type Minimum” Maximum”
Dagger 18” 24”
Weapon Construction Short Sword
Long Sword
25”
37”
36”
46”
Constructing a weapon requires time and
patience, but it is not that hard once you have Great Sword* 50” 64”

practiced a bit. We describe the steps to create the


various weapons below, and include the details Axes
along the way. One problem with weapon These weapons represent hatchets and all types
materials is that they vary wildly, even within the of axes. An axe needs padding that covers at least
same brand name. If you follow the suggestions, 1/2 of its entire length. The striking surface is a
it is remotely possible that a weapon could fail head of open celled foam at least 8" in length that
because of a strange inconsistency in the core or extends at least 4" from the shaft, and looks like
foam. an axe blade.

143
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Weapon Lengths also fight with a medium weapon in your other


Type Minimum” Maximum” hand while blocking. The great glaive is a two
Hatchet 18” 24” handed weapon. You cannot use it with one hand.
Short Axe 25” 36”
Long Axe 37” 46” Weapon Lengths
Great Axe* 50” 64” Type Minimum” Maximum”
War Glaive* 48” 64"

Hammers Great Glaive* 60" 72"

These weapons represent maces, hammers, and


all types of smashing weapons with metal heads. Staves
A hammer needs padding that covers at least 1/2 Staves have a striking surface on both sides of
of its entire length. The striking surface is a head the weapon. Each striking surface covers at least
of open celled foam at least 6" long that extends 1/3 its entire length. The middle section of the
at least 4" from the shaft, although this could be staff must also be padded, although you can use
2" on both sides for a mace. 3/8” padding for the grip of the staff so long as
the full 5/8” is used for the striking surfaces.
Weapon Lengths
Because both ends of the staff are striking
Type Minimum” Maximum”
surfaces, the middle of the staff is aluminum and
Blackjack 18” 24”
each end has PVC or CPVC. The staff has a
Short Hammer 25” 36”
thrusting tip on both ends.
Long Hammer 37” 46”
Maul* 50” 64” Weapon Lengths
Type Minimum” Maximum”

Glaives Staff* 48” 64”

Glaives and shafted weapons that have a blade on


both sides of the weapon. Each striking surface Spears
covers at least 1/3 its entire length, and the blade The spear is the only long weapon that may be
itself must be at least 18". The middle section of used one handed. A spear can only be used to
the glaive must also be padded, although you can stab an opponent. It cannot be used to swing. A
use 3/8” padding for the grip of the staff so long spear must have padding that covers down the
as the full 5/8” is used for the striking surfaces. striking end at least 1/2 of its entire length. You
Because both ends of the glaives are striking cannot fight a spear and another weapon if that
surfaces, the middle of the staff is aluminum and weapon is longer than 36”. If you are using a
each end has PVC or CPVC. The glaive has a spear one handed you may not thrust at any target
thrusting tip on both ends. All glaives are two above the arm pit of the opponent.
handed weapons. You can choke up to one end
and grasp the blade of a glaive only if you are Weapon Lengths
wearing thick gauntlets. If you are skilled with a Type Minimum” Maximum”
war glaive you can hold the weapon along the Spear 48” 64”
shaft and block attacks with one hand. You
cannot attack while using a war glaive used in
this fashion. If you have the proper skill to can

144
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Polearms Medium Claw 37” 42”


Long Claw 37" 46"
Covering all types of longer pole weapons,
polearms have the advantage of reach . A
polearm must have padding that covers down the Thrown Weapons
striking end at least 1/2 of its entire length. The These weapons represent daggers, darts, and
striking surface must cover at least 12", and must javelins. These weapons must be at least 2” in
include additional padding of open celled foam length, but larger thrown weapons such as
that extends at least 1" from the shaft or another javelins are allowed if the staff deems them safe.
layer of pipe foam cut in half. Larger thrown weapons may be weighted with
birdseed, but at least 5/8” of foam must be
Weapon Lengths between the birdseed and the surface.
Type Minimum” Maximum”
Polearm* 60” 72”
Weapon Lengths
Size Minimum” Maximum”
Clubs Dagger 4” 12”
These weapons represent weapons made entirely Dart 2” 12”
from wood. A club needs padding that covers at Javelin 8” 36”
least 1/2 of its entire length. The striking surface
is at least 6" long. It may be open celled foam
that extends at least 1" from the shaft,or it could Bows
be an additional layer of pipe foam. These weapons use thrown type projectiles and a
prop for the bow made from padded PVC. The
Weapon Lengths arrows are round, open cell foam and tape
Type Minimum” Maximum” projectiles with an 8” streamer. You must draw
Blackjack 18” 24” the arrow prop, touch it to the bow, and draw it
Short Club 25” 36” back to your ear. You may then throw it to
Long Club 37” 46” represent the arrow.
Great Club* 50” 64”

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

145
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

146
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

147
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

All wall thicknesses are _ inch which will last


4 - Add Cross Guards
Cross guards and hand guards may be added to
longer and provide more safety padding than the
blades using pipe insulation or similar materials.
Climatube 5/8".
All guards must have give and be deemed safe by
the staff. We discourage cross guards on other
For shield edges, use part #4734K151 which is a
types of weapons, but if the player can show us
slit, self sealing foam that is easy to apply around
an example of a medieval weapon with a similar
the edges of a shield.
feature we might consider it if the cross guard is
deemed safe. Other weapons may have a small
The pipe foam should fit snugly over the pipe
hand guard if it only protects that hand.
without rattling. If the foam is too big, you may
add a strip of weather insulation to the core or
use strapping tape to pad out the core at three or 5 - Add the Pommel
four points. We prefer to use weapons with a If the weapon is a blade it will need a pommel.
diameter of around 2”, but we allow a wedge to Pipe insulation must extend past both ends of the
be removed from the pipe foam to be so long as core by at least 1” and the resulting hole must be
the diameter of the weapon is no less than 1 and filled with a rolled up bit of pipe insulation. Use
3/4”. We reserve the right to restrict such strapping tape to hold in the filler.
weapons if this proves to be problematic.

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.

148
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

7 - Cover with Tape


You may now cover the entire weapon with duct
tape. Kite tape is also allowed. The tape should
run down the length of the weapon and have a
slight overlap. It should not be wrapped in a
spiral around the blade. Even duct tape varies in
weight and thickness, so you should look for a
thinner, light tape. The majority of the weapon
should be black or gray where there is metal, and
black or brown where there is wood. Bright
colors are not allowed as the primary color of the
weapon, though decorations are allowed.

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.

The head of the packet should be between 1 and


1.5 inches in diameter, and the tail behind the
tape should not be longer than 3 inches. The
fabric must be stretchable and cannot be pulled
so tight that it no longer has give. You should be
able to squeeze the center of the packet and
almost touch your fingers together.

149
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

Chapter Ten
Player Logistics

Communicating with the Madrigal staff is a Lawrence, MA 01843


necessary and important step in playing the
Madrigal game. These are the most common Why Should I Pre-register For
logistical questions and the answers explain how Events?
the logistical process is handled. We have a limited amount of space and often sell
out events. If you are pre-registered, then you are
Can I Play Madrigal? guaranteed a place at the event. Those who pre-
You must be 18 or older to play Madrigal. You register are also more likely to be targeted by
must also be familiar with at least the first two plot. If we don’t know you are coming we can’t
chapters of the core rulebook so you will have plan to include you in plots. No creation skill or
some idea how to respond to the various game information skill requests will be prepared unless
effects we use. Players who arrive without any you pre-register for the event.
knowledge of the rulebook will be taken aside
until they have some familiarity of the rules, so How Do I Check In?
you should read through this material before you When you arrive at the campsite, you should
arrive. Why waste valuable playing time doing proceed to the check-in area that will be marked
this? with signs. The check-in staff will check to see if
you are a current member. If not, you will have to
How Do I Register For Events? sign a waiver and, if necessary, bring your
In order to register for events you must have an membership up to date. If you are pre-registered,
active membership. You must tell us you are you will receive a character card and any items
attending an event and pay for that event in created using game skills. You will receive any
advance. Until you pay or contact us to make yellow tagged items you turned in at the end of a
special arrangements we can reserve a space, but previous event. You will also get a cabin
only so long as the event doesn't sell out. If the assignment.
event fills up then those players who have paid
for the event are given space over those players If you are not pre-registered, then the check-in
who have registered but have not paid. staff will check to see if there is room at the event
for you. If there is, you will pay at the door and
You can inform us you intend to play by sending get your character card and yellow tagged items.
email to madrigal@larp.com. You can send If not, the check-in staff will be glad to check to
payments to the following address. see if there is room for staff players if you wish
to participate in that manner. If you are not pre-
Madrigal Registration
170 Salem Street

150
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

151
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

152
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

153
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

comments that are insulting or embarrassing to


another character, although the Slander skill
could be used for this purpose.

How Do I Submit a Character


History?
A character history can be submitted to
madrigal@larp.com. We prefer internet
submissions because the information is easier for
us to distribute to the appropriate staff. Players
without internet access can submit a character
history through regular mail.

When writing a character history, you want to


include your motivations and the characters that
have affected you in the past. Include where you
are from and why you have some to Shadowfane.
Try to keep in mind the following.
- Submit a history that takes into account that
your starting character is not very experienced
and has limited resources. Avoid writing a history
where you accomplish great and heroic deeds.
Save that for the actual game-play.
- Do not write magical items or special skills into
your history.
- Do not have the gods appear or contact you
directly.
- Do not include elements or magical effects in
your character history that would be impossible
to represent during the actual game.
- Do not introduce a great destiny or prophecy
that involves your character unless it comes from
a source that could be unreliable.
- Do not include statistics for characters from
your history, and do not include characters that
accomplish deeds that are impossible without a
very high set of statistics or skills.

154
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

155
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

156
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

157
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

158
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

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

159
Copyright 1999-2007 by Chimera Entertainment, Inc.
Madrigal

game. As quickly and quietly as you can, exit the


encounter in the appropriate manner. This is
extremely important as the players may be
morning the loss of a loved one or may be
attempting to resolve a highly stressful situation.
If you are killed as your role, stay down for the
full five minutes. Many creatures that serve
darkness will only remain down for one minute.
Try to remember to ask your staff leader for
every encounter what the down time is since it is
easy for us to forget what the count should be for
blood tribes, undead, and other minions of
darkness. Once your down time is up, rise
slowly with your weapons tucked under your arm
or hanging loosely by your sides, keep your head
bowed and walk in a slow manner to your
regrouping encounter point or Monster Camp.

You may learn things in monster camp or while


playing a role that the players have yet to
discover. All staff are required to keep what is
learned as a staff character secret. We ask all staff
to be cautious while in monster camp because the
person next to you may play Madrigal as a
character at some point. We are gracious to all
our players who volunteer to staff Madrigal on
occasion and we would not want them to unduly
learn a big game secret and spoil their fun. As
well, there is a great companionship felt by all at
the end of every event when the game ends and
the players wish to express their heartfelt thanks
for your wonderful performances. Please be
reasonably modest and let the players have their
moment in the spotlight. Remember that
anything a player learns out of game they know
in game. So even though you might want to give
them the behind the scenes story about the Hyena
raid, please refrain where possible.

160
Copyright 1999-2007 by Chimera Entertainment, Inc.

You might also like