Professional Documents
Culture Documents
Glory of Guildhall
Source Book
Version: 2013-07-05
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W ritten by: Anton Kukal
Playtesting: Rosemary Auge, Ken Butler, Patrick Clewell,
Christopher Diehl, Drew Forman, Bobbi J. Kukal, Jennifer
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W alter McCord, Vince McDonald, Scott A. Melzer, W illiam
Seligman, Genna Schnorrbusch, Jarod Thomas, Amy
W ojciechowski.
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Table Of Contents
A Historical Overview. . . . . . . . . . . . . . . . . . . 2
The Awakening. . . . . . . . . . . . . . . . . . 2
World Creation. . . . . . . . . . . . . . . . . . 2
The Five Ages . . . . . . . . . . . . . . . . . . . 4
On Guildhall. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Guilds . . . . . . . . . . . . . . . . . . . . . . . 10
Game of Guilds. . . . . . . . . . . . . . . . . 11
Founding of Guildhall. . . . . . . . . . . . 12
Guild Members. . . . . . . . . . . . . . . . . 13
Guild Hierarchy. . . . . . . . . . . . . . . . . 13
Structure of Guildhall. . . . . . . . . . . . 14
Guild Life.. . . . . . . . . . . . . . . . . . . . . 14
On Becoming a Guildsmen. . . . . . . . . . . . . . . 16
Starting.. . . . . . . . . . . . . . . . . . . . . . . 16
Lore Tomes. . . . . . . . . . . . . . . . . . . . 16
Learning New Skills. . . . . . . . . . . . . 17
Rank Advancement. . . . . . . . . . . . . . 17
Guild Ceremony.. . . . . . . . . . . . . . . . 20
Changing Guilds. . . . . . . . . . . . . . . . 22
Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Artisan.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Bard.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Cavalier.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Cleric.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Necromancer. . . . . . . . . . . . . . . . . . . . . . . . . . 35
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Runecaster.. . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Warlock.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Wizard.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
On Governing Guildsmen. . . . . . . . . . . . . . . . 49
Council of Lore. . . . . . . . . . . . . . . . . 49
Community Governance. . . . . . . . . . 49
Luminary Positions. . . . . . . . . . . . . . 50
Meetings.. . . . . . . . . . . . . . . . . . . . . . 52
Justice of Guildhall. . . . . . . . . . . . . . 56
Crimes and Punishments. . . . . . . . . . 59
On Commoners. . . . . . . . . . . . . . . . . . . . . . . . 64
Culture. . . . . . . . . . . . . . . . . . . . . . . . 64
Prejudices.. . . . . . . . . . . . . . . . . . . . . 64
Laws.. . . . . . . . . . . . . . . . . . . . . . . . . 65
Occupations. . . . . . . . . . . . . . . . . . . . 65
On Commoner Nations. . . . . . . . . . . . . . . . . . 68
Beardon. . . . . . . . . . . . . . . . . . . . . . . 68
Elf.. . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Human. . . . . . . . . . . . . . . . . . . . . . . . 76
Klacton.. . . . . . . . . . . . . . . . . . . . . . 101
Minotaur. . . . . . . . . . . . . . . . . . . . . 104
Orc. . . . . . . . . . . . . . . . . . . . . . . . . . 106
Pythian. . . . . . . . . . . . . . . . . . . . . . . 108
Rakkarin.. . . . . . . . . . . . . . . . . . . . . 110
Weetle. . . . . . . . . . . . . . . . . . . . . . . 112
Some General Information. . . . . . . . . . . . . . 114
Magic. . . . . . . . . . . . . . . . . . . . . . . . 114
Spirits.. . . . . . . . . . . . . . . . . . . . . . . 116
Religion. . . . . . . . . . . . . . . . . . . . . . 116
Military Orders. . . . . . . . . . . . . . . . 119
The Eternal Spirits. . . . . . . . . . . . . . 122
Geographic Locations. . . . . . . . . . . 123
Economics. . . . . . . . . . . . . . . . . . . . 125
Calendar. . . . . . . . . . . . . . . . . . . . . . 126
Holidays and Celebrations. . . . . . . . 126
Economics, Skills & Equipment. . . . . . . . . . 129
Money. . . . . . . . . . . . . . . . . . . . . . . 129
Base Substances . . . . . . . . . . . . . . . 129
Runes. . . . . . . . . . . . . . . . . . . . . . . . 129
Communication. . . . . . . . . . . . . . . . 129
Compounds. . . . . . . . . . . . . . . . . . . 129
Glyphs. . . . . . . . . . . . . . . . . . . . . . . 130
Medical Treatments. . . . . . . . . . . . . 130
Technology. . . . . . . . . . . . . . . . . . . 130
Traps. . . . . . . . . . . . . . . . . . . . . . . . 131
Equipment. . . . . . . . . . . . . . . . . . . . 131
The Time Line. . . . . . . . . . . . . . . . . . . . . . . 135
First Age. . . . . . . . . . . . . . . . . . . . . 135
Second Age. . . . . . . . . . . . . . . . . . . 135
Third Age.. . . . . . . . . . . . . . . . . . . . 139
Fourth Age. . . . . . . . . . . . . . . . . . . . 142
Two thousand years ago the realm was torn asunder as the peaceful rule of the Five Old
Gods was ended by the New Gods and their armies. For a millennia the world bled,
enslaved under the yoke of tyranny, exposed to corrupted flows of magic, suffering
storms, plagues and famine, their plight seeming hopeless, in the face of a world gone
mad.
Then, a beacon of hope, a glimmer of order in the shadow, a group of heros dedicated to
restoring the realm formed an organization known as Guildhall, composed of thirteen
Guilds: Artisans, Alchemists, Bards, Cavaliers, Clerics, Druids, Necromancers, Rangers,
Rogues, Runecasters, Warlocks, Warriors and Wizards. Each guild possessing their own
unique set of magical skills.
The heros of Guildhall fought the New Gods and their armies, ending the tyranny,
purifying the flows of mana, and bring peace to the world. The Age of Death was
declared ended, and Age of Order begun. This is our Age, Fourth Age, known most often
as the Age of Guildhall or the Age of Order, and sometimes by the religious among us as
the Age of Solnus.
We live in a time of peace and prosperity under the protection of Guildhall. Members of
Guildhall are called Guildsmen, and only they can wield the power of magic. They are
devoted to a way of life that values cooperation, fraternity and mutual respect. They are
champions of right and defenders of morality.
But there is a great danger, the prophecies tell that the Fifth Age, also called the Age of
Karthis or the Age of Chaos, is coming and it will be the end of all we love. Karthis, the
god of chaos will return to wreak his vengeance. The realm will be consumed in fire and
flame and all that was will be but a distant memory.
The Glory of Guildhall is the story of heros struggling to keep their world in the Age of
Order. As great nations rise eclipsing the power of Guildhall, as New Gods return
gathering new armies to their faiths, as commoners rise up in greed and avarice, as the
world teeters on the brink of destruction, Guildhall struggles alone, against the world, to
keep the Age from turning.
A Historical Overview
were connected by the unbreakable bonds of sibling love.
Solnus offered the laws of the universe; physics,
mathematics and gave consistency to her dream. Karthis,
offering change, varied the laws just enough so that
everything was unique in its own right.
The Awakening
In the beginning there were five elements: Earth, Air, Fire,
Water and Spirit. These five elements swirled into
individual consciousness. They took individual names and
forms, but collectively they were known simply as the Five
Gods. Later, they were called the Old Gods.
Solnus created the oceans and rose the earth from its
depths. Karthis shaped majestic mountains which Solnus
covered in snow; Karthis carved valleys which Solnus
filled with lakes and streams. Karthis created a swirling
desert of ever-changing sands. He made storms that caused
lightning to strike and thunder to rumble. He let the rain
fall in torrents and made every snowflake different. Solnus
formed minerals, gems and precious metals.
World Creation
Greater Beings
After the Five, acting in pairs, failed to create a race of
beings in their image, Lumina suggested that they share
equally of themselves and attempt to forge a perfect being.
Under Luminas guidance, the Five joined together to
create a race of mortal beings having equal parts of all five
of the elements. This race was called the humans.
The gods were happy and they rejoiced for a time, but each
still felt the world was lacking. The realm was so big and
could hold so much more, so the five gods agreed to create
additional races which each possessed varying attributes of
each. These new races were vastly different from the Five
in both form and temperament.
Age of Nature
The First Age has been called the Age of Nature. In this
time the Five came to live among their children in the
Garden of the Gods, which was on the highest peak in what
was later to be called the Forlorne Mountains. During the
Age of Nature life was peaceful.
The first age was a time of great learning. The Five wished
to share their knowledge and powers with their children.
They preached the Way of the Five, the first religion of the
realm which taught all to believe in balance and to live in
love with each other and the world of nature. It mandated
that all conflicts be resolved by verbal discourse with an
equitable decision reached by compromise. Violence was
unknown and crime was nonexistent. It was a time of
plenty where all were content.
It was in this age the Five began to teach those who could
manipulate the power of mana. These blessed few were
called the Five-Sworn and they took an oath to the Five
promising to forever protect the realm. For their oath, the
spirits of the Five-Sworn were bound to the realm and
would be reborn every thousand years to ensure the world
was in its proper age.
realm.
The Age of Life promised an eternity in a world without
crime, war or needless death. For a time the dream was a
reality, but somehow the dream faltered. The Way of the
Five was discarded by many who sought to rule themselves
with their own codes, faiths and ideologies. The peace of
the realm could not be kept and the age ended in bloodshed
and war.
The rabble-rousers began to rally people to their selfserving causes corrupting them to their own ends by using
untruths. People who once worshiped the Five turned
away, convinced by the lies and empty promises that the
rabble-rousers could give them a better world.
The Five did not see the failing of their dream until it was
too late. Many of the Five-Sworn, broke their ancient
oaths, as they were lured away and swept up in the folly,
lost in the lies, rumors and propaganda spread to
undermine the Five.
Age of Life
The Second Age has been called the Age of Life, or the
Age of Lumina. The traditional starting point for the Age
is the wedding of Noctis and Lumia and the building of the
City of Evermoore as a wedding gift by the brothers,
Karthis and Solnus.
During this Age, the Five-Sworn traveled the realm helping
all those in need, settling disputes, and keeping the laws so
that all people could continue to live in peace.
Grotar was brought into the realm Harog who was also
called the Herald of Grotar. The impact of this new god
was terrible and would prove the undoing of all that the
Five knew, loved and taught.
The next was Tharkana, the goddess of the Klactons. The
Klactons, not being able to identify with their creators,
brought into existence through their belief an insect god
who was like them. Tharkana had power over all of the
hives and united their society as one. The hive-queens and
their evolved Klactons lost all control of their hives.
The Five taught only helpful lore. However, near the end
of the Age of Life, the teachings of the Five was perverted
to use for war. The people of the realm learned to summon
beings of power, such as elementals, archons and spirit
beings. Advances were made in the control and use of the
elements to enable the spontaneous creation of fire and ice
and their use as a weapon. The darkest skill created was by
Demandred (Reaver) who discovered necromancy which
was the use of unlife energy. He was tried as a blasphemer
by Meave (Crusader), stripped of his Five-Sworn honors,
and banished.
With the creation of the New Gods, the Age of Life could
not be saved. The concept of war was created by the Orcs
and for the first time armies were raised. Both sides turned
to violence as both had strong convictions.
The first major conflict to erupt occurred in the elven
lands. The Elven struggle blossomed into a civil war
consuming all of the Elven people, except a few who chose
to leave the homelands on ships in search of a peaceful
existence. Blood was shed as the Elves turned on each
other.
Solnus took the field and the truth became known, Lumina
and Natallis gave their energies to Solnus, but even their
power was not enough. Grotar slew Solnus and the city
fell. Karthis fled to the desert that bares his name and
Noctis went insane cared for by Reavers in the catacombs
under Evermoore.
The civil war continued in the land of the elves, and when
it finally concluded the elves were so weakened that the
orcs easily incorporated them into their Empire.
Age of Death
The Third Age has been called the Age of Death. The
beginning of the Third Age is marked by the fall of
Evermoore. It was a time of tremulous upheaval and world
change for the worst. Grotar had a plan to rule the realm
and dispensing of the Five was merely the first step. It was
not until the Fist of Grotar smashed the realm and plunged
it into the Seven Days of Darkness that this horror was
truly realized.
Next, the Orc dreadlords betrayed their treaty with the Five
Kingdoms and led their armies against the humans. The
Dale was quick to fall as it had no army to defend itself.
The remaining Five Kingdoms offered stern resistance, but
7
After too many terrible years, the first step toward ending
the Age of Death occurred when a group of adventurers
gathered in Evermoore to research and reorganize the
teachings of the Five. As their numbers grew these heros,
united into the League of Guilds which later became
Guildhall.
Age of Chaos
The Fifth and Final Age will be called the Age of Chaos,
an age of ultimate entropy and complete destruction, the
absolute end of the realm, a time when the Five take back
all the effort they gave into creating the world.
Age of Order
The Fourth Age is called the Age of Order, or more
commonly the Age of Guildhall. The founding of Guildhall
marked the beginning of the Fourth Age.
The prophets say that the Age of Chaos will not be marked
by any great event, but instead the Guildsmen will look
around and realized that the world they ordered had been
disordered by them.
Divided and alone, with their great halls empty, there will
be too few Guildsmen to continue. And as the Age of
Order turns to Chaos, they will wonder why the great
dream died and only after it is gone will they realize that
they were the ones who allowed Guildhall to be destroyed.
The prophets have seen that the Age of Chaos will be
heralded by the Guildsmen themselves. When brother
turns on brother for reasons of nation, faith or folly, so
shall the great hall fall. Just as in the end of Evermoore,
there will be a few who covet power to themselves at the
expense of others, and these few will cause the fractures
On Guildhall
Alchemists seek to understand the essence of existence.
They are philosophers, physicians, and naturalists whose
studies allows them a diverse set of skills. In battle, they
use their magical compounds to disable or destroy their
enemies, or to enhance and augment their allies. Other
Guilds stereotype Alchemists as more involved in their
studies than the outside world; Alchemists reply that their
theories and notations afford them a greater understanding
of the world.
Artisans
Artisans are builders who fashion and upgrade items. They
are experts in construction, engineering and manufacturing.
In battle, they can remain behind the lines fashioning
weapons and mending equipment. However, if the front
line falls, the artisans are formidable fighters. Other Guilds
stereotype Artisans as devoted more to the esthetics of
their creations than the practicality of their use; Artisans
reply that functionality itself should be beautiful.
Bards
Bards are entertainers. They manipulate the world through
song and create spectacular effects with their voice. In
battle, bards can rely on their fighting skills as well as their
powers to manipulate sound energy and control the minds
of others. Other Guilds stereotype Bards as carousers;
Bards reply with a smile, a little laugh and maybe a sip of
wine.
The Age of Life was over, the Five Gods were destroyed,
and the Orc Empire controlled the realm. The Way of the
Five was lost, and the Orcs sought to eradicate everything
the Five stood for stamping out all learning, denying
education and enslaving the world.
Clerics
Clerics lead the worshipers. They provide religious
services and guidance for the followers of their faith. In
battles, clerics are often healers, but should the situation
warrant they can use their prayers to call down the
awesome power of their god. Other Guilds stereotype
Clerics as controlling; Clerics reply that faith is its own
reward.
Cavaliers
Cavaliers command armies, leading divergent groups of
Guildsmen to protect the tenets of Guildhall. They
specialize in the tactics and strategy that mean the
difference between victory and death. In battle, the
Cavaliers are often the leaders. Other Guilds stereotype
Cavaliers as glory hounds; Cavaliers reply that victory
brings glory to all Guildhall.
Guilds
Thirteen Guilds comprise Guildhall. Each Guild has its
own special skills, its own idiosyncracies and politics, but
they mesh together and balance with each other bonded in
their devotion to Guildhall and the knowledge that only
through their unity can they preserve the realm.
Druids
Druids are skilled in dealing with the natural world. They
Alchemists
10
are shamans of the earth, sky and water. They can heal,
restore injured limbs and resurrect corpses. In battle,
Druids are often scouts slipping through the woods, but its
just as common to find them helping just behind the front
lines. Other Guilds stereotype Druids as being overly
concerned with the natural world; Druids reply that
keeping nature in balance preserves the world.
Warlocks
Warlocks are the perfect balance of battle magic and melee
fighting. Steeped in mystery and suffused by magic theyre
a close knit Guild, dedicated to destruction. In battle,
Warlocks are on the front lines fighting side by side with
the troops, using their powerful skills to destroy the enemy.
Other Guilds stereotype Warlocks as aggressive, secretive,
and ritualistic; Warlock are too busy attending their
clandestine meetings to reply.
Necromancers
Necromancers are skilled in dealing with death. Their
admission into Guildhall was of necessity, for they have
the power to raise corpses into undead servants. The
necromancers are fond of saying, "if the armies of
Guildhall fail in life, then they will triumph in death."
Necromancers also have offensive spells that disable their
enemies by defeating life energies. In battle, it is the
traditional task of the necromancer to raise and control the
corpses of both friend and foe to fight for the cause. Other
Guilds stereotype Necromancers as disloyal; Necromancers
reply We are the loyalist Guild, by necessity of course,
because if Guildhall should fall the Commoners would
hunt us to extinction so its in the Necromancers best
interest to preserve Guildhall.
Warriors
Warriors are the embodiment of combat prowess. They can
learn to use almost any weapon and the sheer number of
powerful combat feats can overwhelm any defender. They
have been known to shrug off the effects of magic and use
their massive blows to rend through the thickest armor. In
battle, the Warriors are the ones who often carry the day.
Rarely getting the glory, they are the first to fight and the
first to die, but on their backs every victory is carried.
Other Guilds stereotype Warriors as being dumb lugs;
Warriors dont have to reply, because no one dares tell
them this to their face.
Wizards
Wizards are all-purpose spell casters and enchanters. They
have varied spells focusing on mind control, mana
manipulation and immobilization. In battle, wizards may
use their spells against their enemies, augmenting them
with their powerful magical feats. Other Guilds stereotype
Wizards as intellectuals with little common sense; Wizards
reply that thinking on a higher intellectual plane often
means that others will misunderstand your thoughts.
Rangers
Rangers are woodsmen who develop extraordinary skills in
dealing with terrain and beasts. In battle, they specialize in
ranged weapons and are the chief scouts who gather
information and report it back to the leaders. Other Guilds
stereotype Rangers as loners and individualists; Rangers
reply that each person should be self-sufficient so the
person can better serve the group.
Rogues
Rogues are the stealthy agents of Guildhall, dashing covert
operatives who can be found at every level of commoner
government. They are highly skilled, well-connected
individuals whose aptitude for espionage enable them to
gather influence, broker power and negotiate backroom
deals. They are not thieves or murderers and vehemently
resent such accusations. In battle, they most often work
alone or in small groups undermining the enemy. Other
Guilds stereotype Rogues as untrustworthy; Rogues reply
that trust is earned.
Game of Guilds
The Game of Guilds is the name for the political
wrangling that permeates the institution of Guildhall. Some
Guildsmen say that if youre not a player, youre being
played.
The Game of Guilds encompasses a broad range of
political elements including controlling elected community
positions, forging alliances with Commoner groups for
personal benefit, and limiting the power of other
Guildsmen while creating voting blocks of your own allied
Guildsmen.
Runecasters
Runecasters deal with fate and destiny. They scribe runes
that provide protection from many dangers. In battle, there
is equal chance they may be found in the rear, drawing
runes, or fighting on the front lines. Other Guilds
stereotype Runecasters as meddling in destiny; Runecasters
reply that foreknowledge is forewarned.
11
Founding of Guildhall
Guildhall was founded in the Realm of the Five at the
beginning of the Age of Order. It began as a gathering of
those who remembered the old ways and who traded to
each other knowledge of the Five. This knowledge had
either been passed down in their family or rediscovered in
ancient ruins. This knowledge was the Lore taught by the
Five in the Age of Life.
Guild Hierarchy
There is a hierarchy of the membership in each guild. All
Guilds have five ranks: Initiate, Junior Journiate,
Journiate, Senior Journiate and Master.
The apprentices are at the bottom of the heirarchy, then
initiates, then the journey making levels, and finally one
reaches the high rank of master. All Guildsmen must pass
through these five ranks on the way to mastery of their
Guild.
Guild Members
All the members of Guildhall are Arcane. Arcane people
are those born with the spark of magic. Only Arcanes can
learn the weaves and patterns of mana necessary to follow
a Guild.
Responsibility
The Guildmaster assigns the duties of the Guild members
at Market Days according to their ranks. All Guild
members should report to their Guildmasters at the start of
the gathering. Most of the duties will include information
gathering, substance recovery and communications with
other Guilds on pressing matters.
Guild Title
Generally, a person will identify themselves to others as a
member of their Guild. But on formal occasions or when
introducing themselves to a member of their own Guild the
Guildsmen will generally announces his or her full rank by
Structure of Guildhall
The headquarters of Guildhall is located on an island in the
Sea of Lore. During the first week of each month the
elected Councillors of each Guild meet in a general
assembly to discuss the business of Guildhall.
Guild Life
A persons experience in Guildhall depends as much on
where they live as how they choose to live.
Once a week the city-living master will travel into the city
to meet at the Hall of Guilds where he and the other
Guildsmen in the city make the deals that drive their
national economy and politics.
15
On Becoming a Guildsmen
Choosing Skills
A Guildsman may learn any skill off their Guild syllabi
provided he or she has learned the prerequisite skills and
has sufficient rank if the skill is a rank restricted skill.
Please see the skill listing in the core rule book for required
pre-requisite skills and refer to the Guild syllabi herein for
a list of each guilds rank restricted skills.
Starting
Body and mana each cost 300 status; the maximum body
is 8 and the maximum mana is 16. The cost of each Guild
skill is listed after the skill on the individual Guild Syllabi.
Racial abilities and cultural skills are detailed in the
section on Nations. Any status not spent may be saved as
unspent status.
Guild Syllabi
The syllabi for each Guild (found at the end of this section)
contain a complete list of all the skills that the Guildsman
in that Guild can learn. The skill list for each Guild is
large, but apprentices should not be intimidated. They will
soon grow to appreciate the depth and diversity found
within each Guild.
Pre-requisite Skills: Many skills requires a Guildsman to
learn a pre-requisite skill before learning more advanced
skills (See core rulebook).
Starting Rank
Most Guildsmen begin their adventuring as an Initiate of
their Guild, having just completed their apprenticeship and
recently been promoted to the Initiate Rank. However, a
person can elect to start their adventuring as a Candidate
for Apprenticeship (see Arcane Commoner) or as an
Appointed Apprentice who is in the process of learning
apprentice skills. Guildsmen who begin adventuring as less
than an Initiate Rank must go through rank promotions.
Lore Tomes
16
Self-Teaching
A Guildsman with teach I may learn a skill of their Guild
if there is no teacher available, provided they have a lore
tome that contains an explanation of the desired skill.
Public lore tomes are available for use by Guildsmen in
most cities at Guildhall libraries and at most Guildhall
Inns. Self-teaching takes at least one full day of practice
for each skill. Characters self-teaching a skill cannot
adventure and must be in a safe environment. Apprentice
skills cannot be learned by self-teaching.
Rank Advancement
A Guildsmens rank is determined by how much status has
been spent on learning Guild skills. This total does not
include status used to learn mana, body and non-guild
skills. Consult the chart to see the amount of spent guild
skill status needed for each rank. The amount in each rank
interval is also shown. A character who reaches the end of
a rank may not learn additional skills until they are
promoted to the next rank.
Guild
Rank
Apprentice
Initiate
Jr. Journiate
Journiate
Sr. Journiate
Master
Loremaster
Guild
Status
Interval
0-2,500
2500
2,501-7,500
5000
7,501-12,500 5000
12,501-20,000 7500
20,001-25,000 5000
25,001-30,000 5000
30,000
n/a
Apprentice
All Guildsmen start as an apprentice and are taught the
basic skills and theories of the Guild. They spend much
time studying the great lore tome of visionary masters,
learning the many ways of mana manipulation so that they
can create their own styles, and in time make their own
great contributions to the community and the realm.
Journiate
The next three ranks are generically called the Journiate
ranks within the Guild. As an Inititate the Guildsman has
proven himself competent, but has a long journey before he
becomes a master.
Master
A Master is viewed as one who has learned all of the
defining skills in the Guild and is ready to share the
philosophical underpinnings of the Guild. Mastery is not
awarded to all Guildsmen. Candidates must be heavily
tested, both in character and skill, and only the best should
be allowed to proceed to Mastery.
Guild Ceremony
Elaborate ceremonies are the heart of Guildsmen culture,
and these ceremonies have great effect on the status of the
person involved. They are the oldest traditions of
Guildhall finding their roots in the teachings of the Five
gods who created the realm.
Lore Master
A Lore Master is a guildsman who has learned all the
skills. A Loremaster is eligible to be elected to the Council
of Lore. A Guildsman who serves on the Council of Lore
is very busy with their duties and must retire from
attending Market Days and adventuring until his term as a
Councillor of Lore is completed, excepting that he or she
is permitted to attended the Feast/Guild Meeting portion of
a Market Day no more than three times in a calendar year.
community meeting.
Ceremony of Initiation
This ceremony occurs after serving as an apprentice for at
least one year and after the Apprentice has learned all of
their apprentice skills. This ceremony is performed by the
local Master of the Guild in cooperation with the
characters friends and family.
The traditional ceremony revolves around the removal of
the apprentice robes, the lighting of their candle, and the
swearing of the Oath of Guildhall.
Ceremony of Apprenticeship
This ceremony brings a person into Guildhall, and is often
call the Ceremony of the Candle or sometimes called less
formally as the Robing
Ceremonies of Journeymaking
These three ranks represent the Guildsmans journey
toward knowledge and eventual mastery of the trade. In
each of the ceremonies the candidate swears the Oath of
Guildhall before his friends, family and/or peers while
holding the candle given to him as an apprentice and
lighted as an initiate. During each ceremony the candidate
is required to publically state the deeds he or she has done
to better the community and serve the world.
Ceremony of Mastery
This is the final level within each Guild. The Guildsman
has passed through all ranks to reach the esteemed position
of master, a rare and wonderful accomplishment, requiring
years of training and devotion.
The Ceremony of Mastery is often set apart from other
promotions taking place immediately after entertainment
or at another time when all can gather without interruption.
The ceremony is lead by the Guildmaster or appropriate
Master.
Changing Guilds
A Guildsman can change his or her Guild by apprenticing
to the new Guild. The candidate must come before the
Guild Council and announce his or her intent to change and
state the reasons. The old Guild must formally release, and
the new Guild must formally accept, neither can withhold
permission if the Guildsman is a Guildsman in good
standing and has the proper moral character. No vote is
required by the local Guild Council. The change is
announced by the Guild Council and becomes official
when the Ceremony of Apprenticeship is completed by the
new Guild.
22
Alchemist
"As I entered his laboratory, a burning, sour smell assaulted my nose.
My eyes adjusted to the dim candlelight, and I realized the odor must
be from the steaming brew bubbling over a small fire on a table.
Brightly colored liquids filled tubes and strange objects could be seen
in jars around the room. I was a little frightened, but I was desperate.
I approached the aproned man and told him my need. He patted my
hand and turned to his vials. In a bowl above a candle, he quickly
mixed many powders. Adding a liquid created a puff of smoke and a
bang. He poured the contents of the bowl into a vial and handed it to
me. As I gave him my grandmother's broach, he explained that I was
to put the potion in Willie's soup and the fever and cough would soon
go away."
Compounds
curative 500, disabler 500, enabler 500, hazard 300, infection 300, narcotic 300, poison 500, toxicant 300
Feats
catch I 200, catch II 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged
II 200, critical ranged III 200, critical ranged IV 400, disarm I 200, dodge I 200, double range I 100,
double range II 100, fend I 200, knockback I 200, limb cut I 200, limb throw 200, negate I 400, parry I
200, propel I 200, quick aim I 200, quick aim II 200, quick cast I 200, stagger I 200, strength I 100, stun
I 200, willpower I 200, willpower II 400
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
animal handling 100, armor I 200, armor II 200, armor III 200, astronomy 100, binding 100, biology 100,
chemistry 100, climb I 100, commerce 100, compound combat 400, compound handling 200,
compound sleight 300, coordinate 200, crime 100, disarm trap 200, embalm 100, enigmas 100, fatal
finish 100, fine arts 100, first aid 100, forensics 100, gaming 200, geology 100, history 100, hypnosis 400,
law 100, leap 300, literature 100, mathematics 100, mechanics I 100, medicine 200, mutilation 100,
navigation 100, occult I 100, physics 100, politics 100, psychology 100, regain feat (examination) 200,
repair 100, resuscitate 100, ride I 200, ride II 100, ride III 100, rumors 100, scrounge 200, sense I 100, sense
II 300, sense III 200, splint 100, surgery 400, survival 100, swim I 100, teach I 100, teach II 100, theology
100, vehicles I 200, vehicles II 100, vehicles III 100, vermin handling 100, wealth I 200, wealth II 200,
wealth III 200, wealth IV 200, wealth V 200, weapons (bow) I 200, weapons (bow) II 200, weapons
(chopping) I 100, weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100,
weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, weapons (throw) II 100,
23
200
Procedures
alter auras 200, area (gaseous) 300, bolster body 200, bolster mana 200, breather 100, bridge 200,
buoyant item 100, call vermin 100, death awareness 200, deform 100, dispelling 100, dome
(impermeable) 200, education 100, electroshock 200, embody construct (golem) 200, firm grip 100,
glib voice 100, heightened senser 200, infirmary 200, invulnerable limb 400, laboratory 200, pass lore
200, preservation 100, protection 100, purify blood 200, restoration 300, return 200, sending (thoughts)
100, spatial location 200, spiritual (therapy) 100, spiritquest 400, tap (healing) 200 , telepath 500,
transmutation 200, wall (impermeable) 200, weight 200
Apprentice Skills
Compounds: hazard 300
Knowledge: biology 100, chemistry 100, climb I 100, compound combat 400, compound handling
200, first aid 100, geology 100, history 100, regain feat (examination) 200, sense I 100, splint 100, swim
I 100, weapons (chopping, crushing or cutting) I 100, weapons (throw) I 100
Procedures: restoration 300
Journiate Skills
Feats: dodge I 200, negate I 400, parry I 200
Compounds: enablers 500, infection 300
Glyphs: rank III 200
Knowledge: wealth III 200
Powers: squelch 200
Procedures: passlore 400
Master Skills
Knowledge: teach II 100, wealth V 200
Procedures: area (gaseous) 400, telepath 500
24
Artisan
"I see him, bent over his forge, his thick muscles roll as he pumps the
bellow to heat the steel held over burning coals. A tall powerful man,
his chest the width of a barrel, sweat trickles between his shoulders as
his hammer pounds the anvil. His powerful torso is supported by treetrunk legs that ripple as he squats to dip the new blade into water. The
rising steam mists his long beard and ash smudged face. Then thick,
dexterous fingers wield a razor-sharp knife to shape an ornate handle
for the master crafted sword. He proudly caresses the weapon as a
piece of art, knowing it bears the sweat of his effort and a piece of his
soul. He is an Artisan, the finest crafters in the land, and his items will
fetch prices far above the rest."
Fabricating
constructing 200, fashioning I 200, fashioning II 200, fashioning III 200, fashioning IV 200, fashioning
V 200, manufacturing 100
Feats
augment sp&p I 200, bash I 200, breaking sp&p I 200, critical melee I 200, critical melee II 200,
critical ranged I 200, critical ranged II 200,disarm I 200, dodge I 200, feint I 100, feint II 100, fend I 200,
knockback I 200, knockback II 200, knockback III 200, knockback IV 200, knock out I 400, limb crush
I 200, negate sp&p I 400, parry I 200, parry II 400, quick cast sp&p I 200, recover I 200, strength I 100,
strength II 100, strength III 200, stun I 200, stun II 200, stun III 200, stun IV 200, willpower I 200
Knowledge
armor I 200, armor II 200, armor III 200, armor IV 200, wear armor V 200, armor VI 200, armor VII 200,
biology 100, binding 100, chemistry 100, climb I 100, commerce 100, coordinate 200, crime 100, disarm
trap 200, enigmas 100, fatal finish 100, fine arts 100, first aid 100, geology 100, history 100, law 100,
literature 100, mathematics 100, mechanics I 100, navigation 100, occult I 100, physics 100, pick locks
300 , politics 100, regain feat (innovate) 200, repair 100, ride I 200, ride II 100, ride III 100 , rumors 100 ,
resuscitate 100, scrounge 200, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100,
teach I 100, teach II 100, vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth II 200,
wealth III 200, wealth IV 200, wealth V 200, weapons (bow) I 200, weapons (bow) II 200, weapons
(bow) III 200, weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons
(chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II
100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons
(cutting) III 100, weapons (shield) I 300, weapons (shield) II 200, weapons (throw) I 100, weapons
(throw) II 100
25
Rituals
adornment (keepsake) 200, armor clothes 300, bolster body 200, bolster mana 200, bottomless bag
100, bridge 200, buffing 200 , buoyant item 100, dispelling 100, dome (impermeable) 200, dome
(permeable pulverize) 200, earthworks 400, embody construct (simulacrum) 200, embody
strengthener (laborer) 100, firm grip 100, lock 200, polishing rag 200, projectile device 200, recover
item 200, reinforce shield 200, reinforce weapon 200, replenish ammunition 200, restore item 200, tap
(mending) 400, theft protection 100, time reducer (tool) 200, wall (impermeable) 200, wall
(permeable pulverize) 200, weight 200, workstation 200
Spells
damage generic (pulverize) 500, deteriorate item 400, disable item 400, disenchant item 200, dispel
200, drop all 200, find items 200, form tool 400, form melee weapon 400, form ranged weapon 200, form
shield 200, fragment item 400, impervious item 200, mend 600, mete mana 200, open lock 200,
unbreakable item 200, weight decrease 200, weight increase 400
Traps
container traps 200, door traps 200, pressure plate traps 300
Apprentice Skills
Fabricating: fashioning I 300
Feats: parry I 200
Knowledge: climb I 100, commerce 100, disarm trap 200, first aid 100, history 100, mathematics 100,
mechanics I 100, regain feat (innovate) 200, repair 100, sense I 100, swim I 100, weapons (chopping,
crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100
Spells: damage generic (pulverize) 500
Journiate Skills
Fabricating: fashioning IV 300, fashioning V 300
Feats: knock out I 400, negate sp&p I 400, parry II 400
Knowledge: wealth III 200
Spells: disenchant item 200, fragment item 400, weight increase 400
Master Skills
Fabricating: manufacturing 100
Knowledge: teach II 100, wealth V 200
26
Bard
"Upon entering the Inn, a hypnotizing voice drew my attention to the far
corner of the room. My eyes fell upon a Bard perched atop the table. He
sang "The Serpent's Lair," a song about a group of inexperienced
adventurers who stumbled on dragon and met a tragic fate. His song
poured forth accompanied by the melodies of his harp strummed by
talented hands. At the songs end, the crowd erupted into applause and
threw their coins into the hat resting at his feet. I approached as he
flung his multi-colored cloak over his shoulder and picked up his hat
filled with the weight of coin. I offered him a glass filled with wine, and
his sharp, clear blue eyes met mine. He accepted the drink with a wide
smile. Later, he played for me a different tune."
Ballads
anchoring spirit 100, awareness 100, body healing 200, bolster will 100, conscious 100, convalesce 100,
corpse call 200, fixing items 200, hovering 100, juggernaut 100, life 100, miss shots 100, miss strikes
100, omni-sensing 100, pass exposure 100, poison pausing 100, resist [specific] damage 200, returning
100, robustness 100, shielding 200, spatial location 100, stay healthy 100, stop bleeding 100, strength
100, unbreakable items 200
Feats
augment sp&p I 200, breaking sp&p I 200, bursting sp&p I 400, catch I 200, conceal sp&p I 200,
critical melee I 200, critical ranged I 200, disarm I 200, deflect strike I 200, dodge I 200, double sp&p
I 200, double sp&p I 400, elude darkness I 200, elude woodlands I 200, fend I 200, impacting sp&p
I 200, negate sp&p I 400, parry I 200, parry II 400, quick cast sp&p I 200, recover I 200, strength I 100,
stun I 200, surprise strike I 200, surprise strike II 200, waylay I 400, willpower I 200
Knowledge
animal handling 100, armor I 200, armor II 200, astronomy 100, balance 200, binding 100, biology 100,
blindfight 200, chemistry 100, climb I 100, climb II 200, commerce 100, coordinate 200, crime 100,
disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine arts 100, first aid 100, gambling 200,
gaming 200, history 100, hypnosis 400, interrogation I 400, law 100, leap 300, literature 100, mathematics
100, navigation 100, occult I 100, performance 100, pick locks 300, pocket pick 300, pocket place 100,
politics 100, psychology 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100,
read sp&p V 100, regain feat (story telling) 200, repair 100, resuscitate 100, ride I 200, ride II 100, ride
III 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, swim II
200, teach I 100, teach II 100, theology 100, tracking 100, vehicles I 200, vehicles II 100, vehicles III 100,
wealth I 200, wealth II 200, wealth III 200, wealth IV 200, wealth V 200, weapons (chopping) I 100,
weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting)
I 100, weapons (cutting) II 100,weapons (throw) I 100, weapons (throw) II 100
27
Rituals
alertness 200, area (musical) 200, area (sound) 200, conjure celestine 100, dance 100, dispelling 100,
dome (permeable sound) 100, embody strengthener (muse) 100, enscroll sp&p 200, glib voice
100,purify blood 200, remembrance (dirge) 100, sending (song) 100, song 100, spiritual (festival) 100,
storage (musical instrument) I 200, storage (musical instrument) II 200, talisman (lettered) 100, time
reducer (baton) 200, wall (permeable sound) 100
Spells
aggression 200, amnesia 200, attenuate 100, awaken 200, bewilder 200, confuse being 400, compliant
400, damage specific (sound) 200, dazzle 200, dispel 200, distract 200, dominate being 600, emotions
200, enhance weapon 100, flee sound (boom) 200, fugue 200, laughter 200, mass flee sound (boom)
500, mete mana 200, pacify 200, protest being 400, purify food and drink 100, shell 500, sleep 400,
squelch 200, taunt 200
Apprentice Skills
Ballads: conscious 100, stay healthy 100, stop bleeding 100, strength 100
Feats: dodge I 200
Knowledge: climb I 100, crime 100, fine arts 100, first aid 100, history 100, literature 100, politics 100,
regain feat (story telling) 200, rumors 100, sense I 100, survival 100, swim I 100, theology 100, weapons
(chopping, crushing or cutting) I 100
Rituals: dance 100, song 100
Spells: damage specific (sound) 200
Journiate Skills
Ballads: bolster will 200, hovering 300, resist [specific] damage 200
Feats: negate I 400, waylay I 400
Knowledge: wealth III 200
Spells: confuse being 400, sleep 400
Rituals: enscroll sp&p 200
Master Skills
Knowledge: teach II 100, wealth V 200
Spells: dominate being 600, mass flee sound (boom) 600
28
Cavalier
"His armor flashed like polished silver as he stood shining in the midday
sun. The picture he made standing there, straight and tall with his helmet
off and hair waving in the breeze was enough to take any girl's breath
away. His eyes caught mine and my heart skipped a beat. He smiled and
strode towards me, back straight, head held high with power and
confidence emanating from him with every step. He was a Cavalier of the
old code. Honor, Justice, Courage and Truth were the tenets of his
Order. He bent to one knee and grasped my fingers lightly. He touched
my hand to his lips, and my heart pounded in my chest. He looked up at
me then, and asked if I would be his lady for the tournament ... how could
I refuse?"
Feats
critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400, critical ranged
I 200, critical ranged II 200, deflect strike I 200, deflect strike II 400, deplete mana I 200, disarm I 200,
disarm II 400, dodge I 200, dodge II 400, feint I 100, feint II 100, feint III 200, feint IV 200, fend I 200,
fend II 200, fend III 400, hero stand 600, kill crush 600, kill cut 600, knockback I 200, knockback II 200,
knockback III 200, knockback IV 200, knock out I 400, limb chop I 200, limb crush I 200, limb crush
II 400, limb cut I 200, limb cut II 400, negate sp&p I 400, parry I 200, parry II 400, parry III 400, quick
cast sp&p I 200, strength I 100, strength II 100, strength III 200, stun I 200, stun II 200, stun III 200, stun
IV 200, willpower I 200, willpower II 400
Knowledge
animal handling 100, armor I 200, armor II 200, armor III 200, armor IV 200, wear armor V 200, armor
VI 200, armor VII 200, astronomy 100, balance 200, binding 100, biology 100, blindfight 200, climb I 100,
commerce 100, coordinate 200, fatal finish 100, enigmas 100, fine arts 100, first aid 100, gaming 200,
history 100, interrogation 400, law 100, leap 300, literature 100, mathematics 100, military 100,
navigation 100, occult I 100, performance 100, politics 100, psychology 100, regain feat (tactical
discussion) 200, repair 100, resist interrogation 200, resuscitate 100, ride I 200, ride II 100, ride III 100,
rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, teach I 100, teach
II 100, theology 100, vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth II 200, wealth
III 200, wealth IV 200, wealth V 200, weapons (bow) I 200, weapons (bow) II 200, weapons (bow)
III 200, weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons
(chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II
100 , weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons
(cutting) III 100, weapons (shield) I 300, weapons (shield) II 200, weapons (throw) I 100, weapons
(throw) II 100
Rituals
29
armor clothes 100, dispelling 100, dome (impermeable) 200, embody strengthener (recruit) 100, firm
grip 100, military allegiance 200, military armory 300, military award 200, military barracks 300,
military body 200, military code 200, military mana 200, military mark 100, military memorial 200,
military retreat 100, military shield 200, military standard 100, military stronghold 100, military tour
of duty 100, military uniform 300, military weapon 200, perimeter 100, polishing rag 200, spiritual
(competition) 100, time reducer (orders) 200, wall (impermeable) 200
Spells
awaken 200, dispel 200, fortitude 400, mass moving force 600, mete mana
200
Apprentice Skills
Feats: critical melee I 200, deflect strike I 200, parry I 200, strength I 100
Knowledge: climb I 100, first aid 100, history 100, military 100, navigation 100, politics 100, regain feat
(tactical discussion) 200, repair 100, sense I 100, splint 100, swim I 100, weapons (chopping, crushing
or cutting) I 100, wear armor I 300
Rituals & Procedures: military allegiance 200
Journiate Skills
Feats: deplete mana 200, kill crush 600, kill cut 600, knock out 400, negate sp&p I 400, parry III 400
Knowledge: wealth III 200
Spells: fortitude 400
Master Skills
Knowledge: teach II 100, wealth V 200
Spells: mass moving force 600
30
Cleric
"If you could only learn to know my god as I do? If you would open
your heart to him, he will show you the meaning of life and you will
never fear death again. He is a god of love who embraces those who
embrace him. All the things my god has to offer will be yours, if only
you follow him with faith. A simple baptism and his blessings can be
yours. Swear your allegiance and you can have the benefit of his
protection and his healing. You can marry in his name and be forever
joined with the one you love. It is time to convert. Join with me and
become his children, for he is the one true god. Worship him with me for
I am a Cleric of Guildhall, and I shall lead you to eternal salvation in
his name."
Feats
augment sp&p I 200, augment sp&p II 200, conceal sp&p I 200, dodge I 200, double sp&p I 200,
double sp&p II 400, impacting sp&p I 200, impacting sp&p II 200, negate sp&p I 400, parry I 200,
quick cast sp&p I 200,quick cast sp&p II 200, recover I 200, recover II 200, recover III 200, willpower
I 200, willpower II 400
Knowledge
armor I 200, armor II 200, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100,
commerce 100, embalm 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100, gaming 200,
history 100, law 100, literature 100, mathematics 100, navigation 100, occult I 100, politics 100,
psychology 100, physics 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100,
read sp&p V 100, regain feat (prayer) 200, repair 100, resuscitate 100, ride I 200, ride II 100, ride III 100,
rumors 100, sense I 100, sense II 300, sense III 200, splint 100, swim I 100, teach I 100, teach II 100,
theology 100, vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth II 200, wealth III
200 , wealth IV 200, wealth V 200, weapons (chopping) I 100, weapons (crushing) I 100, weapons
(crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100,
weapons (throw) I 100
Prayers
anchor spirit 200, attenuate 100, avert all undead 400, awaken 200, bewilder 200, compliant 400,
confuse being 400, damage specific (holy) 200, damage specific (profane) 200, damnation 400,
dazzle 200, dispel 200, dominate being 600, enhance weapon 100, foible 100, fugue 200, heal 400, hurt
undead 200, kill undead 300, mete mana 200, moving force 200, protest being 400, protest undead
400, purify food and drink 100, rebuke undead 200, seal source 100, sever soul 400, shell 500 , slow
undead 400, speaking corpse 200, squelch 200, steal mana 200, stop undead 200
Rituals
31
area (holy) 200, area (pious) 300, area (profane) 200, area (spirit-bane) 400, ascertain 200, conjure
archon 100, conjure bane 100, curse 200, death awareness 200, dispelling 100, divine allegiance 200,
divine altar 300, divine avatar 400, divine benevolence 200, divine body 200, divine bond 200, divine
homage 100, divine mana 200, divine mark 100, divine prayers 200, divine reliquary 300, divine shrine
200, divine symbol 200, divine vestment 300, dome (permeable holy) 100, dome (permeable profane)
100, embody strengthener (ecclesiastic) 100,enscroll sp&p 200, obliteration 400, purgation 600,
remembrance (eulogy) 100, requiem 400, restoration 300, return 200, sending (dreams) 100,
spiritquest 400, spiritual (revival) 100, storage (prayer beads) I 200, storage (prayer beads) II 200, tap
(healing) 200, time reducer (idol) 200, wall (permeable holy) 100, wall (permeable profane) 100,
ward (undead) 400
Apprentice Skills
Knowledge: climb I 100, first aid 100, history 100, occult I 100, regain feat (prayers) 200, rumors 100,
sense I 100, splint 100, swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100
Rituals & Procedures: divine allegiance 200, restoration 300, tap (healing) 200
Spells, Prayers & Powers: damage specific (holy) 200 or damage specific (profane) 200, heal
400
Journiate Skills
Feats: willpower II 400
Knowledge: wealth III 200
Prayers: avert all undead 400, confuse being 400, hurt undead 200, shell 500
Rituals: enscroll sp&p 200, requiem 400
Master Skills
Feats: dodge I 200, parry I 200
Knowledge: teach II 100, wealth V 200
Prayers: kill undead 300, dominate being 600
Rituals: divine avatar 400, obliteration 400
32
Druid
"She spends her days walking the woods with a long knotted stick taller
than herself. You can find her, occasionally, in the deep woods where
she lives. She is often surrounded by a menagerie of woodland creatures
that she calls her friends. When I met for the first time she was kneeling
to speak to a new sapling, coaxing it to grow with gentle words of
inspiration. Ive loved her since that moment, but Im to afraid to tell.
She lets me walk with her, but we rarely speak. She is shy, perhaps a
little self-conscience around people, but she'll do anything to bring a
smile. Once, when I was sad, she made a field spring with wild flowers
so the beauty would lighten my heart."
Feats
augment sp&p I 200, breaking sp&p I 200, conceal sp&p I 200, dodge I 200,
double sp&p I 200, double sp&p II 400, elude woodlands I 200, impacting sp&p I 200, impacting
sp&p II 200, negate sp&p I 400, parry I 200, pursue I 200, quick cast sp&p I 200, recover I 200, recover
II 200, willpower I 200
Knowledge
animal handling 100, armor I 200, armor II 200, astronomy 100, balance 200, binding 100, biology 100,
chemistry 100, climb I 100, climb II 200, disarm trap 200, enigmas 100, fatal finish 100, first aid 100,
forensics 100, geology 100, history 100, hold breath 100, law 100, leap 300, mathematics 100, medicine
200 , navigation 100, occult I 100, politics 100, pratfalls 300, read sp&p I 400, read sp&p II 200, read
sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (commune) 200, repair 100, resuscitate
100, ride I 200, ride II 100, ride III 100, rumors 100, scrounge 200, sense I 100, sense II 300, sense III 200,
splint 100, survival 100, swim I 100, swim II 200, teach I 100, teach II 100, theology 100, tracking 100,
vehicles I 200, vehicles II 100, vehicles III 100, vermin handling 100, wealth I 200, wealth II 200, wealth
III 200, wealth IV 200, wealth V 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons
(crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100,
weapons (throw) I 100, weapons (throw) II 100
Prayers
anchor spirit 200, attach 200, attenuate 100, avert all beasts 400, beastify 400, befriend beast 400, call
beasts 200, command beast 600, damage generic (swarm) 500, dispel 200, heal 400, hurt beast 200,
immobilize arms 200, immobilize body 200, immobilize legs 200, immobilize vocals 200, impede
melee 200, impede ranged 200, impede responses 200, kill beast 300, mete mana 200, pass exposure
200, protest beast 400, purify food and drink 100, rebuke beast 200, restrain arm 200, seal source 100,
shell 500, slow beast 400, speaking beast 200, squelch 200, stop beast 200
Rituals
33
alertness 200, area (natural) 300, area (swarm) 200, astray 200, beast skin 200, breather 100, bridge 200,
call familiar 200, call vermin 100, climber 200, conjure guide 100, dispelling 100,divine allegiance 200,
divine beast 100, divine body 200, divine bond 200, divine homage 100, divine mana 200, divine
shrine 200, divine symbol 200, dome (impermeable) 200, dome (permeable swarm) 200, earthworks
400, empower beast 200, enscroll sp&p 200, healing (garden) 400, heightened senser 200, morph beast
300, perimeter 100, purify blood 200, remembrance (effigy) 100, restoration 300, return 200, send
(dreams) 100, spiritquest 400, storage (stone) I 200, storage (stone) II 200, swimmer 200, talisman
(natural) 100, tap (healing) 200, time reducer (scepter) 200, wall (impermeable) 200, wall (permeable
swarm) 200
Apprentice Skills
Knowledge: biology 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (commune)
200, sense I 100, swim I 100, theology 100, survival 100, weapons (chopping, crushing or cutting) I
100
34
Necromancer
"I saw him standing in the cemetery, draped in robes of midnight velvet,
surrounded by candles and reeking of burning incense. His pasty white
face was barely visible under the folds of his dark hood. The tails of his
cape fluttered in the chill night air and the candles cast their flickering
light on tombstones glinting beneath the silver moon. White wisps of fog
rolled along the ground and collected at his feet. He reached into a
pouch and retrieved a small vial of powder. He sprinkled the corpse
before him and murmured words of magic which I could not hear
clearly. Then, he shouted in a hoarse, grating voice "Arise! Arise.
ARISE!" The corpse rose and I trembled with fear. This priest of the
dead, this servant of the damned, had created an undead before my
terrified eyes. I ran for my life..."
Feats
augment sp&p I 200, conceal sp&p I 200, dodge I 200, double sp&p I 200, double sp&p II 400, elude
darkness I 200, impacting sp&p I 200, impacting sp&p II 200, negate sp&p I 400, parry I 200, quick
cast sp&p I 200, quick cast sp&p II 200, recover I 200, recover II 200, recover III 200, willpower I 200
Knowledge
animal handling 100, armor I 200, armor II 200, armor III 200, astronomy 100, binding 100, biology 100,
chemistry 100, climb I 100, crime 100, disarm trap 200, embalm 100, enigmas 100, fatal finish 100, fine
arts 100, first aid 100, forensics 100, geology 100, history 100, interrogation 400, law 100, mathematics
100, military 100, mutilation 100, navigation 100, occult I 100, politics 100, psychology 100, read sp&p
I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (nefarious
rites) 200, repair 100, ride I 200, ride II 100, ride III 100, rumors 100, sense I 100, sense II 300, sense III
200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, vehicles
II 100, vehicles III 100, vermin handling 100, wealth I 200, wealth II 200, wealth III 200, wealth IV 200,
wealth V 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100,
weapons (crushing) I 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100
Rituals
adornment (fetish) 200, animate undead I 300, animate undead II 100, area (undead) 300, area
(wither) 200, call familiar 200, call vermin 100, conjure haunt 100, death awareness 200, deform 100,
dispelling 100, dome (impermeable) 200, dome (permeable wither) 100, embody construct
(revenant) 200,enscroll sp&p 200, healing (grave) 400, military allegiance 200, military body 200,
military mana 200, military mark 100, military mastery 100, military retreat 100, military standard 100,
military tour of duty 100, protection 100, restoration 300, return 200, sending (dreams) 100, site (grave
stone) 200, spiritquest 400, storage (skull) I 200, storage (skull) II 200, talisman (bone) 100, tap
(animating) 600, tap (healing) 200, time reducer (tome) 200, visage (undead) 200, wall
35
Apprentice Skills
Knowledge: biology 100, climb I 100, first aid 100, forensics 100, history 100, occult I 100, regain feat
(nefarious rites) 200, rumors 100, sense I 100, swim I 100, theology 100, weapons (chopping, crushing
or cutting) I 100
Rituals: animate undead I 300, restoration 300, return 200
Spells: damage specific (wither) 200, speaking corpse 200
Journiate Skills
Knowledge: wealth III 200
Rituals: enscroll sp&p 200
Spells: avert all undead 400, drain 200, hobble leg 400, maim arm 400, shell 500
Master Skills
Knowledge: dodge I 200, parry I 200, teach II 100, wealth V 200
Spells: avert all living beings 600, corpses follow 200, master undead 200
36
Ranger
"My arrow missed the deer by almost three hands. It bolted and dashed
through the knee-high white snow. I cursed softly, my family was
starving and I'd missed the shot. The deer was almost to the woodline
when it was struck in mid-stride by an arrow loosed from behind my
position. An impossible shot! I turned around to see the archer, his
green and brown clothing blended perfectly with the evergreen foliage
dotted with freshly fallen snow. As he stood, I realized he was only a
few feet from me. He strode past me, walking without a word to his kill.
He pulled the arrow from the carcass, turned to me and said, "You need
this more than I." I blinked in astonishment and he was gone. My
family had food and we would survive the winter. We had been saved
by a Ranger of Guildhall."
Feats
catch I 200, concuss I 400, critical melee I 200, critical melee II 200, critical ranged I 200, critical
ranged II 200, critical ranged III 200, critical ranged IV 400, disarm I 200, distance drop I 400, dodge
I 200, dodge II 400, double range I 100, double range II 100, elude woodlands I 200, evade I 400, feint
I 100, fend I 200, intercept I 200, kill pierce 600, kill throw 600, knockback I 200, limb chop I 200, limb
crush I 200, limb cut I 200, limb pierce I 200, limb pierce II 400, limb throw I 200, limb throw II 400,
negate sp&p I 400, parry I 200, parry II 400, propel I 200, propel II 200, propel III 200, propel IV 200,
pursue I 200, quick aim I 200, quick aim II 200, quick cast sp&p I 200, quick load I 200, recover I 200,
recover II 200, stagger I 200, stagger II 200, stagger III 200, stagger IV 200, strength I 100, strength II
100, stun I 200, surprise strike I 200, surprise strike II 200, waylay I 400, willpower I 200
Knowledge
animal handling 100, armor I 200, armor II 200, armor III 200, armor IV 200, wear armor V 200,
astronomy 100, balance 200, binding 100, biology 100, blindfight 200, chemistry 100, climb I 100, climb
II 200, coordinate 200, crime 100, disarm trap 200, fatal finish 100, first aid 100, forensics 100, geology
100, history 100, hold breath 100, interrogation 400, law 100, leap 300, military 100, navigation 100, occult
I 100, pick locks 300, politics 100, pratfalls 300, regain feat (target practice) 200, repair 100, resuscitate
100, ride I 200 , ride II 100 , ride III 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100,
survival 100, swim I 100, swim II 200, teach I 100, teach II 100, tracking 100, vehicles I 200, vehicles
II 100, vehicles III 100, vermin handling 100, wealth I 200, wealth II 200, wealth III 200, wealth IV 200,
wealth V 200, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow)
IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons
(chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III
100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (shield)
I 300, weapons (shield) II 200, weapons (throw) I 100, weapons (throw) II 100
37
Rituals
astray 200, beast skin 200, breather 100, bridge 200, call vermin 100, conjure guide 100, dispelling 100,
dome (impermeable) 200, embody strengthener (scout) 100, empower beast 200, perimeter 100,
replenish ammunition 200, stealthy 100, wall (impermeable) 200
Spells
dispel 200, hurt beast 200, kill beast 300, mete mana 200, pass exposure 200, protest beast 400, rebuke
beast 200, slow beast 400, speaking beast 200, stop beast 200
Traps
hanger traps 300, obstacle traps 400, snare traps 300
Apprentice Skills
Feats: critical melee I 200 or critical ranged I 200, parry I 200
Knowledge: astronomy 100, biology 100, climb I 100, disarm trap 200, first aid 100, history 100,
navigation 100, regain feat (target practice) 200, repair 100, sense I 100, splint 100, survival 100, swim
I 100, tracking 100, weapons (bow) I 200, weapons (chopping, crushing, or cutting) I 100, weapons
(chopping, crushing, or cutting) II 100 or weapons (throw) I 100, weapons (throw) II 100
Journiate Skills
Feats: concuss I 400, kill pierce 600, kill throw 600, negate sp&p I 400, waylay I 400
Knowledge: wealth III 200
Rituals: astray 200
Spells: hurt beast 200, pass exposure 200
Master Skills
Knowledge: teach II 100, wealth V 200
Spells: kill beast 300
38
Rogue
"The rock in my side woke me as I turned in the night. Opening my eyes,
I was startled to see a figure, clad fully in black, silently making its way
across my camp. My bones turned cold when I recognized the face. He
came from the Guild. . . the Guild of Rogues. I laid very still, so as not
to attract his attention. I knew the reason for his visit. He stood over
Snake, who was deeply asleep across the embers from me. Steel glinted
in the moonlight before slicing throat and windpipe. Not a sound
escaped the dying lips. I had warned Snake to give the Guild its cut. The
shadowy form disappeared into the darkness and I breathed again. I
was not his target, but I slept no more that night."
Compounds
narcotic 300, poison 500
Feats
assassinate 800, bypass I 200, bypass II 400, catch I 200, conceal sp&p I 200, disarm I 200, dodge I 200,
dodge II 400, elude darkness I 200, elude darkness II 200, elude woodlands I 200, evade I 400, eye cut
600, feint I 100, limb cut I 200, negate sp&p I 400, parry I 200, parry II 400, pursue I 200, quick aim I 200,
quick cast sp&p I 200, riposte I 200, strength I 100, strength II 100, stun I 200, surprise strike I 200,
surprise strike II 200, surprise strike III 200, surprise strike IV 400, vocal cut 400, waylay I 400,
waylay II 400, waylay III 400, willpower I 200
Knowledge
armor I 200, armor II 200, armor III 200, armor IV 200, balance 200, binding 100, biology 100, blindfight
200, chemistry 100, climb I 100, climb II 200, commerce 100, compound combat 400, compound
handling 200, compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100, escape
200, fatal finish 100, fine arts 100, first aid 100, forensics 100, forgery 200, gambling 200, history 100,
interrogation 400, law 100, leap 300, mechanics I 100, navigation 100, occult I 100, pick locks 300,
pocket pick 300, pocket place 100, politics 100, pratfalls 300, psychology 100, regain feat (stealth
practice) 200, repair 100, resist interrogation 200, ride I 200, ride II 100, ride III 100, rumors 100,
scrounge 200, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, swim II 200,
teach I 100, teach II 100, tracking 100, vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200,
wealth II 200, wealth III 200, wealth IV 200, wealth V 200, weapons (bow) I 200, weapons (bow) II
200, weapons (chopping) I 100, weapons (crushing) I 100, weapons (cutting) I 100, weapons (cutting)
II 100, weapons (shield) I 300, weapons (throw) I 100, weapons (throw) II 100
Rituals
alertness 200, alter auras 200, area (darkness) 300, astray 200, bottomless bag 100, bridge 200, death
39
awareness 200, disguise 200, dispelling 100, heightened senser 200, invisible 400, locate 200, lock 200,
mask 200, purify blood 200, pursuance 200, smuggle 200, spatial location 200, stealthy 100, theft
protection 100, transposer 300
Spells
awaken 200, dazzle 200, dispel 200, distract 200, dull senses 200, find items 200, mete mana
food and drink 100, speaking corpse 200
200
, purify
Traps
container traps 200, door traps 200, hanger traps 300, obstacle traps 400, pressure plate traps 300,
snare traps 300
Apprentice Skills
Feats: dodge I 200, surprise strike I 200
Knowledge: biology 100, chemistry I 100, climb I 100, crime 100, disarm trap 200, first aid 100, history
100, pick locks 300, politics 100, regain feat (stealth practice) 200, repair 100, rumors 100, sense I 100,
swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (chopping, crushing or
cutting) II 100, weapons (throw) I 100
Journiate Skills
Feats: dodge II 400, eye cut 600, negate sp&p I 400, parry II 400, riposte I 200, waylay I 400
Knowledge: wealth III 200
Rituals: mask 200, transposer 300
Master Skills
Feats: assassinate 800
Knowledge: teach II 100, wealth V 200
Rituals: disguise 200, invisible 400
40
Runecaster
"I had been sitting in the outer room for some time, when a man entered
through the beaded doorway. I recognize the freshly drawn symbols on
his arms. They were magical Runes of power drawn as protections and
given to him from the woman within. I am not here for that service. I
need to see what lies ahead to help me with some decisions I have to
face. A sultry voice beckons me. I enter and lay my coins on the table.
The beautiful dark haired woman reaches for my hand and caresses my
palm. She closes her eyes and inhales deeply, straining the bright flimsy
cloth covering her bodice. Her bracelets jingle as she turns my hand
over and begins telling me how my life could be."
Feats
critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged
II 200, dodge I 200, dodge II 400, double sp&p I 200, elude darkness I 200, elude woodlands I 200, fend
I 200, impacting sp&p I 200, knockback I 200, limb crush I 200, limb cut I 200, negate sp&p I 400,
parry I 200, parry II 400, pursue I 200, quickcast sp&p I 200, recover I 200, strength I 100, stun I 200,
surprise strike I 200, surprise strike II 200, waylay I 400, willpower I 200
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
armor I 200, armor II 200, armor III 200, astronomy 100, balance 200, binding 100, biology 100,
chemistry 100, climb I 100, commerce 100, compound combat 400, compound handling 200,
compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100, escape 200, fatal finish
100, fine arts 100, first aid 100, forensics 100, forgery 200, gambling 200, history 100, hypnosis 400, law
100, leap 300, literature 100, mathematics 100, navigation 100, occult I 100, pick locks 300, pocket pick
300, politics 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p
V 100, regain feat (divination) 200, repair 100, resuscitate 100, ride I 200, ride II 100, ride III 100, rumors
100, sense I 100, sense II 300, sense III 200, splint 100, swim I 100, teach I 100, teach II 100, theology 100,
vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth II 200, wealth III 200, wealth IV
200, wealth V 200, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons
(chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100,
weapons (cutting) II 100, weapons (throw) I 100, weapons (throw) II 100
Rituals
adornment (lucky charm) 200, afflict I 100, afflict II 100, afflict III 100, annoyance I 100, annoyance
II 100, annoyance III 100, ascertain 200, assemble elemental I 300, assemble elemental II 100, curse
200, dispelling 100, dome (impermeable) 200, education 200, embody strengthener (soothsayer) 100,
41
engraved shield 200, engraved weapon 200, enscroll sp&p 200, firm grip 100, locate 200, lock 200,
protection 100, remembrance (augury) 100, return 200, seance I 400, seance II 200, sending (dreams)
100, site (lettered post) 200, spirit (fortune telling) 100,talisman (lettered) 100, theft protection 100,
time reducer (quill) 200,wall (impermeable) 200, ward (conjuration) 300
Runes
rank I 300, rank II 300, rank III 300, rank IV 300, rank V 300
Spells
assemble corpse 400, attenuate 100, avert all conjurations 400, control conjuration 400, damage
(disintegrate) 500, dispel 200, hurt conjuration 200, kill conjuration 300, master conjuration 200, mete
mana 200, protest conjuration 400, rebuke conjuration 200, seal source 100, shell 500, slow
conjuration 400, speaking element 200, squelch 200, stop conjuration 200
Apprentice Skills
Feats: dodge I 200, parry I 200
Knowledge: astronomy 100, chemistry 100, climb I 100, fine arts 100, first aid 100, history 100,
literature 100, navigation 100, occult I 100, pick locks 300, regain feat (divination) 200, sense I 100,
swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (chopping, crushing or
cutting) II 100
Runes, Scripts & Sigels: rank I 300
Journiate Skills
Feats: negate I 400, parry II 400, waylay I 400
Glyphs: rank III 200
Knowledge: wealth III 200
Rituals: enscroll sp&p 200, seance I 400
Runes: rank IV 300, rank V 300
Spells: avert all conjurations 400, control conjuration 400, hurt conjuration 200, squelch 200
Master Skills
Knowledge: teach II 100, wealth V 200
Rituals: seance II 200
Spells: kill conjuration 200, master conjured creation 200
42
Warlock
"I was out too late one night and got lost in the woods. Mind you, I
was still a small boy and with a child's curiosity, I approached a light
I saw burning in the woods. When I could see clearly, my heart
skipped a beat. Thirteen red-robed figures, men and women, standing
in a pentagram of searing flames. A twig snapped beneath my feet and
one of them turned in my direction. His hair was jet black and pulled
back off his face. His eyes, just as dark, chilled me to the depths of my
soul. "Who's there," he asked, menacingly. Before I could move, a ball
of fire shattered the tree next to where I was standing covering me
with burning embers. Warlocks at their secret mid-night sabbat! I ran
in terror. I don't know how I got home alive, but I know I'll never walk
those woods again at night."
Feats
augment sp&p I 200, breaking sp&p I 200, breaking sp&p II 200, bursting sp&p I 400, conceal sp&p
I 200, critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400, deplete
mana I 200, disarm I 200, dodge I 200, double sp&p I 200, double sp&p II 400, feint I 100, feint II 100,
fend I 200, impacting sp&p I 200, impacting sp&p II 200, kill cut I 600, knockback I 200, knockback
II 200, limb cut I 200, limb cut II 400, negate sp&p I 400, parry I 200, parry II 400, quick cast sp&p I
200 , quick cast sp&p II 200, recover I 200, recover II 200, recover III 200, strength I 100, stun I 200 ,
willpower I 200
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
armor I 200, armor II 200, armor III 200, armor IV 200, astronomy 100, binding 100, biology 100,
blindfight 200, climb I 100, coordinate 200, crime 100, disarm trap 200, enigmas 100, fatal finish 100,
first aid 100, forensics 100, gaming 200, history 100, law 100, leap 300, mathematics 100, military 100,
navigation 100, occult 100, physics 100, politics 100, psychology 100, read sp&p I 400, read sp&p II
200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (debate) 200, repair 100, ride
I 200, ride II 100, ride III 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100,
swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, vehicles II 100, vehicles III 100,
wealth I 200, wealth II 200, wealth III 200, wealth IV 200, wealth V 200, weapons (chopping) I 100,
weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting)
I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (shield)
I 300, weapons (throw) II 100
Rituals
43
area (cold) 200, area (electric) 200, area (heat) 200, assemble elemental I 300, assemble elemental II
100, bolster body 200, bolster mana 200, call familiar 200, dispelling 100, dome (permeable cold) 100,
dome (permeable electric) 100, dome (permeable heat) 100, enscroll sp&p 200, firm grip 100,
invulnerable limb 400, storage (orb) I 200, storage (orb) II 200, wall (permeable cold) 100, wall
(permeable electric) 100, wall (permeable heat) 100
Spells
attenuate 100,blind 400, damage specific (cold) 200, damage specific (electric) 200, damage specific
(heat) 200, dazzle 200, deafen 200, death 200, dispel 200, drain 200, dull senses 200, enhance weapon 100,
enfeeble 200, exhaust 200, fatigue melee 200, fatigue ranged 200, fatigue responses 200, foible 100,
forestall 200, fortitude 400, hemorrhage 400, hobble leg 400, incapacitate 200, kill 400, maim arm 400,
mete mana 200, moving force 200, mute 400, pass exposure 200, seal source 100, shell 500, snuff 200,
speaking corpse 200, squelch 200, steal mana 200, weakness 100, weary 200
Apprentice Skills
Feats: parry I 200
Knowledge: astronomy 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (debate)
200, repair 100, rumors 100, sense I 100, splint 100, survival 100, swim I 100, weapons (chopping,
crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100
Spells: damage specific (cold) 200 or damage specific (electric) 200 or damage specific (heat) 200,
dispel 200, dispel 200, steal mana 200
Journiate Skills
Feats: kill cut I 600, parry II 400
Glyphs: rank III 200
Knowledge: wealth III 200
Rituals: enscroll sp&p 200
Spells: blind 200, drain 200, fortitude 400, kill 400, shell 500, squelch 200
Master Skills
Knowledge: teach II 100, wealth V 200
Spells: death 200
44
Warrior
"With both legs broken, I lay on the battlefield, hopelessness
surrounding me. I know I am doomed when the feral Kravynn gaze upon
me, laughing. Suddenly, with a powerful roar, Gavin rises from beneath
a pile of bodies. His huge fists grab the closest weapon, a mighty two
handed hammer. He swirls it in wild arcs above his head as the Kravynn
descend upon him snapping and snarling. He wields the hammer
smashing bone and sinew. His eyes are mad with fury and hate. His
body is bathed in blood and sweat and his grip slides on the haft of the
hammer, yet he does not stop until the last one falls. Exhaustion pulls at
his body and his great chest heaves. Again, we are all that is left. We
bind our wounds as well as possible, and then he lifts me onto his
shoulders, because a Warrior will never leave a comrade behind."
Feats
bash I 200, critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400,
critical ranged I 200, critical ranged II 200, critical ranged III 200, critical ranged IV 400, deflect
strike I 200, deplete mana I 200, disarm I 200, distance drop I 400, dodge I 200, dodge II 400, dodge III
400, double range I 100, double range II 100, feint I 100, feint II 100, feint III 200, feint IV 200, fend I
200, fend II 200, kill chop 600, kill crush 600, kill cut 600, kill throw 600, knockback I 200, knockback
II 200, knockback III 200, knockback IV 200, knock out I 400, limb chop I 200, limb chop II 400, limb
crush I 200, limb crush II 400, limb cut I 200, limb cut II 400, limb pierce I 200, limb throw I 200, limb
throw II 400, negate I 400, parry I 200, parry II 400, parry III 400, parry IV 400, propel I 200, quick aim
I 200, quick aim II 200, quick load I 200, rend I 600, riposte I 200, strength I 100, strength II 100, strength
III 200, stun I 200, stun II 200, stun III 200, stun IV 200, willpower I 200
Knowledge
armor I 200, armor II 200, armor III 200, armor IV 200, wear armor V 200, armor VI 200, armor VII 200,
animal handling 100, balance 200, biology 100, binding 100, blindfight 200, climb I 100, coordinate 200,
crime 100, disarm trap 200, fatal finish 100, first aid 100, forensics 100, history 100, hold breath 100, law
100, leap 300, military 100, navigation 100, occult I 100, politics 100, pratfalls 300, regain feat (combat
training) 200, repair 100, resuscitate 100, ride I 200, ride II 100, ride III 100, rumors 100, sense I 100, sense
II 300, sense III 200,splint 100, survival 100, swim I 100, teach I 100, teach II 100, tracking 100, vehicles
I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth II 200, wealth III 200, wealth IV 200, wealth
V 200, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100,
weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping)
III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons
(cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (shield) I 300, weapons
(shield) II 200, weapons (throw) I 100, weapons (throw) II 100
45
Rituals
armor clothes 100, bolster body 200, dispelling 100, firm grip 100, invulnerable limb 400, perimeter
100, polishing rag 200, reinforce shield 200, reinforce weapon 200, replenish ammunition 200
Spells
alter melee weapon 200, alter ranged weapon 200, awaken 200, dispel 200, fortitude 400, mete mana
200
Apprentice Skills
Feats: critical melee I 200, critical melee II 200, parry I 200, strength I 100
Knowledge: climb I 100, first aid 100, history 100, military 100, regain feat (combat training) 200,
repair 100, resuscitate 100, sense I 100, splint 100, survival 100, swim I 100, weapons (chopping,
crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100, weapons (throw) I 100,
wear armor I 300
Journiate Skills
Feats: dodge III 400, kill crush 600, kill chop 600, kill cut 600, kill throw 600, knockout 400, parry III
400, riposte I 200
Knowledge: wealth III 200
Spells: awaken 200, fortitude 400, mete mana 200
Master Skills
Feats: parry IV 400, rend I 600
Knowledge: teach II 100, wealth V 200
46
Wizard
The cloaked woman knelt before a circle of blue candles. The center of
the circle was dominated by a crystal wand engraved with gold etchings.
With her hood back, the wind swept through her long blond hair as she
raised her arms towards the heavens. I could hear the melody of her low
chant in the breeze, but could not make out the words. A halo of light
began at her fingertips and traveled up her bared arms. When she
touched the wand, it too began to glow, its crystals filling the air with a
prismatic spray of light. Her chanting increased its tempo and the lights
from the wand began gyrating with her invocations. I became dizzy and
had to shield my eyes. When she was done, she sat back fatigued. The
wand continued to glow for a few minutes before returning to its normal
state. I wondered what amazing feat it could now perform."
Feats
augment sp&p I 200, augment sp&p II 200, body cast 300, breaching sp&p I 200, breaching sp&p
I 200, breaking sp&p I 200, breaking sp&p II 200, breaking sp&p III 400, bursting sp&p I 400, conceal
sp&p I 200, conceal sp&p II 200, dodge I 200, double sp&p I 200, double sp&p II 400, double sp&p
III 400, impacting sp&p I 200, impacting sp&p II 200, impacting sp&p III 200, negate sp&p I 400,
negate sp&p II 400, parry I 200, quick cast sp&p I 200, quick cast sp&p II 200, quick cast sp&p III
200, recover I 200, recover II 200, recover III 200, repulse sp&p I 400, willpower I 200
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
animal handling 100, armor I 200, armor II 200, astronomy 100, binding 100, biology 100, chemistry 100,
climb I 100, commerce 100, crime 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100,
forensics 100, gaming 200, geology 100, history 100, law 100, literature 100, mathematics 100, mechanics
I 100, navigation 100, occult I 100, physics 100, politics 100, psychology 100, read sp&p I 400, read sp&p
II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (theorize) 200, repair 100,
resuscitate 100, ride I 200, ride II 100, ride III 100, rumors 100, sense I 100, sense II 300, sense III 200,
splint 100, survival 100, swim I 100, teach I 100, teach II 100, theology 100, tracking 100, vehicles I 200,
vehicles II 100, vehicles III 100, wealth I 200, wealth II 200, wealth III 200, wealth IV 200, wealth V
200, weapons (chopping) I 100, weapons (crushing) I 100 , weapons (crushing) II 100, weapons
(cutting) I 100, weapons (throw) I 100
Rituals
alertness 200, area (energy) 200, ascertain 200, bolster mana 200, bridge 200, buoyant item 100, call
familiar 200, conjure attendant 100, dispelling 100, dome (impermeable) 200, dome (permeable
47
energy) 200, education 200, embody construct (marionette) 200, embody strengthener (pupil) 100,
enscroll sp&p 200, glib voice 100, invisible 400, legacy (acknowledgment) 100, lock 200, pass lore
200, perimeter 100, projectile device (generic) 200, return 200, sending (thoughts) 100, site (monolith)
200, spatial location 200, storage (crystal) I 200, storage (crystal) II 200, subservience I 600, talisman
(polished) 100, time reducer (tome) 200, wall (impermeable) 200, wall (permeable energy) 200
Spells
attach 200, attenuate 100, awaken 200, bewilder 200, confuse being 400, crush 200, damage generic
(energy) 500, dazzle 200, dispel 200, dominate being 600, foible 100, fugue 200, immobilize arms 200,
immobilize body 200, immobilize legs 200, immobilize vocals 200, impede melee 200, impede
ranged 200, impede responses 200, mass moving force 600, mete mana 200, moving force 200, open
lock 200, petrify 200, protest being 400, restrain arm 200, seal source 100, shell 500, slow 200, squelch
200, steal mana 200, stop 200,
Apprentice Skills
Feats: negate sp&p I 400
Knowledge: astronomy 100, chemistry 100, climb I 100, first aid 100, history 100, occult I 100, regain
feat (theorize) 200, sense I 100, swim I 100, weapons (chopping, crushing or cutting) I 100
Rituals: dispelling 100
Spells: damage generic (energy) 500, dispel 200, mete mana 200
Journiate Skills
Feats: dodge I 200, parry I 200
Glyphs: rank III 200
Knowledge: wealth III 200
Rituals: enscroll sp&p 200, subservience I 600
Spells: crush 200, confuse being 400, shell 500
Master Skills
Feats: breaching sp&p I 400
Knowledge: teach II 100, wealth V 200
Spells: dominate being 600, mass moving force 600, petrify 300
48
On Governing Guildsmen
Guildhall is run by a democratic process where majority
rules. The principles of democracy and freedom were
created by the Five as a compromise between the
governments proposed by Solnus and the absence
proposed by Karthis.
Democratic systems of governance were used during the
early Age of Life, but fell out of fashion as the Age wore
on and many nations moved toward more authoritarian
governments. The last vestige of democracy was ended
when Evermoore was crushed under the weight of war
and did not return to the realm until Guildhall restored
peace more than 1,000 years later.
Leadership in Guildhall is derived from popular vote and
is not a matter of rank. All Guildsmen are considered
equal, no matter what their status, rank or position. The
ideology of Guildhall gives freedom to every Guildsman,
so long as he does not harm his neighbor or the world.
Council of Lore
Guildhall is governed by a ruling council composed of
five elected representatives from each of the thirteen
guilds. The elected body is called the Council of Lore
and its voting members are referred to as Councillors. Its
non-voting members are all Loremasters. All of the
voting representatives are considered equal and have an
equal vote. Loremasters are allowed comment, but not
vote. The Council of Lore meets regularly in Guildhall
on the Isle of Lore. Elections for the next year are held
in the Fall.
Keeper of the Crown and Shield: The Keeper of the
Crown and Shield presides over the Council of Lore. He
has no vote. The Keeper of the Crown and Shield is
elected from general membership of all the guilds. He
does not need to be a master. It is required that he or she
be a Guildsman in good standing. The Keeper holds his
office for three years. Elections are held in the late fall
for the following calendar year.
Councillors of Lore: In each guild, there are five
persons elected to the Council of Lore. They are the
leaders of their respective guilds and represent the
interests of their Guild. They are called Councillor and
are elected for five year terms by democratic elections.
Elections are staggered so that one leader is replaced
each year. During their term, it is their duty to uphold the
principles of Guildhall.
Community Governance
Every community no matter how small has a group of
Guildsmen who meet regularly to discuss important
matters.
Guild Councils: Guild Councils serve to organize the
efforts of Guildsmen within a city or county. Guild
Councils are composed of locally elected officials called
Guildmasters. If there are not enough Guilds in a
location to warrant representation through a Guildmaster
Council, then the Guildsmen organize into a democratic
council where everyone has a single vote and majority
rules.
A Guild Council holds regular meetings at which they
discuss current events and set policy for their
community. Elections are held yearly in late fall for the
upcoming year or when necessary to fill vacancies.
Guildhall expects that local Guildsmen have the
experience and dedication to handle their local concerns.
Guildhall should not be contacted for day to day matters
as local Guildsmen must solve local concerns by
themselves. Guildhall has learned from experience that
it is harmful to meddle in local politics.
The one exception to this is that if local Guildsmen are
breaking Guildhall law by harming Guildsmen and the
local Guild Council is unable to deal with them. The
Council as a last effort may request help from Guildhall
through the Innkeeper and Charter Sponsor. There is no
crime more against the spirit of Guildhall than when
brother turns against brother outside the democracy of
Guildhall. This crime is still punished with the ferocity
of old. The Justices and their terrible Inquisitors and
Enforcers can be summoned to arrest and try the
offenders. If the problem rests with the leaders of the
community, then their town charter will be revoked and
Guildhall shipments will cease.
Charter Sponsor: Every Inn has a charter sponsor who
helps to maintain and insure that all of the laws of
Guildhall are followed. He may overrule decisions of the
Mayor and the Guild Council when they conflict with the
edicts of Guildhall, impede the governance of the Inn or
49
Appointed Positions
The following positions are appointed by Guildhall
through the Charter Sponsor. These positions are
necessary to supervise the work that goes into running an
Inn.
Innkeeper: The Innkeeper, or Hallmaster in larger
cities, is entrusted by Guildhall with the care and
maintenance of the local meeting place. He or she is
directly responsible for ensuring the laws and ideologies
of Guildhall are followed by all those who make use of
the facilities over which he or she has been entrusted.
The Innkeeper is appointed by Guildhall through the
charter sponsor.
It is the Innkeepers job to ensure that service
requirements are being followed by everyone who
attends the Market Days. They work closely with the
Cooks, Sutlers and Registrars.
Luminary Positions
Luminary positions are important community positions
that are held by Guildsmen. Some of them are members
of the Guild Council, while others simply ensure that the
market day runs smoothly.
Meetings
The Community must meet as a Guild Council at every
market day at the time specified by the Charter Sponsor.
All members of the council are expected to attend or
send an appointed representative if they cannot.
Guild Council meetings are open to the public and must
be conducted in an easily accessible place. Any
Guildsmen who wishes to speak on a matter must be
allowed a reasonable amount of time to convey his point.
Guildhall is founded on the principles of democracy and
every voice must be heard.
A special meeting of the Guild Council may be called
but timely notice must be given to all members,
including the Charter Sponsor and Innkeeper. If notice is
not given then all business conducted is invalid.
Order: The order of business shall be: Opening and
Call to Order, Approval of the Minutes, Old Business,
Inn Charter
D. Innkeeper and Charter Sponsor shall serve as as nonvoting members of the Guild Council, but they shall have
supervisory powers as stated below.
54
Justice of Guildhall
The Justice of Guildhall is swift and brutal embracing a
strict adherence to the black letters of the law with little
compassion for criminals. It is based on an Inquisitorial
system whereby the accused and the accuser may be
subject to any method of interrogation to find the truth.
History
The brutality of Guildhall justice was born out of
necessity, corruption left over from a decadent Orc
Empire suffused the realm with inequity. The shining
world Guildhall sought to create could not be created
without tremendous social change. After the armies were
done fighting, the Court of Guildhall became the front
line against corrupt government officials, brutal petty
dictators, and organized criminal enterprises, and it was
only through the efforts of the Courts that peace and
order returned to the world.
Jurisdiction
The Courts of Guildhall ensure justice for all Guildsmen.
The Courts of Guildhall have jurisdiction over all
matters involving Guildsmen and ignore all national
boundaries. If any person has harmed or has a grievance
with a Guildsmen the case may be heard before the
Courts of Guildhall.
There are three levels of Courts. The higher courts of
Guildhall are permitted to voluntarily to examine and
adjust any legal matter, case or sentence brought to a
lower court. This ensures honesty and integrity,
protecting both the victims and the accused from
inequity.
Court of the Sword: This court is the local court and is
found in every community. It is composed of a
Magistrate, a Prosecutor, and a Sheriff and his Deputies.
These positions are often elected by the local Guild
Council. The Magistrate is the local judiciary, but his
actions are considered actions of Guildhall. He is bound
56
57
Call to Order
The court is called to order by the Magistrate. All
present must keep quiet. Anyone who fails to keep quiet
after a warning may be charged with contempt. A trial
must be conducted in an organized fashion.
Call of the Case
The case is then announced so that all present know the
parties before the court. Example: "We are gathered
here to decide the case _________. I am Magistrate
________.
In a criminal case the charges against the accused are
read so that all present know the matter to be decided.
Example: "_______ is charged with: The Murder of
_____ a Guildsman. A crime of the first degree under the
laws of Guildhall."
In a civil case the issue between the parties is announced
so that all may understand the issue before the Court.
Pleading in Criminal Case
In a criminal case the accused parties are asked by the
magistrate to plead guilty or not guilty to the charged
offenses. There is no need to have a defense attorney
present. The laws of Guildhall are simple in their
execution.
If a plea of guilty is voluntarily entered, the magistrate
gives sentence immediately without the need for
continuation of the trial. The magistrate may sentence a
crime as one degree lower if the guilty plea is entered
before open court as long as the victim is in agreement.
This is known as plea bargaining and is the
recommended method for resolving disputes.
If the plea of not guilty is entered, the trial proceeds and
if the criminal is found guilty he must suffer the full
58
63
On Commoners
Commoners comprise more than ninety-nine percent of the
world population. The term Commoner is a slang term
meaning common person, derived from the fact that
commoners have non-magical spirits and cannot
manipulate magic. They are unable to learn any of the
magical skills that exist in the realm, and are not accepted
into Guildhall.
Culture
After the Orc Empire conquered the realm the nobles and
prestigious families were forced into servitude, but after
the end of the Age of Death, Guildhall looked to the
Commoners to administrate the realm, and Guildsmen
reestablished Commoner Governments to rule the nations
again as they did in the Age of Life.
Prejudices
For a thousand years the Age of Death laid waste to the
64
Laws
Commoner nations can pass their own laws. These laws
may not interfere with the rights of Guildsmen to use their
lore unless the enacting body can so a legitimate
government interest serve by the law. Over the years, the
courts of Guildhall have permitted commoner government
to make many laws.
Guildsmen
Guildsmen are supposed to transcend their commoner
prejudices, but this is not always possible for a person.
While Guildsmen swear their oath to Guildhall, most still
have their national identity and retain all of their cultural
views and habits so in each person there always exists a
struggle.
Occupations
Most commoners in the Realm of the Five have an
occupation, which represents how the character earns his
livelihood. The following are just a few of the countless
possible occupations. The skills these possess would
logically support their choice of occupation.
66
Non-Occupation Skills
binding 100, climb 100, fatal finish 100, first aid 100, history 100, law 100, politics 100, repair 100, splint 100, swim I 100,
teach I 100, vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth II 200, wealth III 200, wealth IV 200,
wealth V 200, weapons (chopping) I 100, weapons (crushing) I 100, weapons (cutting) I 100, weapons (throw) I 100,
wear armor I 300
Occupation Skills
Compounds
poison 500
Fashioning
brewing 100, construction 400, cooking 100, fashioning I 300, fashioning II 300, fashioning III 300, manufacturing 100
Feats
critical melee I 200, critical melee II 200, critical melee III 200, critical ranged I 200, critical ranged II 200, critical
ranged III 200, deflect strike I 200, dodge I 200, fend I 200, knockback I 200, knockback II 200, parry I 200, propel I 200,
propel II 200, quick aim 200, quick load 200, stagger I 200, stagger II 200, strength I 100, stun I 200, stun II 200, surprise
strike I 200, surprise strike II 200, willpower I 200
Knowledge
animal handling 100, armor I 200, armor II 200 , armor III 200, armor IV 200 , wear armor V 200, armor VI 200 , armor VII 200 ,
astronomy 100, bindings 100, biology 100, chemistry 100, climb I 100, commerce 100, compound combat 400, compound
handling 200, compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100, exorcism 100, fatal finish
100, fine arts 100, first aid 100, geology 100, history 100, interrogation 400, law 100, literature 100, mathematics 100,
mechanics I 100, medicine 200, military 100, mutilation 100, navigation 100, occult I 100, pick locks 300, pocket pick 300,
politics 100, repair 100, resuscitate 100, ride I 200 , ride II 100 , ride III 100 , rumors 100, scrounge 200, splint 100, survival 100,
swim I 100, teach I 100, theology 100, tracking 200, vehicles I 200, vehicles II 100, vehicles III 100, wealth I 200, wealth
II 200, wealth III 200, wealth IV 200, wealth V 200, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200,
weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons
(chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons
(cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapon (shield) I 300, weapon (shield) II 200,
weapons (throw) I 100, weapons (throw) II 100
200
, hanger traps
300
Traps
, obstacle traps 400, pressure plate traps 300, snare traps 300
67
On Commoner Nations
armed conflict with the use of weapons to harm others as
the beardon raged on each other.
Beardon
Beardons are a highly intelligent race devoted to invention
and construction. They are excellent engineers, craftsmen,
miners, metal smiths and builders of ingenious devices.
While most beardons are content with this lifestyle, there
are those beardons who are prone to fits of rage, unable to
spend countless hours undertaking the tedious endeavors
so beloved by the majority of their race.
nobles.
Mining beardon dwell in the deepest reaches of the
Realms. The mining beardon make their living by trading
the rich mineral deposits found deep within the realm to
the crafting Beardon for food and other supplies. Their
intricately carved tunnels of their home are lit by strange
phosphorescent lichens. They live on a diet of blind cave
fish and colorless plant growths and the occasional food
traded for their ores. They have created wondrous cities
with all sorts of inventive devices.
The nobles are the ancestral rulers of the cities. They all
come from family lines who designed and built the original
cities. The purer the blood the more powerful the position.
Those with strong blood can become kings and diplomats,
while those with weak blood often end up being simple
customs officials or tax collectors. The nobles run their
vast cities by taxing the income of all beardon.
Rager Beardon
The battle-raging beardon live apart from other beardon.
They dwell in barracks and train in the use of weapons.
They are able to work themselves up into a fierce battle
rage which makes them terrible opponents to face in battle.
They will often bite their own lips and pull out their hair
(but never their beards) in these frenzies, if combat does
not immediately occur.
Beardon
Classification: being (greater)
Body: 8
Mana: 16
Abilities: body increase I - 100, mana increase I - 100,
mana increase II - 100
Beardon Appearance
Beardons have three to five ridges on their nose. The
ridges run across the bridge of the nose from cheek to
cheek. They appear as brown groves, some are deeper than
others. All beardon, male and female, have a growth of hair
on their checks and chin. Rager beardon must wear armor
and carry multiple weapons
Civilian Beardon
All beardon who are not part of the military are civilian
beardon. The majority of the civilian beardons are miners
or crafters, but there are farmers, herders and other
professions as well. The smallest group of beardons are the
69
Elf
Elves are a cultured people, advanced and dignified in all
aspects.
Near the end of the Age of Life, using the ritual discovered
by the Herald of Grotar a group of working caste Elves
71
Valley.
The Orc Empire was a dark and terrible time for all Elves
and they turned to helping one another despite their
cultural and philosophical differences. While under Orc
rule, the High Elves were forced to do almost all of the
menial governmental positions. They collected the taxes,
issued permits and performed many trivial duties. Many of
the High Elves were slain as they had no real skills useful
to the Orcs. Philosophers and educators had no place in the
Empire. The Low Elves by contrast were forced to
continue to do their professions, but for the gain of the
Dreadlords. They made all of the weapons and armor. They
also made fine furniture, wine, and other luxury items for
the Dreadlords to export. The Deep Elves were used to
mine for ore. Those who caused trouble were slain.
It was during the Age of Death that the facial tattoos of the
Elves became permanently imprinted onto elven faces. The
tattoos once applied to the face at birth, became a
permanent part of elven culture. The marks appear on an
elven child as a faint outlines at birth and the color deepens
during early childhood in accordance with their culture.
The Orcs ruled the Elder Trees Valley for almost nine
hundred years, until the Elves and Guildhalls army
defeated the Orcs at the second battle of the Elder Trees
After so much fighting it turned out that most Elves did not
want to give up the way they lived. The High and Low
Elves shared the valley, welcoming any elf who wished to
72
Deep Elf
Deep Elves live below the ground under the roots of the
mighty trees which make up the Elven forest. Their tunnels
connect to the deeper Klacton and Beardon tunnels in what
has become known as the Underrealm.
Low Elf
The Low Elves are generally seen as down to earth.
Though a few hold a great bitterness toward the High
Elves, there are many more who are content to work their
jobs and enjoy the beauty of the forest. In fact, many Low
Elves have opened their own shops on rented land and with
the aid of high elf investors. These Elves are happy to work
and take great pleasure in its rewards.
High Elf
High Elves generally view themselves as the only true
Elves. The High Elves are traditionalists who often seem
aloof and snobbish. They are inherently a leisure class who
perform little or no real work. They survive on taxes, rental
income and investments.
There are only a few trees left capable of being dwelt in,
but generally the High Elves dwell in these trees. Their
homes are luxurious and comfortable. High Elves spend
much of their time relaxing and most have a favorite
armchair in which they read or recline.
Social occasions are genteel gatherings. Lavish balls and
formal dances are a favorite of the High Elves and are held
to mark occasions of state. To be invited to a prestigious
dance is a great honor and shows social standing. Fancy
dress is required and strict rules of etiquette are followed.
Elf
Classification: being (greater)
Body: 8
Mana: 16
Abilities: mana increase I - 100, mana increase II - 100,
mana increase III - 100
Elf Appearance
All Elves have pointed ears and have intricate fine-lined
designs on their upper cheeks and/or around their eyes.
They are magical markings that became a permanent part
of Elven culture in the Age of Death. The color demotes
the cultural division of the elf. Deep Elves have black,
High Elves have silver, Low Elves have brown, and sea
elves have blue markings.
The Sea Elves ships travel separately and they do not have
a centralized government. News is passed from ship to ship
and there is no need for laws outside of each ships rules.
All Sea Elves help and protect one another as a matter of
course.
Body: 8
Mana: 16
Human
The humans were the first race created and contained equal
parts of all five gods. With this equality, they were the
most diverse of all races and the most adaptable. More than
half of the Realm of the Five and most of the best areas of
farmland were settled by humans.
They searched the realm for the furthest point, far away
from the shadow of High Peak. They settled in the eastern
most portion of the realm, on land that would later become
known as the Isle of Asgarn, and there they lived in caves
like animals, using stone implements, praying to the beasts
and worshiping natural events.
kind of hunt. Some of the tribe will morph into beasts, and
recruit aid from the beasts of the area.
Weapon: The traditional weapon of the Ancient Path is a
wooden war club. The weapon has an animal imagery
depicted near the handgrip. Usually, the totem animal of
the wielder or designs of claws, talons and such.
77
Andorian Appearance
Andorians wear white shirts with full sleeves, pants and
short vests, doublets or musketeer tunics. They speak with
a Modern Earth French accent.
Asgarn
The Asgarns are seafaring traders and sometimes raiders.
They inhabit the coastal regions of the island that bears
79
their name.
Any Asgarn worth his salt will own a boat, even if it's just
a small fishing vessel. Asgarn children grow up with "sea
legs" and grown Asgarns owe their economy to this
enterprise. The ship of a wealthy Asgarn is quite
comfortable. There is a large deck with plenty of room for
working and at least one mast. These ships traditionally
have a "longboat " appearance, pointed in the bow and
stern with a figure on the prow. Asgarns do have a hold
below which could be used in cases of inclement weather,
but most Asgarns are used to rough seas, and it is a mark
of skill and bravery to ride out any storm above deck.
Asgarn Appearance
Asgarns wear long tunics with elaborately embroidered
hems and neck lines. Their legs are covered by wool
breeches and high leather boots keep out the sea water.
Heavy, hooded wool cloaks are common. The colors of
their clothing are solid earthy tones, mostly greens, reds
and browns. Their helmets are often conical with riveted
bands, and they prefer chain mail armor and iron weapons.
Asgarns are very concerned with fate, and often this view
leads to an enthusiasm for dangerous situations. Since they
believe one's life is preordained, one should meet each
challenge with gusto for hesitance will not matter. Asgarns
also believe in an afterworld called "Valhalla" where the
brave dwell forever. Asgarns in Valhalla fight all day, feast
all night, and get up and do it all over again. Some Asgarns
The records of the time relate that Karthis told his people
that this was not yet his Age and he would have to pass
from this world to give those of the desert a chance to
prepare for the coming of his Age. The prophecy claims
that Karthis will return at the onset of his Age at the head
of a great host and will march from the ruins of Ash Shir
with an army that will conquer the world. The ruins are a
sacred place and each year thousands of Karthydians make
a pilgrimage to its ancient stones.
obtain this.
All Bedouin armies use the same basic strategy, forcing the
enemy away from easily reached food and water, wearing
them down, and then finishing them when they're weak.
84
Bedouin Appearance
All Bedouin must dress in light colored desert garments,
except traditional Karthydians who must wear either all
black or all red.
Bedouin Cultural Skills
Knowledge
astronomy - 100, commerce - 100, regain feat (procession)
- 200, region lore - 100, rumors - 100, survival - 100,
theology - 100, weapon cultural (bedouin sword) - 0
Coventry
The people of Coventry are mostly poor and much of their
effort is spent attempting to better their lot in life.
However, the corporations which run the whole of
Coventry make it impossible for the average person to
escape the slums and workhouses which he is born into.
History: When Coventry was first settled, its people were
drawn to the manufacturing of products. The monarchy
85
Coventry Appearance
The men and women of Coventry dress in dark clothing.
Vests, jackets with tails and top hats are common for the
men. Pants almost always have suspenders. Plain dresses
or dark slacks for the women. They speak with a Modern
Earth Cockney accent.
Since the times of the Empire, the Orc people have seen
the rich farmland of the Dale as a place of plunder. It is
common for small groups of outlaw Orcs to sneak into the
Dale and steal foodstuffs which they sell in the Forlorne
Mountains at a great profit. The Order of the Dale is ever
vigilant, but each year homesteads are burned and honest
hardworking people lose their lives.
The people of the Dale are very social and gather often for
festivals, carnivals and religious rites. It is where young
people meet and fall in love, where political leaders are
chosen, how news is passed and when gods are honored.
Dale Appearance
The people of the Dale wear cotton shirts with full sleeves
that tie or lace on the neck. Sometimes they where plain
tunics. Their breeches are homespun and simple with
leather boots or shoes. Armless vests that button up the
front and hang down to the thighs are common, as well as
short hooded capes, known as mantels. Their clothing is
generally brown or green in color.
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Gypsy
Gypsies have been called a laughing people, a dancing
people, a trickster people and a wandering people. They
regard themselves as a free people. Aside from the
stereotypes, gypsies are nomadic merchants and
entertainers. They travel the realm in caravans of brightly
painted wagons selling wares and entertaining wherever
they go.
The wagons are large and often made entirely out of wood,
with a wide door that folds down in back, to provide a
stairwell entrance into the wagon. There are often stained
glass windows worked into the sides of the wagon to allow
light and ventilation into the wagon. Most Gypsies sleep
inside their wagons. They are filled with clothing, bedding,
food and cooking supplies. Although the inside of a wagon
seems cramped, they are very economically packed, for the
entire belongings of a Gypsy family (mother, father and
children) will fit into one wagon.
The primary social arena for Gypsies is the area within the
caravan circle. This is where the food is cooked, the
children play, the chores are done, and relationships are
formed. At night, this is the happiest place, for the people
will join together to sing, dance and play music.
History: In the Age of Life, the Five gave the world to the
races. The races were told to go forth and find a home.
Many of the races were afraid, including the humans, but
not all of them. One group, which later became known as
the Gypsies, leapt at the chance to leave the mountain and
explore the realm. They were the first to enter the world
during the Age of Life, but instead of claiming the best
portions, they chose instead to travel through all of it. This
wanderlust has remained constant to the present day.
Gypsy Appearance
Gypsies must wear colorful, often clashing clothing and
lots of jingling jewelry and bells. They speak with a
Modern Earth Russian Accent.
Highlander
Highlanders are humans who live in the high mountains
north of Holt. They are a proud and noble people
extremely loyal to their clans.
Historical: For one thousand years the Highlands was a
peaceful place of steep green hills, bubbling streams and
haunting pipe music. The clans dwelled in harmony,
following the Way of the Five and ruled by the High King.
kilt is made from wool, and the tunic from linen. The kilt
is traditionally made form one long, double wide piece of
fabric, pleated about the waist and hoisted over one
shoulder. The piece of the kilt going over the shoulder is
referred to as the "plaid." The plaid goes over the shoulder
opposite of the sword arm, in order to make fighting easier.
This kilt serves as a blanket when out in the hills tending
the flocks.
After Evermoore fell, the Orc betrayed the treaty with the
the Five Kingdoms and attacked the kingdom of Holt. The
King of Holt was dragged from his throne and buried alive
under the gold coins he received from the Orcs.
Highlander Appearance
All Highlanders where kilts and light colored shirts. They
speak with a Modern Earth Scottish accent.
Holt troops were the first into the Highlands. They fought
the Orcs and recruited Highlander nobles to their cause.
Many of these Highlander nobles swore fealty to the newly
crowned King of Holt and were baptized to Eldin.
Highlanders and Eldinites fought side by side to free the
human nations from the Orc Empire.
The theater is very popular and all of the major cities have
many playhouses located in a separate district. The
Comedy of the Damned performed its first show in the City
of Dresden. Many prominent nobles were killed as well as
numerous high-ranking Guildsmen.
History: The Kelts, like the rest of the realm, enjoyed the
Age of Life as a period of peace, where their culture grew
and defined itself into an exuberant community oriented
heritage.
The Fall of Evermoore and the subsequent expansion of
the Orc empire galvanized a military prowess in these
people. By the time the Orcs began their invasion of Eiren,
the Kelts were prepared. The Orcs battle to take Eiren was
one of the bloodiest in the history of the Empires
expansion.
Holt Appearance
The men of Holt generally wear shirts and breaches. They
often wear plate armor (especially breastplates) even to
social functions. The women of Holt wear long dresses
with wide sleeves. They speak with a Modern Earth
German accent.
Kelt
The Kelts dwell on the beautiful Isle of Eiren, which is an
eternally green, seemingly magical place of bubbling
brooks, rolling green meadows, flowing mists, cool rain,
and hilltops ringed by standing stones.
The Kelts also believe that the barrier between the worlds
of the living and the dead is very thin, and as such religion
permeates all aspects of Keltic life. The natural world is
regarded as divine, with sacred groves, lakes, and springs
considered holy. Kelts also believe in an afterworld, their
own version of the Beyond, called Tir-Na-Og, which was
where prominent warriors went when they died.
Kelt Appearance
Kelts wear colored pants and tunics. The cloth is generally
stripped or checkered in pattern. The hems are often
trimmed in fur, embroidery is common. A womans tunic
will generally be longer than a males. Both sexes wear
torcs around their neck or arms. Kelts speak with a Modern
Earth Irish accent.
them. The architecture makes use of the arch and the pillar.
The cities are very clean with wide streets. Bath houses are
very common. Brothels and Temples occupy the same
streets.
Lundelle Apperance
The people of Lundelle wear flowing robes, togas, and
other gown-like clothing. When dressed for war they wear
metal lamelle armor and open faced helmets that protect
the cheeks.
The Praetorian army and the city armies use the thrusting
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Mongorian Appearance
Mongorians wear pants and shirts with overlapping flaps
tied at the waist or held closed with cloth frogs.
Military:
The Mongorians have a well-organized
Imperial army. Each province has a garrison of Imperial
soldiers to defend it and Imperial officers to administer it.
Along with the Imperial troops each province has its own
militia which is commanded by the provincial leader. Other
nobles and less powerful families may have small units
serving them.
With the Age of Order came some measure of peace for the
Plainsmen. They have returned to the old ways and their
numbers have steadily increased. Despite their growing
numbers, the Plainspeople are still independent and
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isolationist.
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Klacton
The Plainspeople see spirits in all things living and
nonliving. These spirits can provide guidance and lend
their power often called medicine.. These spirits are
perfect, but humans are flawed. However, by being a good
person they can receive the blessing of these sacred
powers. The transferred energy could be placed into a
medicine bundle. Medicine bundles are beneficial to the
possessor as they provide a connection to the world. They
consist of small bags carrying fossils, skins of animals,
human hair, stones, beads, feathers, quills or any small
token with significance to the possessor.
Plainspeople seek guidance from the spirits though a vision
quest. The vision quest is when the seeker looks for
medicine. Usually a vision quest is sought, but
occasionally they occur spontaneously. A vision quest is
brought about through ritual preparation, such as sweats,
purification, fasts, incense burning, bathing and prayers.
On the vision quest, the seeker will search for truth,
guidance or other revelation which the spirits will provide
for him.
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pressures forced them out. Minos and his people were once
more on the run. On the Great Plains Dreadlord Hunraptra
caught up with Minotaurs who turned to fight aided by the
Bedouins of the desert and an army of plains people. The
Orcs were defeated and Minos sent Hunraptras head to
Grotar.
Minotaur
Minos lead his people through Andor, but found his way
blocked by an Orc army. Minos turn south, passing close
to the Ansaki Fens. A Pythian army moved to meet him.
He slid between the two armies racing for the coast where
he was to meet a flotilla of Sea elf ships who would bring
his people to the Isle they sought.
When they reached the beach, Minos saw the mists of the
Southern Seas part and way off in the distance an island
rose from the water. The Island was the one of his vison
jungle covered mountains and beaches of pink sand. Six
Sea elf ships appeared on the horizon, but it would take
much time to load all of his people and the Orc and Pythian
armies were drawing close.
Minos strode forward with his vanguard of hardened
soldiers. They would defend the shore, while the rest of
their people escaped on the ships. Through the night and
the next day Minos and his vanguard held the Orcs and
Pythians.
The ships were loaded and Minos turned to his vangard
and spoke, Go now to the boats I alone will hold this
beach for your escape. You will be needed to protect the
island. Be strong and stay free. Remember the Way of the
Five.
The soldiers of the vangard withdrew and the God of the
Minotaurs faced the army alone. In the fading twilight
Minos fell. He never set foot on the island of his vision,
but his people did and there they grew strong and
powerful.
The Minotaurs retained the organization which Minos laid
out for them during the sojourn. They were subject to
repeated Orc attacks during the Age of Death, but the Orcs
never achieved a foothold on the Isle. Following the
founding of Guildhall, the Minotaurs sent a large army to
aid Guildhall.
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Orc
The sterotypical Orcs is quick to anger and ferocious in
their capacity for violence. When left to their own devices
arguments are often settled by bloodshed and leadership is
determined by force. The traditional Orc value physical
strength and combat prowess above all else.
The Orcs nation composes the entired cemtral range of the
Forlorne Mountains, although there are many Orc villages
throughout the realm left over from the days of the Orc
Empire.
History: The Orcs were the first of the non-human races to
question the Way of the Five. They created their own god,
Grotar, who lead the world against the Five. After they
shattered the Crystal City of Evermoore and ushered in the
Age of Death. They systematically conquered most of the
civilized realm.
The Age of Death was a dark time where each city in the
realm was ruled by an Orc Dreadlord. There were always
battles between Dreadlords. Mercenaries and brigands
were common during this lawless time. The roads could
not be traveled at night by honest folk. Plagues, famine and
terrible mana-driven storms swept over the land.
Grotar ruled this terrible world from his throne of skulls in
the Temple of Grotar. The Order of the Fist traveled
through the Empire keeping the Dreadlords in line,
collecting taxes and killing who ever they wanted.
With the founding of Guildhall, the creation of Eldin and
the unification of the races against the Orcs, the world
began changing. The power of the Orcs was broken during
the War of Order. Grotar and Eldin slew each other in the
famous battle in the foothills of the Forlorne Mountains
which occurred near the city of Evermoore.
The defeated Orcs were forced to democratically elect a
High Council to rule their nation. The Orc High Council,
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Orc Appearance
Orcs have green skin.
The young Pythians were furious and wanted war with the
Orcs, but Ansaki knew it was a war his people could not
win. The Orcs held the realm and all of its resources.
Pythian
Pythians are lizard-humanoids dwelling in the tropical
swamp called Ansaki Fens. They have developed a culture
which honors learning and wisdom and values their elders
giving them a revered place in their society. Pythians are
not naturally warlike, but most pythians are fiercely
isolationist and repel any transgression into their lands
vigorously.
History: In the end of the Age of Life the Pythians joined
with the Orcs to make war on the Five. Their god Ansaki,
the god of wisdom, was created shortly before the march to
Evermoore. They, like the rest of the realm, were caught up
in the bloodshed of the Age.
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Pythian Appearance
Rakkarin
Rakkarins are cat humanoids. Their bodies are covered
with various fur patterns depending on their particular
species. The names of the most common species are the
Pumrani, Cheeteer, Tigra, Panthri, Jagga, Cougri and Lyon.
Rakkarrins settled primarily in the plains to the west of
Andor and to the north of the Ansaki Fens. Some of the
prides populated the jungles to the south and the western
mountain ranges which bordered the plains. A few even
found their way into the eastern parts of the desert.
During the Age of Death, Orcs poured into the plains and
hunted the Rakkarin for sport. The loosely organized and
peaceful Rakkarrins were overrun. Orc fortifications rose
on the plains and their crops were planted. The Rakkarrins
did not have the military knowledge or the numbers to
wage war and could not oust the Orcs from their homeland.
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Weetle can sit and discuss the unique items he collects for
hours as each has a particular adventure behind it. Many of
these items are of obscure origin and if asked the Weetles
cerebral nature provides remarkable theories as a basis for
academic debate. It is common to find a Weetle running an
antique shop or curiosity store. The Hollow Hills are full
of them.
Weetle
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Weetle Appearance
Weetles have black noses and whiskers. They also have
fur covered tails that are at least 18 inches long and always
visible.
Weetle Cultural Skills
Knowledge
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Spirits
All living things have spirits. A spirit gives form to the
physical body. Spirits need a body to anchor them to this
world and when the physical body dies most spirits will
leave the world and go to a place between the realms. The
place were spirits go after death is called the Void.
Religion
The gods of the Realm of the Five are not all powerful
beings. They are not omnipotent or infallible and they do
not have abilities and powers that are greater than those
common to the realm. They can even be killed.
Even the creators Noctis, Lumina, Solnus, Karthis and
Natallis came into this world as slow-aging mortals.
Although they may have had great power before they were
born into the realm after they took physical form they were
constrained in the same ways as mortals. They did not have
unlimited knowledge and suffered from the same
shortcomings as do all creatures.
In time, the creators were supplanted by the new gods.
These new gods were created by a powerful ritual which
drew spiritual energy from living people who participated
in the ceremony and had the powers, abilities, knowledge
and beliefs of all those who were consumed in their
creation. These forms were called Avatars.
Treatment of Religion
The gods are creations of faith. The theoretical strength of
any god is dependent on the followers of the religion. A
god without worshipers has no power at all.
Joining Divine Groups: A character cannot baptize or be
baptized into a divine group unless the High Priest of the
divine group gives permission. Divine baptisms performed
without the required permission do not create an effect ingame.
Creating Divine Groups: Clerics and Druids can create
their own religions, faiths and gods if they have the skill
Divine Baptism. Deities do not have a physical form,
unless that deity is a person who has convinced others he
is a god or the god is a divine Avatar created in-game by
the Divine Avatar ritual
Clerics and Druids are encouraged to create their own
divine groups and many of these Guilds more powerful
rituals will only work on persons who are baptized into
their faith.
Clerics and Druids wishing to start their own faith are are
required to submit a one page description of the religion,
faith or god to their charter sponsor for approval. Generally
for approval a Cleric or Druid needs to write down all the
pertinent information of the religion, to include the gods
name, ideology, commands and holidays. The faith will be
approved as along as it is consistent with the spirit of
Guildhall. The creation of the faith and Diving Group takes
place in-game at the moment the player character performs
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Military Orders
Cavaliers and necromancers can create military orders.
These military organizations trace their chain of command
from the leader, a First Cavalier or First Necromancer, to
the lowest ranking member. Strong ties bind the order
giving members powerful protections and significant
advantage.
Cavaliers create Heraldic Orders which draw power from
life energy. The chain of command is usually supported by
charisma, glory, pride, honor, love or other positive
emotions. Necromancers are able to create Necromantic
Orders which seem on the surface to be similar to the
Heraldic Orders of cavaliers, but they are very different.
Necromantic orders draw power from the energy of unlife.
Undead members are bound by magical servitude, and the
chain of command is usually supported by terror, violence,
revenge, hatred, prejudice or other negative emotions.
A Heraldic Order taking to the field is a glorious sight with
banners flying in the wind, polished weapons and armor
glinting in the sun and countless marching men and woman
their voices raised in song and righteous smiles on their
faces. Whereas a Necromantic Order taking to the field is
terrible to behold with the endless multitude of marching
dead, the moans echoing through the night, the rusty armor
and weapons dull in the moonlight and the tattered banners
hanging limp in air that reeks of the grave and death.
Joining Orders: A person cannot induct or be inducted
into an order unless the First Cavalier or First
Necromancer of the Order gives permission. Inductions
performed without the required permission do not produce
an effect.
Creating Orders: Cavaliers and Necromancers can
create their own Orders if they have the skill military
allegiance. Cavalier and Necromancers are encouraged to
create their own Order. Generally, to create an Order they
need to write down all the pertinent information of the
Order (heraldic code, motto, colors, and symbol) and
submit a one page description to the Charter Sponsor for
approval and entrance into the Orders of Guildhall. After
the Order is approved, members can be officially inducted
and benefits will be granted. The Order will be approved
as along as it is consistent with the spirit of Guildhall.
Heraldic Orders
Cavaliers lead the armies of Guildhall and receive
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Order of the Dale: The Order of the Dale traces its roots
back to the Age of Death. Many warders fled to the fertile
fields of the Dale, where they served in the town militias.
These town militias grew in strength and when the armies
of Guildhall marched against the Orcs the banners of the
Order of the Dale was there with them. During the Age of
Order the members traveled the Dale training town
militias and caring for the forests. Their colors are green
and yellow. Their symbol is the mythical unicorn. They are
based in the Dale.
Order of the Five: The Order of the Five was born in the
final days of Evermoore. It grew from the guards of
Evermoore recruited by Aradawn to defend the Crystal
City. When it became clear that the Orcs, Pythians and
Klactons intended war, Aradawn created the Order of the
Five. They were dedicated to defending the Way of the
Five. The symbol of the Order is the traditional symbol of
the five, the Pentagram. The colors of the Order are red,
yellow, blue, brown and black pentagrams depending on
the god of dedication on a white field. Their motto is
Defending the Dream. The Order is based in the Town
of Evermoore.
Order of Guildhall: This Order is one of the largest in
the realm. These Cavaliers are sworn directly to Guildhall.
The knights of Guildhall do not receive grants of land.
Rather, they and their retainers travel the realm defending
Guildsmen and commoners alike from evil and injustice.
Their symbol is the crest of Guildhall. Their primary color
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Geographic Locations
The following is a description of what the average person
in the realm would know to be true about a particular place
in the realm.
Ansaki Fens
The Ansaki Fens, once call the Southern Swamp, is the
ancestral home of the Pythians. It was named after their
god, who was given physical form near the end of the Age
of Life. The Fens are a huge expanse of swampy marshland
and tropical rainforest.
Elder Trees Valley
The Elder Trees Valley is a large forested area. The Elder
Trees River rolls gently through the valley. Its waters flow
from High Peak. Along the river, in the valley, dwell the
Elves. The forest of the Elder Trees Valley was once
composed of huge trees which stood hundreds of feet tall.
When the Orcs invaded much of the old growth forest was
burned. Now only a few groves of these ancient trees
remain. Beneath the valley is a great system of caverns and
tunnels located in the roots of the trees. This is called the
Underrealm. It was created by the goddess Eveya so the
Deep Elves would have a home after they were banished
from the Elder Trees Valley.
Fertile Valley
The Fertile Valley is the land located between the west and
south ranges of the Forlorne Mountains. The valley was
named by the Rakkarrins who settled there during the Age
of Life.
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them.
Great Plains
The Great Plains are a broad expanse of grasslands nestled
between the Elder Trees Valley and the Karthydian Desert.
The plains were settled by the nomadic Plainspeople
during the Age of Life. They are also home to a vast
number of large herbivores, as well as predatory species.
Hollow Hills
The Hollow Hills are the traditional home of the Weetles.
It is a large area of gentle rolling grass-covered hills in
which the Weetles dig their homes and shops. The holes
are usually grouped into towns called shires by the
Weetles. If one is looking for antiques or other curiosities
they would do well to visit the Hollow Hills.
High Peak
High Peak is the tallest mountain in the Forlorne
Mountains and the realm. Legends say that on the top of
the mountain there is a garden where the Five dwelled with
all of the races of the realm before they traveled out into
the world. On its east face, there was rumored to be a
secret fortress which was used by Mortis to launch his
attacks against the Orcs during the Age of Death.
High Peak was once guarded by Dragons, the greatest of
all animals, but after the imprisonment of Mortis and the
defeat of his Reavers the dragons were hunted for their
skins, teeth and bones. Despite the efforts of the Order of
Evermoore, the last Dragon was slain near the end of the
first millennia of the Age of Order.
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Economics
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cane
Rakkarins:
Fertile Valley: Hides, honey, woven baskets
Weetles
Hollow Hills: Berries, rugs, trinkets
Calendar
The Guildhall calendar is divided into 12 standard months
January, February, March, April, May, June, July, August,
September, October, November and December. There are
364.25 days in the standard year.
Recorded history is divided into Four Ages. The Ages are
represent by descriptive word, but also by the following
symbols. First Age- I, Second Age - II, Third Age - III,
Fourth Age - IV, and the Fifth Age will be written as V.
Dates are written with the day followed by the month,
followed by the year and then the symbol of the Age.
February
Eldinmas: Eldinmas is a traditional Holt holiday. The day
is marked by daylong pageants recalling Eldins life: his
birth, victory over Grotar, and finally his death. Great fires
are lit in the center of Holt towns, and each family carries
home a candle lit from this fire to spread the light of
Eldin. This is the traditional day for inductions into the
Order of Eldin. Families with members in the Order will
also present them with new Eldinite tabards and regalia on
this day.
Lovers Day: This is a special evening where lovers
celebrate their commitment to each other. It is traditionally
marked by long walks, candlelight dinners and secret
trysts. Relationships begun on this evening are thought to
have extra passion and last longer than relationships begun
on other days. The Lover Day celebration includes a lavish
feast, entertainment and a Lovers Ball close to the hour of
midnight. It is traditional to give flowers and other small
tokens to friends and lovers on this day. Love Tokens are
small gifts given by people to those who they have a
romantic interest in. Notes with the gift leave clues to their
identity often in poems and set up clandestine meetings.
Xanadus Tryst: Followers of Xanadu honor their
goddess on an evening during Febuary. The clergy of
Xanadu entice lovers into their clandestine festivals where
the visitors experience the paths of pleasure, pain and
death held sacred by the worshipers. Adults only please!
March
Spring Equinox (The Five): The Equinoxes are
especially sacred to followers of the Way of the Five who
see the balance of all five coming together on these days.
During the Spring Equinox, Solnus can be seen in the
balance between day and night. Karthis makes himself
known in that this balance lasts for one night only and soon
day and night will be unequal and changing again. Natallis
makes her presence known through the change from winter
to spring, and Lumina is responsible for the new growth
and life that arrives. Even Noctis plays a part as the deaths
due to winter are remembered and mourned. Followers of
the Five celebrate with festivals and by telling stories of
the Five.
Scavenger Hunt: This custom has been adopted by many
cultures. Gypsies celebrate this holiday by decorating eggs
with bright colors and hiding them for their children to
find. The Plainspeople hide arrows, the Weetles hide shiny
objects and the people of the Dale hide baskets of food.
April
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pursuance.
Base Substances
Mana imbued base substances are rare in the Realm of the
Five and the sale is completely controlled by Guildhall.
Base substances form when flows of mana settle in various
minerals and plants, after these materials are moved the
mana begins to seep out of them leaving behind mundane
material. Powder is used for rituals, ink is used for glyphs
and runes, materials is used for trap setting and item
fashioning and catalysts make compounds. All four of
these substances are specially prepared by Guildhall. Only
Guildhall has the secret recipes and equipment to collect
and prepare base substances.
Base substances with a power rating of 1-3 can be
purchased at Guildhall Supply; base substances with a
power rating of 4 & 5 are not readily available.
Runes
There are twenty five runes in the Realm of the Five.
Twenty four runes are pictured left and the twenty-fifth
rune, known as Odi is a circle. It represent the blank rune
stone.
RS&S Rank I: Ansuz - ritual detection, Dagaz - fatal
finish & feeding, Berkana - infections & disease ,Kenaz compel exodus effects, Wunjo -distracted & feinted &
stunned effects.
RS&S Rank II: Eihwaz -any glyph effect, Elhaz -flee
effect, ,Inguz -counters generic damage from falling up to
25 feet, Ehwaz - move effects, Fehu - feat (pursue) &
Communication
Guildsmen need to communicate with each other between
market days. All Guildsmen have access to the following
communication devices.
Postal System: Guildhall maintains a postal system where
letters and parcels can be transported throughout the realm.
Boxes are located along major highways and in every
community.
Mana Mirror: Mana mirrors are mana-imbued mirrors
that are connected to a realm-wide web of mana energies.
Some mirrors are large and sit on desks, while others are
small handheld mirrors. The smaller mirrors are very
fragile and easily lost.
The mirror has many different applications. Mirrors can be
used to store information, such as books. They can also be
used to capture images reflected in the mirror, some have
the capacity to capture moving images. Mirrors can also be
used to have voice only conversations. They can be used to
send textual messages, or even to have face to face
conversations depending on the capabilities of the mana
mirror.
Mana energies allow the linked mirrors to create places
where messages and pictures can be posted and read. When
a person posts on these sites all people who are members
of the site receive the correspondence.
Compounds
The following is a list of compounds known by the
Alchemist of Guildhall.
Curative: anti-narc, antidote, coagulate, cure disease,
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Glyphs
The following is a list of glyphs that may be drawn by
Guildsmen.
Glyphs I: deafen, drain mana, drain body, lame, move
[direction], maim, mute
Glyphs II: blind, destroy beast, destroy conjuration,
destroy machine, destroy undead, kill
Glyphs III: destroy being, destroy formation, destroy
items, destroy weapons, nullify
Medical Treatments
The field of medicine is surprisingly advanced in the
Realm of the Five and is blend of herbal lore, anatomical
knowledge and mana manipulation.
Medicine: Commoners can practice successful medicine.
By using natural herbs, bleeding the sick and chemical
remedies the physician can heal most mundane diseases.
The can also treat arcane infections (see cure rating
below).
Surgery: The surgeon can perform complex surgeries
Technology
The Realm of the Five is slow to make technological
progress. During the Age of Life most creation was done
with lore. After the fall of Evermoore, the art of fashioning
with mana was lost and people began to make items
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Traps
The following is a list of Traps approved for use by the
Guilds of Guildhall.
Box Traps: adhesive box, alarm box, damaging box,
damaging box (burst), deadly box, destroying box, gas box,
injuring box (arms), movement box
Door Traps: adhesive handle, alarm door, damaging door
handle, damaging door jam, knock-out door jam, gas door
jam, injuring door hand, injuring doorstep
Hanger Traps: capture body hanger, damaging hanger,
deadly hanger, eye snag hanger, knock-out hanger, spiked
hanger, strangling hanger, tongue trap hanger
Obstacle Traps: adhesive strand, alarm, caltrop, damaging
strands, pit, pit spike, razor wire
Pressure Plate Traps: adhesive plate, damaging plate,
damaging plate (burst), deadly plate, destroying plate, gas
plate, injuring limb plate, trap door plate
Snare Traps: capture body snare, damaging snare, deadly
snare, gas snare, injuring arm snare, injuring leg snare,
knock-out snare, spiked snare
Equipment
The following is a list of equipment used in the Realm of
the Five.
Mana-Imbued Supplies
catalysts (compounds)
inks (glyphs, runes)
materials (fashioning, traps)
powders (rituals and procedures)
General Gear
boots
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coat, winter
shirt, dress
shirt, work
shoes
skirt
spectacles
trouser
backpack
blanket roll
flashlight
candle
canteen
case, map
pick
shovel
piton
ascender
rappel harness
Container
container
container, sturdy
container, unbreakable
Door
door
door, sturdy
door, unbreakable
Locks
Armor Items
arm, left
arm, right
breast plate
back plate
helmet
leg, left
leg, right
lock
lock, mechanical
lock, occult
Medical Equipment
Armor Materials
bone
leather
metal
quilted fiber-filled
bandage
cane
crutch
poultice
splint
splint, sturdy
syringe
Navigation Equipment
compass
map
sextant
Art Object
book
obelisks
painting
rod
statue
wand
Observation Equipment
light source
spyglass
telescope, mounted
time piece
Restraining Devices
Camping Equipment
fishing tackle
fire starting kit
tent
thick-wall tent
Climbing Equipment
rope
rope, sturdy
rope, unbreakable
descender
grappling hook
battering ram
block and tackle
broom
chisel
crowbar
hammer
ladder
music box
scale
shears
shovel
torch
wagon
wrench
shield II (teardrop)
Weapons, Bows
bow
bow, military
bow, pulley
bow, short
crossbow
crossbow, hand
crossbow, military
crossbow, pulley
sling shot
sling shot, military
sling shot, pulley
Tool Kits
construction tools
laboratory
lock picking tools
mechanics tools
occult tools
repair tools
surgical tools
trap tools
Weapons, Melee
axes: axe, great axe, hand axe, small axe, war axe
axe-blunt combos: axe-blunt, great axe-blunt, hand axeblunt, small axe-blunt, war axe-blunt
brooms: broom, big broom, great broom, hand broom
clubs: club, great club, hand club, small club, war club
flexible: weapons (chain, flail, whip)
hammers: hammer, great hammer, hand hammer, small
hammer, war hammer
maces: mace, great mace, hand mace, small mace, war
mace
poles: bladed staff, blunt staff, blunt/bladed staff, broom
staff, chopping pole arm, crushing pole arm, cutting pole
arm, lance, thrusting spear, walking staff
shovels: shovel, great shovel, long shovel, short shovel,
small shovel
swords: sword, great sword, short sword, small sword, war
sword
torches: torch, great torch, short torch, long torch
wrench: wrench, great wrench, short wrench, small
wrench, long wrench
Weapons, Shields
shield I (non-round held and round held)
shield II (non- round strapped and non-round held)
shield II (round strapped and round held)
shield II (rectangle)
shield II (round)
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the realm.
Lesser Beings
Lumina and Noctis create the Kravynn.
Natallis and Karthis create the Tibbyrrs.
Karthis and Noctis create the Gremlins.
Noctis and Karthis create the Goblins.
Noctis and Solnus create the Ogres.
Solnus and Natallis create the Trolls.
Greater Beings
The Five give equally of themselves to create the
Humans.
The People of the Ancient Path leave High Peak as the
first blood is spilt in the realm from violence
against another.
The Five create the Orcs.
The Five create the Elves.
The Five create the Klactons.
The Five create the Pythians.
The Five create the Weetles.
The Five create the Minotaurs.
The Five create the Rakkarins.
Second Age
0 Solnus and Karthis build the Crystal City of
Evermoore as a wedding gift to Noctis and Lumina.
First Age
36 The Servantors enter the realm for the first time and
begin to enslave the people.
40 The Shaggottes enter the realm for the first time and
Noctis slays their leader after it attempts to kill Lumina.
45 The Five-Sworn build the Realm Spire to protect
against other worldly creatures. The realm spire needs to
be recharged every seventy-five to one hundred years.
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136
137
The elves did not aid the Five for they were embroiled in
a terrible Civil War. The Five Kingdoms and the
Beardons did not send aid, they were bought with
promises of gold or other concessions.
Despite the best efforts of Aradawn and the Order of the
Five, the arrival of the non-human armies caused panic
in the city. Compounding this was the fact that Noctis
could not be located and many of the people felt
abandoned.
Karthis did not understand the magnitude of the
situation. He ordered his Jesters to begin a great festival
and they held the greatest party ever, the ill-advised
Siege Day Festival. They did not participate in the
preparations for defense, because they did not, perhaps
could not, understand the meaning of war. As the Jesters
danced through the streets and along the walls, ringing
bells, blowing horns and scattering confetti, the armies
gathered outside the Crystal City.
Solnus conferred with Aradawn and the defense of the
city was planned. Aradawn favored a peaceful surrender
and suggested they offer his own life for the slaying of
the Herald, but Solnus refused, wisely knowing that
nothing world stop the war. The army at their gates had
come to destroy Evermoore and the only thing that could
save them was to fight.
A Minotaur army lead by Gantor (Reaver) arrived to aid
the defenders because the Minotaur lands in the Valley
of the Rainbows had been promised to the Klactons by
Grotar. The Rakarrins and Weetles also sent small
groups to help Evermoore, but neither people were
prepared for war.
The ever loyal children of Noctis, the Kravynn, who
worked in the city as street sweepers, butler, valets and
cooks picked up weapons to defend the dream. One by
one, the Kravynn tossed away the implements of their
servile jobs and picked up clubs and table knives with
which to fight.
The Orcs, Klactons and Pythians attacked and the
defenders and their allies fought long and hard. The
battle lasted many days and each days fighting would
begin with Grotar calling out the Five to fight in the
Circle of Challenge.
Finally, Solnus came forward on the field and the whole
world seemed to stop as the gods faced each other. They
stood beneath the gates of the Crystal City for what
Third Age
The Rise of the Orcs
1 Orcs officially claim Evermoore as their city and place
it under Orc rule. General Takar is named the first
Dreadlord of Evermoore.
Mortis and his Order of the Black Hand lay waste to the
Orcs supply trains lowering morale. Selene and other
Five-Sworn survivors aid the humans.
The Pythians launch a surprise attack on Andor while
Andorian armies are north fighting the Orcs. Andors
capital is taken and the Andorian army crumbles.
The year ends with the death of Minos. The new god of
the Minotaurs is slain by Orcs and Pythians as he
protects his peoples escape to the Isle which would later
bear his name.
3 The civil war within the Elven land ends with the
traditionalists as the victors. The defeated are given the
choice of banishment or service. Some agreed to become
a working class, while the others were banished to live in
tunnels beneath the forest roots created by the passing of
the goddess Eveya from the realm. All Elves adopt facial
tattoos to mark their place in society.
The Deep Elves rebel because the rule of the valley was
not passed to them as agreed. The Deep Elves are
defeated on the surface. The Orcs begin their conquest of
the Elven Underrealm. Many High and Low Elves are
pressed into fighting the Deep Elves. The Deep Elves are
forced to surrender and acknowledge Grotar as the
absolute ruler of the Elder Trees Valley.
The Orc begin building ships, but they are never needed.
In the summer, the Isles of Eiren and Asgarn surrender to
the Orcs who now hold most of the realm.
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Fourth Age
The Founding of Guildhall
0 The founding of Guildhall on the Sea of Lore.
Guildhall was portrayed to the Orcs as a society of
merchants, scholars, and tradesmen. Hundreds of rebels
come to the island to secretly learn lore.
With the aid of the Klacton hosts the Elven lands are
freed from the Orcs.
9 The Orcs face the united might of the realm, but they
refuse to surrender. They vigorously defend the Forlorne
Mountains despite being invaded from all sides.
10 The final battle is fought near the town of Evermoore.
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125 The Klactons attack the Orcs. For twenty years the
frozen north is awash with bloodshed as a large brood of
Klactons throw themselves against Orc fortifications.
The Orcs are pressed back, but are able to eventually
defeat the Klactons. Skirmishes would continue over the
next one hundred years. The hatred between these two
races solidified in this time.
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memory.
Souls Reborn
950 Nothing remains of the Crystal City of Evemoore.
The East - West Highway intersects with the road to
Guildhall amid dense trees and rolling hills. Every once
in a while the rains will cause a shard of crystal to
appear in the road, or expose the ruin of wall, but
nothing more is seen of the great city of Evermoore.
Evermoore Again
995 Loremaster Altar Shariz convinces the Council of
Lore to reopen the Inn at Evermoore. Isabella the Gypsy
Bard is appointed as Innkeeper. Mistress Rinan
Romanovpov of the Runecasters, Master Winston the
Wizard and Master Anon Fayne of the Necromancers
help organize the Community Guild Council and ratify
the town charter which formally opened the Inn.
997 A magical box containing the spirit of the Herald of
Grotar is dredge up from the Lake of Evernoore.
In April the Herald of Grotar is freed and spiritquested in
the Inn of Evermoore by a cleric named Vorath. Altar
Shariz arrives too late to prevent the return of the Herald.
On that evening he tells the Guildsmen of Evermoore
that they had just witnessed the first step in the end of
all. His words were not understood and he would spend
the rest of the millennia trying to explain to the world the
dangers of the Fifth Age.
The Guildsmen of Evermoore meet with the Herald of
Grotar during the May Market Days. While the Herald of
Grotar is making a speech urging peace he is murdered.
It was later suspected, but never proven, that
Guildmaster Anon Fayne, High Priest of Xanadu, hired
the assassin to kill the Herald to prevent the Herald from
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147
Realm Spire.
In October the Guildsmen of Evermoore finally succeed
and re-activate activated the Realm Spire which prevents
portals form opening to the realms. The world is saved.
Siad Shariz brings down the bandit leaders from the high
desert and they swear allegiance to Altar Shariz.
1007 In May the Guildsmen of Evermoore travel to the
Elder Trees Valley and attack Marlia Ryaln and the
leadership of the New Elven order as they meet with
other Commoner Leaders to plan the destruction of
Guildhall. They are aided by Darius Ryaln son of
Marlia and after a great battle, Marlia is captured along
with many of the leaders of the New Elven Order.
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