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Mystic Realms

Glory of Guildhall
Source Book
Version: 2013-07-05

THIS COPY IS FOR MEMBERS ONLY


PLEASE DO NOT DISTRIBUTE

A Role Playing Game Supplement


Created by Anton Kukal

MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. TRADESMEN, GUILDHALL and all Mystic Realms
characters, character names, and the distinctive likenesses thereof are trademarks of Mystic Realms, Ltd. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the
express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. 2011 Mystic Realms, Ltd. All rights reserved. Printed in the USA.

Mystic Realms, Ltd.

CREDITS
W ritten by: Anton Kukal
Playtesting: Rosemary Auge, Ken Butler, Patrick Clewell,
Christopher Diehl, Drew Forman, Bobbi J. Kukal, Jennifer
Gannon, Noah Gershkowitz, Lee M . Lewis, Sean McGarry,
W alter McCord, Vince McDonald, Scott A. Melzer, W illiam
Seligman, Genna Schnorrbusch, Jarod Thomas, Amy
W ojciechowski.
Reproduction or translation of any part of this work, beyond that
permitted by Section 107 or 108 of the United States Copyright
Act, without permission of the copyright owner is unlawful.
Requests for permission or further information should be
addressed to Mystic Realms, Ltd. at mysticrealms.com.
CAUTION STATEM ENT
Always exercise caution when playing Mystic Realms. Players
must ensure that no physical harm comes to them or others while
playing, and should also be careful that their game does not
disturb or alarm those who are not participants and may not
understand the hobby. Players are encouraged to contact local
authorities to establish procedures to inform them of when and
where their games will be played. Stage properties, specifically
weapons, should never be carried in public places. Many
jurisdictions severely prosecute persons wielding weapons,
including toy guns, and jail time may be mandatory in these
weapon and/or firearm offenses.
DISCLAIM ER
The author and publisher will not be held responsible for any
action, intentional or other, committed while playing Mystic
Realms or derived from the content of this book. The author and
publisher make no specific warranties as to the safety of these
rules and encourage players to use their own common sense when
playing this game.
Mystic Realms is a game for entertainment purposes only.
Reader discretion is advised. All similarities between themes,
characters, plots, and persons living or dead are strictly
coincidental and do not reflect reality. All ceremonial, ritual,
religious and occult elements in this book are fictional and
intended for entertainment purposes only. Please do not sacrifice
your neighbors pet to your imaginary dread god and, if you do,
be advised that the author and the publisher will not be held
responsible.

ABOUT THE AUTHOR


Anton Kukal started live-action roleplaying in the early 1980s,
long before the term live-action was ever used to describe the
hobby. His first attempt at writing a rules system used crumpled
balls of paper to cast spells, padded broom-handle swords, and
garbage can-lid shields. The goal was to hunt monsters through
the woods behind his house as imagined medieval heroes.
Anton wanted more from this developing hobby and for the next
fifteen years he worked to create a rules system that would blend
theatrics and game mechanics to totally simulate every aspect of
the imagination. The first draft of the Mystic Realms rules was
published in 1995, the second in 2002, and the most recent in
2010.
The current Mystic Realms rules system allows players to do
almost anything their imagination devises in a way that is
balanced, fair, and extremely playable, but, more importantly to
Anton, dedicated to encouraging theatric performance in the
participant.
Anton has written the Mystic Realms Live-Action! rules, as well
as a companion Dice-Play! system. Hes written the Mystic
Realms W riters Guide to teach game administrators how to make
their LARP a more interactive theatric experience. And hes
written the source materials for many of the Mystic Realms
worlds. He also is the author of over a dozen novels and
countless short stories most of which are set in the game worlds
of Mystic Realms.
Antons goals are to bring Live-Action! roleplaying into
acceptance as a mainstream performance hobby. He hopes to
show people the value of a theatric based rules system where
participants entertain each other as part of a creative community
of friends. If asked why he started Mystic Realms, hell tell you
simply, I wanted to bring people together.
Anton lives with his wife and three children in a small blue house,
on a wooded lot, in the middle of a long country lane. Youll find
him at his desk, typing away, hard at work, creating the next new
adventure.
OFFICIAL CLUBS
W e want you to have as much fun as possible while playing
Mystic Realms. If youre interest in starting an Official
Production Club please contact us at mysticrealms.com. Our
dream is to create interconnected groups of people sharing cast
costumes, weapons, knowledge, and experience. W ell be glad
to help you host your first couple of events. Theres no franchise
fees or other nonsense to start a club. W e started in our
backyards and we want to help you and your friends get started,
as well. Soon youll be renting sites with a hundred new friends,
and having the time of your other lives!

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.

Lumina and Noctis were lovers. She offered the idea of a


sun and day light. He suggested a period of darkness lit by
a silvery moon. Together they designed the sunset and
sunrise making these beautiful to behold as a special time
for lovers. Lumina and Noctis, working together, gave the
world its greatest gift, the cycle of life and death.

Natallis: Earth became Natallis. Her form was a human


female of plain beauty. She had long reddish-auburn hair
adorned with leaves and flowers. She was curious,
inquisitive and playful. Her thoughts moved the gods to
create the realm. She gave the world Nature.

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.

Lumina: Air became Lumina. Her form was a human


female of stunning beauty. She had long blond hair, the
color of sunshine, and carried herself with elegance and
poise. She was patient, trusting and loving of all. She was
called the goddess of light and day. She gave the world
Life.
Noctis: Spirit became Noctis. In his youth, he was a
pensive dreamer and poet. His form was a human male
with a slim build, dark hair and intelligent caring eyes, but
after the death of Lumina his form became that of a
crooked, skeletal man shrouded in robes of black. He was
then called the god of darkness and night. He gave the
world Death.

Natallis created flowers, forests and grass-covered prairies.


She filled the skies with birds and the oceans with fish.
The forests and prairies were filled with animals. The
realm was suffused with the sounds of life.
The Lesser Beings
The Five viewed the world with fascination, but each
wanted to give more of themselves to the world. They
desired to create beings who could feel, reason, remember
and communicate. The Five working in pairs created the
first beings, but all were lacking in some capacity and
became know as lesser beings.

Solnus: Water became Solnus. His form was a powerful


man with chiseled facial features and eyes that portrayed
a serious heart that was true to justice and right. He was
solid in his beliefs and dedicated to honor. His brother was
Karthis, and he gave the world Order.
Karthis: Fire became Karthis. His form was a handsome
human male with an athletic build. In his youth, he was
remembered for his carefree smile and easy-going manner.
He was the trickster, the fool, the jester of the realm, but
after the death of his brother, Solnus, he was reborn as a
god of vengeance. He gave the world Chaos.

Cyclops: Cyclops are easily identified because they


possess only a single eye located in the center of their
forehead. They are strong, gentle and very caring, but so
lacking in their capacity to reason that they often hurt those
around them by their blundering stupidity and lack of depth
perception. Solnus and Lumina created the Cyclops

World Creation

Goblins: Goblins are a dark green-skinned race. They are


generally sly and sneaky, but are also greedy and will lie,
cheat and steal to gain things which they desire. Goblins
often seem cowardly and will generally avoid a direct
physical confrontation. However, as part of a large group
they become emboldened. They are often led by Orcs,
who easily force them into servile rolls. Noctis and

After eons of nothingness, Natallis conceived the idea of


filling the empty void in which the Five existed. She
convinced the others to aid her in the creation of a realm
where the Five could give physical form to all they
conceive.
Solnus and Karthis were as different as fire and water, but
2

Karthis created the Goblins.

During the time of the Five they provided much of the


labor force needed for the construction of the city of
Evermoore and other human cities. As the Age of Life
came to a close they were trained as body guards and
soldiers, which continued to be their primary use during
the Ages of Death and Order.
Following the Troll
Uprising in the first years of the Age of Death, most Trolls
fled into the East Range of the Forlorne Mountains.

Gremlins: These orange-skinned beings have dome-like


heads with little mouths and beady eyes. They are trickster
creatures who delight in playing pranks, however, their
antics are extremely dangerous.
Gremlins have no
understanding of when a joke goes too far and their
favorite pranks are falling logs, man-catcher traps, trip
ropes near cliffs, spiked pits dug on common trails and
exploding boxes.
Karthis and Lumina created the
Gremlins and they caused much confusion and unintended
harm. Even Karthis, who found humor in all things, was
not amused.

Tibbyrrs: Tibbyrrs possess yellow-skin and large eyes


that rise above their low sloping foreheads. Their mouths
are entirely too large for their faces and their noses are far
too small. Tibbyrrs are generally lazy and refuse to
perform any kind of work. They hate living in cities or in
groups larger than their immediate family. They often live
by themselves near small ponds or river banks where they
bask in the sun and live on fish. Tibbyrrs are territorial and
once they establish ownership over a place, they often
become violent if encroached. Natallis and Kartis created
the tibbyrrs.

Kravynn: Noctis and Lumina created the Kravynn, who


were the first sentient beings of the Realm of the Five.
Kravynn have brown skin, round, wrinkled faces and thinlipped mouths with long fangs. Their ears are too large
and their fingernails always seem in need of cutting.
Kravynn, like their creators, feel emotions deeply. They
are an expressive, passionate race. When they are
emotionally content Kravynn can be passive, loving
beings, but at the slightest notion of insecurity they have
the potential to become suddenly aggressive. In this state,
they are exceedingly dangerous.

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.

While Noctis walked the realm, he cared for his children


and they were peaceful beings that contributed to society,
but after the fall of Evermoore the Kravynn, left to their
own devices degenerated into beings of violence.

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.

Ogres: The Ogres are a light green-skinned race. They


are harsh bullies who dominate the weaker beings around
them through force. They are concerned with immediate
gratification of their desires, which causes them to be
impulsive and unpredictable. Ogres are not very intelligent
and are easily manipulated. They are often led by Orcs.
Noctis and Solnus created the Ogres.

Collectively these are called greater beings because each of


these beings was self sufficient, inventive and adaptive to
their environment. They possessed the ability to reason
and develop distinct individual personalities.

Trolls: Trolls are muscular beings with reddish brown


skin and long wild hair. They are extremely strong and
very tough. Trolls are happiest when they are able to use
their strength for building. They are hard workers who
enjoy working with their hands, but do not possess the
intelligence necessary to design elaborate structures.
Trolls need careful supervision if they are to perform
complicated tasks, such as leveling, measuring and other
more precise forms of construction.

Beardon: The Beardons appear similar to Humans except


that they have three to five ridges on the bridge of their
nose and both males and females are distinguished by the
presence of facial hair on the chin and cheeks. The Five
contributed to the creation of the beardons in the following
order: Solnus, Natallis, Lumina, Noctis, Karthis.
Elf: An elf looks very much like a normal Human with
pointed ears. The Five contributed to the creation of the
Elves in the following order; Lumina, Solnus, Natallis,
Karthis, Noctis

Trolls were created by Solnus and Natallis and were the


last of the lesser races created in the Realm of the Five.
3

Human: Humans are the most numerous beings in the


Realm of the Five. Each of the Five contributed equally to
the creation of the Humans.

contributed that elemental force, the Ages are sometimes


called by the name of the God to which they are most
closely related.

Klacton: Evolved Klactons are beings with chiton covered


bodies. They have four appendages, two arms and two legs,
but their torso is a carapace. Their insect-like heads are
chiton covered and their faces match the color of their
carapaces. The Five contributed to the creation of the
Klactons in the following order: Solnus, Natallis, Noctis,
Lumina, Karthis.

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.

Minotaur: Minotaurs have human facial features, but


their skin is dark brown in color. Two sturdy horns grow
from either side of their forehead. The Five contributed to
the creation of the Minotaurs in the following order:
Noctis, Lumina, Natallis, Solnus, Karthis
Orc: Orcs have a physique similar to humans except that
they are green-skinned and generally more muscular. The
Five contributed to the creation of the Orcs in the
following order: Noctis, Karthis, Solnus, Natallis, Lumina.

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.

Pythian: Despite their lizard-like appearance, Pythians are


warm-blooded humanoids who walk upright as humans do.
Their bodies are covered with greenish scales and they
have a lizard-like tail. Their body hair is brightly colored,
most often, red, purple, or blue. The Five contributed to the
creation of the Pythians in the following order: Natallis,
Solnus, Noctis, Lumina, Karthis.

The Five-Sworn were grouped according to the god whom


they served. The Beaconers served Lumina, the Reavers
served Noctis, the Crusaders served Solnus, the Warders
served Natallis and the Jesters served Karthis.

Rakkarin: Rakkarins are cat humanoids. Their bodies are


covered with short fine fur, the color and patterns of which
depend on the particular culture of the rakkarin. Rakkarin
faces appear more catlike than human and also reflect their
culture. The Five contributed to the creation of the
rakkarrins in the following order: Natallis, Karthis,
Lumina, Noctis, Solnus.

By the end of the Age of Nature, the people of the realm


had grown too numerous to remain in the Garden of the
Gods and so it was decided that they should go forth into
the realm. One by one the races left the Garden to make
homes out in the world.

Weetle: Weetles are humanoid beings, with shiny black


noses and whiskers on an otherwise human-looking face.
Extending from their lumbar region is a long vestigial tail.
The Five contributed to the creation of the Weetles in the
following order: Karthis, Natallis, Solnus, Lumina and
Noctis.

The Humans, the oldest people and most numerous, settled


in the plains of the east, the highlands and isles of the
northeast and the western plains. The elves settled in the
forests of the west and the beardons settled in mountains of
the west. The Pythians traveled to the tropical swamps and
rainforests of the south. The Orcs went north into the
mountains, bringing the goblins and ogres. The Weetles
moved into the hills of the southeast where they lived in
small burrows. The rakkarrins dwelled in the southwest
region which included an expanse of plains, tropical
forests, mountains and portions of the great desert. The
Klactons, being the slowest and the least numerous of the

The Five Ages . . .


When the realm was created it was determined that there
would be five ages, and after the Fifth Age the world
would end. Each age corresponds to one of the elemental
forces that comprise the world. Since each of the Five
4

races, were forced to travel to the coldest tundra in the far


north, making their homes in the caves of ice and snow.

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 lesser beings were given homes amongst the greater


beings. The goblins and ogres traveled with the Orcs. The
Orcs promised to keep them safe and put them to good use.
The goblins and ogres started out as servants, but became
more like slaves, working to avoid the whip.
The kravynn stayed with Noctis and Lumina in Evermoore,
where they became the caretakers of the Crystal City, a
task which they cherished. They happily fulfilled duties
such as butlers, maids, messengers, civil servants, street
sweepers, lamp lighters and so forth. They took great pride
in their jobs and enthusiastically performed them.

Many try to blame the Fall of Evermoore on the Five Gods,


and it was true that the Five were distracted from the needs
of the realm. They had their own concerns. It was said that
a jealousy smouldered between the brothers as both Solnus
and Karthis both loved Natallis and she was torn between
the two. It was also said that Lumina and Noctis
experienced troubles of their own, as lovers often do.

The tibbyrrs were cared for by the pythians, living on the


outskirts of pythian society, by small ponds and on river
banks, where they made simple homes of sticks and mud.
They enjoyed swimming, eating fish and laying in the sun.

The greater truth of the situation was that petty persons


with dreams of their own power, decided to betray the
Five. They were rabble-rousers who campaigned for their
own vanity and gain, under the pretense of doing good for
all.

The gremlins were too disorganized to lay claim to any


part of the realm and refused to be controlled. Their pranks
caused much turmoil, and no other race allowed them to be
close. They wandered the realm causing endless problems
for the Five-Sworn.

Where the Way of the Five gave power to everyone


equally, the malcontents wanted to collect power for
themselves. They were small and petty of mind and could
not grasp the glory of a peaceful world where all were
entitled to an equal share.

The trolls liked to build. They were happiest when


supervised. During the Age of Life, they labored to build
the cities of the realm. In the latter part of the age when
unrest became widespread they were trained as protectors
and then as soldiers. Trolls took to using weapons as easily
as they once used building tools.

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 Age of Nature was declared ended as the cities of


greater beings rose up in the world. Fields were plowed,
animals were domesticated and the world was full of life.

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.

Those people who turned away from the Five created a


whole different set of laws to govern themselves. These
laws ran contrary to the Way of the Five. They allowed
favoritism, embraced inequities and placed a select few in
power, but kept the masses happy by empty promises of
personal favor and great reward

At the greatest point of the Age of Life, Noctis and Lumina


were crowned the Lord and Lady of the realm. From
Evermoore Noctis and Lumnia ruled the nations of the

And then Harog (Reaver) invented the ritual that could


create new gods and the world of the Five was doomed.
This ritual created gods by requiring thousands to give up
5

their lives and spirits to form the physical bodies of these


avatars. The new gods had tremendous power because they
came from the combined essences of all those who created
them. The first, foremost and most powerful of the new
gods, was Grotar of the Orcs.

be allowed to exist within the realm.


Mortis (Reaver) who was later to be called the Black Hand
of Noctis, saw the creation of Avatars as a betrayal of the
Five. He believed that Noctis and Lumina should be more
than the nominal rulers of the realm and he refused to
acknowledge any government that did not derive its power
from the Five. He began a clandestine campaign to destroy
any who tried to usurp the power of the Five through the
creation of Avatars or national governments which failed
to support the Way of the Five.

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.

The Pythians created Ansaki, the Spirit of the Swamp. He


embodied all life that came before him and had the wisdom
of the Ages. His form was that of an ancient Pythian, who
appeared older then time itself. Ansaki was wise, but not
wise enough to foresee the horrendous effects that the fall
of Evermoore would have on his people and the realm. He
never forgave himself or his people for the role they
played.

The Crystal City became a place of fear as rumors spread


that the Orcs, Klactons and Pythians were training armies.
A guard was raised for the city of Evermoore and Aradawn
was chosen over Mortis to lead it. This strained the
relationship between the Five-Sworn of Lumina and Noctis
who thereafter had difficulty working together.

The elves created Eveya, pregnant goddess of the Harvest.


She was to give meaning to the toils of the working Elves
and settle the unrest growing between the ruling castes and
those below. Instead she became the mother of Unity, the
child whose death would divide the elves in bloodshed and
hate.

As tensions escalated the city guard was transformed into


a militia. In time, Aradawn, using lore newly created by he,
Icarianus (Reaver) and others, founded the Order of the
Five to lead the militia of Evermoore. The Order of the
Five was created for defense and its motto was Defending
the Dream. The leadership of the Order came from those
Five-Sworn still loyal to the Five.

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.

Lumina was found dead, floating in her reflecting pool, a


pool that some say she used to see the future. Was it
murder or suicide?
Events continued to spiral down. Noctis was overcome
with grief and locked himself away in his palace. Harog
demanded an audience with Noctis. His way was blocked
by Aradawn. Harog tried to push past Aradawn, the two
childhood friends fought, and as the Herald of Grotar died
he whispered, Tremble Old Ones Grotar comes.

A schism formed in the Five-Sworn. The first group was


lead by Aradawn (Beaconer) who believed that the various
peoples of the realm should be allowed to rule themselves
as they desired. Aradawn refused to condemn the creation
of new gods as a sacrilege. He felt that as long as these
Avatars did not violate the peace of the Five, they should

Then, Natallis disappeared in the grove and many of her


most loyal Warders were found dead, butchered. Most
6

believed this could only be murder! The truth was even


more tragic.

a surprise attack on Andor by the Pythians doomed them.


The Orcs conquered the northern four kingdoms and the
Pythians seized Andor.

The death of the herald at Aradawns hand, was the spark


that united the world against the Five. Grotar came at the
head of a massive army of Orcs, Klactons and Pythians.
Very few races stood with the Five, and Evermoore was
besieged.

Seeing the fate of the Five Kingdoms, the Beardons and


Weetles accepted the rule of Grotar rather than fight his
armies. The rakkarins and plainspeople refused to
surrender and were conquered by the Orcs. The
plainspeople were forced onto reservations and the
rakkarins who refused to live in captivity were slain. By
the end of the Age of Life there were few rakkarrins left in
the world.

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.

The Minotaurs who were driven from the Valley of the


Rainbows wandered the realm searching for a new home.
They were lead by their own new god, Minos, who came
to them during the fall of Evermoore. Minos had a vision
of a perfect place where the Minotaur people would
forever be safe. His people reached the Isle of Minos, but
he did not, slain on the shores as his people fled the
mainland.

The Klactons desired the Valley of the Rainbows as their


home now that the Minotaurs were driven from it. Grotar
refused to yield Evermoore to them and placed one of his
own generals as ruler of the valley as the Orcs hoped to
benefit from pastureland of the valley. The Klactons under
the iron fisted rule of their goddess Tharkana threatened
war against the Orcs. Before the Klacton armies could
march against the Orcs, the great Fist of Grotar, a meteor,
struck the plains of Tharkana, sending clouds of dust and
debris across the sky that blocked out the light for seven
whole days.

The Orc dreadlords ruthlessly sought total domination of


the realm, but they did have a few challenges to their
ultimate power. The first was when Demandred and
Morgodia led an army of undead against the Orcs, just
after the Fall of Evermoore. They reached the Temple of
Grotar before being defeated.
The greatest defeat of the Orcs occurred when they tried to
invade the Karthydian Desert to destroy the refugees of the
Crystal City. The huge army of Orcs, Pythians and soldiers
conscripted from the enslaved people army reached the city
of Ash Shir where Karthis and a small group of his
followers waited in the abandoned city. When the invaders
reached the god of chaos sacrificed himself and destroyed
the entire army with a fiery explosion that leveled much of
the city and surrounding countryside. The desert was never
again invaded. Four of the Five old gods were now gone
from the realm.

The Klacton homeland was in ruins and the survivors


started their war against Grotar, but they were soundly
defeated in almost every battle. Tharkana became obsessed
with the destruction of Grotar. Her madness was
destroying the Klacton people by keeping them in a war
they could not win. In an act of desperation the hivequeens and evolved Klactons slew their own god for the
good of their people. Thereafter, the Klactons made peace
with the Orcs and acknowledged Grotar as their ruler.

The last challenge to Orc rule occurred in the middle of the


Age of Death, when a Beduin hero named Thanos rose to
prominence. A prophecy was given that he would lead the
armies of chaos from the desert and be victorious. He
formed the first Karthydian Empire and his followers
marched against the Orcs, freeing the Fertile Valley and
inspiring a world to rebel, but Thanos was killed by Grotar

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

in battle near the ruins of Evermoore and buried in a tomb


that would later bear his name, a tomb that he would rise
from in the Age of Order as a mummy serving the cause of
chaos again.

Xanadu was trying to give the world back to the mortals.


After years of war, the armies of Guildhall and their allies
had driven back the Orcs and freed the world. Grotar and
Eldin killed each other in the last decisive battle in the
foothills of the Forlorne Mountains near the ancient town
of Evermoore.

The Age of Death was a dreadful time for the realm,


millions died in storms of magic, in the barbaric wars raged
by the Orcs, and because of famine and plague. Mana
nodes and flow became corrupted by the hate and harms.
Nature changes, plants came alive and gained sentience,
beasts changed developed powers and insects grew to
enormous sizes.

Guildhall helped to reestablish the territories, which had


existed before the Age of Death and dispersed peace
throughout the world. With the spread of peace came
increased trade. The masters of the guilds, as they
predicted, became wealthy beyond their dreams. As the
realm was ordered, other races were allowed to join the
guilds. The last to be admitted were the Orcs.

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.

In fifty years all the remaining new gods had been


destroyed and the world was delivered to the hands of
mortals. The followers of Xanadu deserve much credit in
ensuring that gods could not be returned to the realm by
slaying those with knowledge to create them.

At the same time the League of Guilds was being


organized, the Humans of Holt created a new god of their
own. His name was Eldin and he was formed by resistance
forces who had fought against Orc occupation throughout
the Age of Death. His symbol was the symbol of Holt, the
Iron Cross, but covered in blood. The Blood Cross, as it
was known, became a symbol to rally the Human race.

The Guildsmen breathed a sigh of relief. The gods no


longer had physical form and religion would not be used to
motivate the armies of the world as the Clerics and Druids
controlled religious power. Leadership would fall to
Guildhall and the mundane rulers of each land and not to
devout relisgious fanatics.

After one thousand years of war, famine, and death, a


renaissance began with the founding of Guildhall and the
introduction of thirteen Guilds into the realm.

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.

Suddenly the Orc Empire was under siege. The armies of


Guildhall marched from the south, while the armies Eldin
came from the north. These armies were supported in
almost every nation by resistance groups and independent
military units, such as the Order of the Rack and the
Knights of the Black Hand. The Karthydians sent soldiers
to aid Guildhall, as did the Klactons and Phythians. The
world raged in battle as the Orcs would not surrender
meekly.

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

During this time a group of Humans created, Xanadu, the


slayer of gods using the life essence of Noctis who they
found insane in the catacombs of Evermoore. Xanadu
systematically seduced and killed those with the
knowledge to create new gods, and even gods themselves.
8

that will cause the hall to crumble. With empty promises


and blatant lies, with constant criticism and negative cries
the rabble-rousers will end the Glory of Guildhall, just as
the shattered the crystal city.

god of chaos and fire, will return at the forefront of his


great army to wreak his vengeance on the world that
betrayed the Way of the Five.
The realm will be consumed in fire and flame, as a book
tossed burning in the trash, the dream that was will be no
more, and soon everything great that was thrown away will
be nothing, but a distant memory.

But when the Age of Order ends, there will be nothing


thereafter. Magic will fade from the world and lore will be
lost. And then in the final days of the world, Karthis, the

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.

At its height of power in the Realm of the Five,


Guildhall was a powerful, fraternal organization of
men and women, called Guildsmen, who fought to
maintain the Age of Order. Guildhall was a bulwark
against the Age of Chaos and the Guildsmen were
champions of right and defenders of morality.
Guildhall was the dream that represented the
rebuilding of a shattered world and the end hatred,
prejudice and animosity which existed in the Age of
Death.

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.

It was said in the Age of Order that all roads lead to


Guildhall. Guildhall was more than a fortress on an
island in the Sea of Lore. It was a way of life that
valued cooperation, fraternity and mutual respect.
Though Guildhall was built of granite and layered
with silver and gold, it stood for so much more than
power and wealth. Its foundation was of brotherhood
and its mortar was of love. There was no evil that
Guildhall could not overcome as long as its members
held true to the dream.

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.

The realm suffered one thousand years of oppression and


persecution, but then a group of idealistic heros joined
together and formed the heart a rebellion that would end
the tyranny of the Orcs.
By gathering the teachings of the Five, and recreating
much of their ancient magical lore, these heros founded the
institution of Guildhall which became the guiding light that
led the world out of the Age of Death and into an Age of
Order.

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.

Every community of Guildsmen has positions of power


which convey status, prestige and power to those who gain
them. Since Guildhall is a democratic organization these
positions are always up for grabs. Power-plays are
common in communities as people covet these positions.

11

The Game of Guilds rarely turns violent and never turns


deadly. All those who play The Game of Guilds know
that violence is the sign of a poor player. Only chumps use
violence to win the Game of Guilds (if such a thing is
even possible); a true player only needs wits, charms and
daring.

famous entertainers of the Age of Life, taught the lore of


ballads and helped found the Bards Guild.
The Cavaliers Guild split, dividing into those who wanted
to train soldiers and concentrate on individual combat and
those who wanted to concentrate less on weapon use and
specialize into strategy and tactics used to lead armies in
battle. The former became known as the Warriors, where
the latter retained the name of Cavaliers. The Rangers
broke off from the Warriors because they saw a need for
scouting units which specialized in woodland craft.

The Oath of Guildhall


I swear the oath of blood, life and soul
My loyalty shall be to my Guild
and to Guildhall first, above all else.
I shall serve my brother and sister Guildsmen
in both life and death.
The Laws of Guildhall
shall be the laws of my heart and mind.
For now and through all eternity
I pledge this blood, this life and this soul
to the greater glory of Guildhall
And all that we represent in
Love, Truth, Honor
and Eternal Fraternity.

The Artisans, Runecasters and Alchemists formed Guilds


of their own. The need for intelligence gathering and
political espionage allowed the Rogues Guild to enter the
league as professionals with very particular skills.
The last guild to be admitted were the Necromancers. They
had perverted the teachings of Noctis and created a
dreadful lore which was hated in all the civilized realm.
However, it was out of necessity that they were admitted.
The Necromancers had vowed that if they were not given
equal standing and recognized as a legitimate institution,
they would side against the League and offer their services
to the Orcs. Practicality carried the vote, because all saw
that the alternative was to fight every enemy twice.

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.

The League, with its full complement of thirteen guilds,


moved its headquarters to a more defensible position on an
island in the Sea of Lore and created a school where they
taught mundane subjects openly, but in secret they taught
ancient lore to those dedicated to destroying the Orc
Empire.

The group, led by the Nameless Knight and others,


gathered in Evermoore. These persons were believed to be
the descendant reborn souls devoted to the Five. The
Nameless Knight claimed that he was given the idea of
Guildhall from the spirit of Lumina who came to him amid
the ruins of old Evermoore. He revealed to the group a plan
to organize the learning of lore skills into systematic
Guilds. The Guilds would be organized into a league and
when they were strong enough they would create an
institution to be called Guildhall.

Thirteen Guilds signed the charter. The Necromancers


Guild was the last to join. They forced their acceptance
into Guildhall under threats that they would resist
Guildhall if they were not admitted with equal standing.
In the beginning the founders of Guildhall portrayed
themselves as merchants, healers and teachers. The Orcs
paid little attention to their activities. The building of a
school on the Sea of Lore was allowed by the local
Dreadlord, Bumgar Narr.

The initial group was mainly Humans, Elves, Minotaurs


and Weetles, with some Rakkarrin. They formed the
League of Guilds. In the beginning, there were only five
Guilds. They called themselves Clerics, Druids, Warlocks,
Wizards, and Cavaliers. The first four used the force of
mana to cast spells and prayers, whereas the last used force
of arms.

Guildhall was portrayed to the Orcs as a society of


merchants, scholars, and tradesmen. On the surface the
school taught basic subjects, but in special classes students
learned guild skills, such as healing, runic lore, elemental
magic and the fashioning of items.

In time, others came with knowledge and their skills were


grouped into additional Guilds. The Van Dorn family,

The members of Guildhall were careful to keep weapons


12

and weapon training confined to secret bases in the


Karthydian desert and on the Isle of Minos. Bumgar Narr
had no idea that the school was teaching skills which
would later form the basis of the armies that would end the
Orc Empire.

special Guildsmen called Seekers who search for arcanes.


Only a small percentage (less than one percent) of the
world is arcane.
Joining Guildhall and learning lore is a momentous
decision in ones life. Once a person become part of
Guildhall they cannot just leave. A Guildsman acts in the
service of the realm. The lore he or she learns may only be
used in the service of Guildhall. If a person wishes to leave
Guildhall after learning skills, they may only do so by
having all skills and the spark of mana removed from their
bodies through purgation.

Guildhall began training the men and women who would


organize and lead the armies of the realm. Under the guise
of traders, the Guildsmen traveled the realm selling their
wares. In actuality they were recruiting a rebellion. The
wealth earned from their trading funded the war effort
clandestinely developing throughout the realm.
They formally named their institution Guildhall people
from throughout the realm came to learn what it meant to
be a Guildsman. Each of the thirteen trades laid claim to a
certain collection of lore skills. This collection of skills,
called a Guild Syllabus, allowed a man or woman to
manipulate mana.

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.

When following a Guild Syllabus a person begins to master


one collection of knowledge to the exclusion of other
knowledge. This specialization allows a guild member to
excel in his or her pursuit. Only through this specialization
could a person develop their body, mind and spirit to a
sufficient level that allowed them to perform the seemingly
magical activities of a Master.

The hierarchy denotes a level of learning and provides


privilege. Once a person becomes a Guildsman, he or she
is entitled to all its benefits. All Guildsmen are above the
common person.

Guildhall was strong enough to challenge the Orc Empire


and began openly teaching lore. When the Orc Empire
protested Guildhall was ready, and with the aid of the
Eldinites and the followers of Xanadu, the Guildsmen won
the Wars of Order and brought the realm out of the Age of
Death.

Guildhall is often viewed as a family. All members are


bonded to each other by the oaths of Guildhall. The
Apprentices are the children who need to learn the ways of
Guildhall. The Initiates are discovering their place in the
world. The Journiates are making their way through the
ranks toward mastery of their Guild. Their task is to defend
Guildhall and protect the realm. And the Masters are the
fathers and mothers of the Guildhall family. Their task is
to teach the apprentices and to guide the community.

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.

Commoners, as those without the spark are called, cannot


manipulate mana and are therefore not accepted into
Guildhall as Guildsmen.
Being arcane means that a person has a strong connection
between their body, mind and spirit. A person is either
born arcane or commoner. Only an arcane can become an
apprentice to Guildhall.

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

Most people bring their children to local Guild Councils at


an early age so that they can be tested. There are also
13

stating I am a [rank title] [guild name]. For example, I


am an Initiate Rogue, I am a Junior Journiate Wizard,
or I am a Master Cavalier.

governed by politics and economy. Political appointments


and the ability to make business decisions will determine
the rate of their advancement and ultimately their ability to
earn status in the eye of their peers.

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.

Their apprenticeship is a structured classroom environment


where their lessons are taught by a headmaster. They
generally progress through their studies as a group and are
promoted as a class.

The Isle of Lore contains the best schools which Guildhall


has to offer. To be accepted as an apprentice on the Isle of
Lore was a great honor and usually meant that the person
was destined to go far in the politics of Guildhall.

Initiates generally go to work for Senior Journiates who


manage Trade businesses. In time they will learn enough to
open their own business and if they have the talent, they
will grow wealthy and powerful.

Great Halls: Every large city has a local hall of guilds


and its own local Guild Council of Guildmasters. The local
meeting places are called Great Halls and are beautifully
crafted with high vaulted ceilings and a rich elegance
which inspired envy in all. Within the large cites the
individual Guilds control the universities and act as
institutions of higher learning. Each Guild erects its own
Guild building within the walls of the city. These immense
fortified structure are grand displays of wealth and power
with each Guild trying to build bigger than the others. No
Guildsmen may harm another within the sanctity of a Great
Hall.

Guildsmen in cities manage businesses related to their


Trades. Clerics and Druids run religions, Runecasters work
as seers, Warriors train soldiers and Cavaliers lead them.
Rangers scout for armies or manage woodland preserves.
Alchemists and Artisans run their shop or even chains of
shops. Necromancers tend to the dead and live eccentric
lives.
All of the Guilds do something with their lore that can
make them a living, but those Guildsmen who can excel
will become wealthy beyond the commoners imagination.
Only nobles and the owners of Coventry corporations
come close to experiencing the wealth possessed by Senior
Journiates and Masters of Guildhall. The ten wealthiest
people in the realm have always been Guildsmen.

Inns: In the smaller towns there is often a lack of


resources. Small town Guilds do not have the finances to
support their own individual structures or a Hall of Guilds.
Guildhall, sensitive to the plight of small town Guildsmen,
erects and maintains structures called Inns.

Much of a typical city-living Guildsmans life is spent


progressing in his or her Guild. Businesses are expanded
by taking risks, making contacts and sometimes by sucking
up. Status is earned by a Guildsmans success. Most cityliving Guildsmen reach mastery around the age of thirtyfive.

These Inns are owned by Guildhall and act as centers of


commerce and education for those in remote areas. The
Inns are run by Innkeepers who are hired by Guildhall on
the recommendations of a Charter Sponsor.

A typical city-living master commonly moves to the


suburbs where he may purchase a manor house with many
rooms and lots of land. Most city masters made fortunes
as a Senior Journiate and retire to their estates to raise
families and manage their businesses away from the hustle
and bustle of the city center. Most of their day to day
business decisions are made by their trusted lower ranking
Guildsmen who will one day branch out on their own to
become masters with their own fortunes.

Inns serve as a gathering point for the Guildsmen in the


local community who often attend monthly Markey Days
with adventuring, feasting and entertainment. The laws of
Guildhall protect the sanctity of the Inn and no Guildsman
may harm another within the sanctity of an Inn.

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.

Typical Guildsmen: Eighty to ninety percent of


Guildsmen will live in large cities where their lives will be
14

These Guildsmen retain the bold spirit of Guildhall and are


recognized as adventurers. They may never earn the
monetary wealth or gain the political power of their city
living counterparts, but they will often advance through the
ranks much more quickly as they live audacious lives, full
of adventure and glory.

Atypical Guildsmen: The remaining ten to twenty percent


of Guildsmen are those who live on the fringes of society.
They are adventurous spirits who decline to participate in
the bureaucracies of the larger cities.
A few live inside the cities refusing to participate in
commerce or business, but most gravitate to the smaller
towns and out of the way places. Many offer their services
to people who would never afford the price of Guildsmen
intervention. They often live near an Inn where they go to
frequent Market Days and meet with other Guildsmen.

An atypical Guildsmen who adventures frequently and


becomes well-known by his peers can easily achieve
mastery in three to five years, sometimes sooner.

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.

The old Master stood in front of the blackboard and


wrote incantations on the slate surface in chalk with
powerful strokes. He explained, You will need to
include nine syllables within your verbals. The
intonations of each syllable must be precisely spoken
as words of invocation or magic will not be
manipulated and your mana will be wasted.

A starting Guildsman must spend at least 300 status on


body and must first learn all Apprentice skills (2500 status)
before they may begin learning initiate skills.

In the classroom sat twenty-one Apprentices. They


listened as attentively as possible for students of their
age and copied the Masters incantations onto their
parchment pages. Each one longed for the day they
would be promoted to an Initiate and become full
members in the Hall of Guilds. Some even dreamed of
becoming a Master and teaching others the ways of
Guildhall.

Starting

Apprentice Skills: Every Guild has a list of skills that


every Guildsmen must know. They consist of useful skills,
like bandaging, climbing and swimming, as well as,
specific basic skills required by that particular Guild.
Characters must learn all of these skills before they can
learn other guild skills. Apprentice skills can only be
learned from a Master of the appropriate guild with the
skill teach II who is in good standing with Guildhall.

A Guildsman begins with 5000 status which represents


their lifes experience up to this point. The new Guildsman
may use this status to improve his or her body and mana or
to learn Guild skills, racial abilities or cultural skills.

Initiate Skills: Once a Guildsman is promoted to the


Initiate Rank the majority of the Guild Syllabi is available
for learning.

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.

Journiate Skills: Journiate skills rank restricted because


they require greater experience to learn. Before learning
these skills a Guildsman must have achieved the Journiate
Rank in their Guild.
Master Skills: These skills are very hard to learn and
require a lifetime of devotion and are restricted to Masters
of the guild.

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.

Rank Restricted Skills: Every Guild has a list of rank


restricted skills, which means that only a Guildsman of that
rank may learn that skill. Accordingly, skills that have rank
restrictions as a skill pre-requisite cannot be learn (see
above).

Lore tomes are books that record the erudition of a Guild


within Guildhall. They are magical works containing
weaves of mana within the pages, demonstrating the power
of performance and perspective, and sharing the drafters

Lore Tomes

16

own unique vision to the world.

whole Guilds raising the level of magic and the quality of


performance for all.

Lore tomes are works of art, explaining how skills are


performed at the level of action. They do not generally
provide the simple elements of use and effect as this is
common knowledge to all Guildsmen, but instead record
the personal thoughts of the writer when using skills. They
contain underlying philosophies, incantations, precise
movements, and other details related to the quality of the
performance.

Learning New Skills


A Guildsman may only learn a skill if he or she has
sufficient rank, available unspent status and the proper
prerequisite skills to support learning. Once all three
criteria have been met the Guildsman may learn the desired
skill as follows.
From a Teacher
A teacher must be from the same Guild as the student,
must know the skill the student wishes to learn, and have
the skill teach I. The time it takes to a teach to teach a skill
varies with the teacher and the student, and is left up to the
participants involved. A group of students may be taught
at once by one person, as long as they are all learning the
same skill. After a skill is taught, the student must take
time to perfect the technique before using the skill. This
generally takes one full day of practice for each skill.
Characters perfecting a skill cannot adventure and must be
in a safe environment.

Every Guildsman must have a lore tome to record progress


within their Guild. This personal lore tome is a repository
for all he or she has learned containing personal expression
and world view. It is a sacred book filled with musings and
imagination that acts as a guide when performing skills.
Whenever a Guildsmen seeks promotion to a higher rank
they must present their lore tome to the promoter who will
review the lore tome. It is not necessary that every skill be
listed, but the tome must present evidence that the
Guildsman has a solid foundation in their learning.
A Guildsman without a Lore Tome cannot be promoted to
the next rank. When a Guildsmen prepares to be accepted
as a Master of their Guild they must present their Lore
Tome to Guildhall for review. The tome must demonstrate
principles of mana manipulation, philosophy and
understanding unique to the petitioner.

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.

Many Guildsmen refer to their tomes often using them as


an aid. Alchemists always use their tomes when mixing
complex compounds. It is common to see bards singing
from their tomes and rogue setting traps from rough
sketches. Artisans make use of schematics in their tomes,
and all the fighting Guilds record their varied combat
techniques and systems within their lore books. Casters of
spells, prayers and powers often have the thickest lore
tomes as they grapple with the many ways to weave mana.
And the image of a Guildsman reading incantations from
his or her lore tome when performing a ritual is iconic.

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.

Many Guildsmen spend a lifetime writing and rewriting


their lore tomes as they gain skill through years of practice.
At some points in their lives Guildsmen experience great
breakthroughs and often throw away their old tomes as
inferior, setting to work on better interpretations of their
skills based on their greater accumulated knowledge.

A character may learn a skill as long as his current guild


status total is under the amount for the rank. This is true
even if the status cost for the desired skill pushes him into
the next rank, but he must be promoted before he can learn
additional skills. For example, Harker is a Rogue. He has
7400 status and is of the Initiate rank. He wishes to learn
a new skill that costs 400 status. He may learn this skill

Grand Lore Tomes are written by the great visionaries of


a Guild and become text books used to pass on learning
and wisdom. The Grandest Lore Tomes can revolutionize
17

and will end up with a status total of 7800. He may not


learn additional skills until he is promoted to Junior
Journiate Rank.

local Guild Council who must be thoroughly familiar with


the candidate.only the best candidates with a good and
noble character will be accepted as an apprentice to
Guildhall. Candidates are heavily tested before being
accepted and only the best are allowed to proceed into an
apprenticeship. After testing, a master of the Guild must
bring the candidate before a formal meeting of the local
Guild Council for an official vote.

When a Guildsman reaches the end of the rank, he must be


promoted to the next rank before he can learn additional
skills. The promotion to a higher rank requires that the
Guildsmen participate in the appropriate Ceremony of
Promotion. The Ceremonies of Promotion are powerful
arcane traditions that allow a Guildsmens progression to
the next rank by infusing their body, mind and spirit with
power. The ceremony must be properly performed or a
character will be unable to learn additional skills.

After receiving approval from the Guild Council of their


community the candidate must go through the Ceremony
of Apprenticeship. Only after passing through the
ceremony, will the apprentice be considered a Guildsman.

After being promoted the Guildsman is then able to spend


status to learn skills in the new rank. A guildsmen must
remain at a rank for at least thirty days before being
promoted to a new rank.

During the apprenticeship, a Guildsmen will learn skills


basic to all Guilds like first aid, swim and climb, and also
those skills central to their own Guild.
Apprentices are required to wear a simple brown robe to
signify their station. Throughout their apprenticeship
period they are required to perform menial tasks for the
members of their guild. However, apprentices are never
demeaned, abused or hazed. Apprentices are treated
respectfully, because one day they will be full brother and
sisters in Guildhall.

The promotion to Master is much more involved, requiring


the candidate be brought before the community for
consideration.

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

The minimum period of apprenticing is one calender year,


but some apprenticeships can last for many years. In large
cities where classes of apprentices are trained together the
normal time period for apprenticeship is four years. After
the apprentice has fulfilled the time commitment and has
learned the required 2500 status worth of Apprentice skills
the apprentice may be promoted to the Initiate Rank.
Initiate
With their apprenticeship complete the Guildsman is
promoted to the initiate level of the guild and undergoes
the Ceremony of Initiation where the brown robes of the
apprentice are removed and the apprentice is given a
candle representing the light of learning. The Guildsman
may begin learning more Guild lore.

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.

The initiate begins the drafting of their own lore tome,


writing down all they learned as an apprentice and
developing their own unique methods of mana
manipulation. Through constant and diligent practice they
will develop their Guild skills, learning to better their
social, leadership, physical, mental and magical skills.

Any arcane commoner may attempt entry into Guildhall.


Generally this is done at a very early age; most
apprenticeships begin at ten years of age and last until at
least sixteen. Sometimes arcane commoners may go
undiscovered and have to apprentice when older.

The Initiate Rank builds on knowledge learned during the


apprenticeship, allowing the Initiate to learn a broad base
of useful skills in the trade. The Initiate should try to

Becoming an apprentice requires a unanimous vote of the


18

determine the path within the Guild that he or she wants to


follow. When the Initiate has sufficient status, he may be
promoted to the next level through the Ceremony of
Journey Making.

adventuring and devote their time to helping the next


generation become good members of their Guilds. Masters
are the caretakers of Guildhall and must ensure new
Guildsmen maintain the high standards of Guildhalls
noble dream.

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.

Mastery is not a right, but a privilege. Any Guildsmen who


does not hold the tenants of Guildhall close to his or her
heart should not be promoted.
The first step is proving proficiency. The proof of a
Masters proficiency and understanding is found within
their Lore Tome. This is a dissertation of all the wisdom
the candidate has learned and all the wisdom that he or she
can pass on to the next generation. Candidates for mastery
submit their lore tome to Guildhall for review and if the
reviews shows a worthy candidate, the petitioner may
proceed with forward with their petition to become a
master.

The Junior Journiate Rank is a rank where the Guildsmen


begins to decide on which rank restricted skills begin to
work toward. All of the trades have rank restricted skills
and there are various pre-requisite skills that need to be
learned as one works toward them.
Journiate Rank marks the halfway point to Mastery. Its
also at this rank where a Guildsman begins to learn the
rank restricted skills of the trade. These are the power
skills that define the Guild.

The community decides who should or should not be a


Master. However, the Courts of Guildhall do hold
jurisdiction over community decisions when they are
unfairly made.

At the Senior Journiate Rank the Guildsman will generally


finish learning the defining skills within the trade and
begin to learn the Trades more esoteric skills. His or her
understanding of the Trade will grow as the Senior
Journiate begins preparation for the test of mastery.

Becoming a Master requires a unanimous vote of the local


Guild Council who must be throughly familiar with the
candidate. Each Guildmaster must be informed of
candidacy in time for them to speak with and test the
individual before the Community meeting.

The Guildsman is filling his or her lore tome with


information, while learning new and wonderful skills. It is
at some point during the journey-making that a Guildsmen
will solidify his or her own unique methods of mana
manipulation. With increased mental, physical, emotional,
and social awareness the Guildman will finally become
proficient in sharing his or her vision with others.

It is customary to announce a candidate for mastery before


the community gathering takes place and to present him or
her at the start of the gathering. This gives each
Guildmaster time to meet with and talk to the candidate in
a one-on-one situation, and assign them a task to complete
before the Guild Council meeting.

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.

The vote for mastery must be made during an official


meeting of the Guildmasters Council that takes place on a
full Market Day. This advancement must be approved by
unanimous vote of all local Guild Masters, whose approval
cannot be unreasonably withheld.

The pursuit of understanding and enlightenment is what


defines the Master. It is often said that Senior Journiates
have learned skills, but a Master is one who understands
them by possessing an awareness of how the skills
combine to form the essence of the Guild.

Approval can be withheld for various reasons including


unrepentant, repeated breaches of the law while moving
through the ranks and failure to conduct oneself in a
manner serves the interests of the Community or Guildhall.
A denial of promotion to Mastery can be directly appealed
to the Court of the Shields.

Masters have a great responsibility. Since only a Master


can learn the skill Teach II, many masters cease

After receiving local Guild approval the candidate for


19

Mastery must wait at least one month before the ceremony


can be performed. During this time Guildhall will review
the candidates record, and either affirm or deny the local
vote.

Masters was a pile of discarded brown robes, cast down


during previous ceremonies. Standing to the left and

right of the dais were the newly appointed Initiates of


the other Guilds, faces beaming with wide grins,
hands holding burning candles, heedless of the wax
that dripped onto their finger, happy to have their
years of apprenticeship behind them.

When a candidate is approved for mastery the entire


community must come together for the public mastering
ceremony which includes, feasting, entertainment and
concludes with the ceremony. The candidates friends are
responsible working with the Innkeeper to hosting this
affair.

The seven Apprentices came forward to form a line in


front of the Master Necromancer. He was an ancient
Loremaster, an iconoclast robed in black velvet and
reeking of the grave. The skin of his face was pulled so
taunt he almost looked like the skeletons he so often
commanded. His voice was powerful when he spoke,
Today is your day-of-days . . .

After the petitioner is approved as a Master a copy of his


or her Lore Tome is made and this Lore Tome is given a
place of honor in the Hall of Masters at Guildhall.
Apprentices seeking to begin their own journey through the
ranks of Guildhall will begin their studies by looking
through these hallowed books.

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.

The ceremonies of Guildhall unlock a Guildsmans arcane


potential allowing him or her to manipulate the mana flows
of the next rank. Arcane persons outside of Guildhall
cannot learn Guild skills. Status and rank interrelate to
enable advancement. A Guildsmen who forsakes Guildhall
can no longer advance through the ranks, and will
eventually lose their skills.

The Ceremonial Hall on the Isle of Lore was filled to


capacity with spectators. Thousands occupied chairs
ran on both side of a wide isle and even more stood
shoulder to shoulder along the outer walls.

Who Performs: The ceremonies of promotion are


performed by the Guildmaster of the Guild. If the
Guildmaster is not present than a Master Guildsman of
their guild with the skill Teach II can promote. If there is
no qualified master in the community, then a promoting
master may be sent from Guildhall.

Above, the massive arched ceiling was lost in the


shadows cast by a thousand flickering mana-filled
bulbs screwed into chandeliers that hung from
massive chains. At a level with the chandeliers was a
balcony that ran the length of the building. The
balcony was packed to capacity.

When Performed: In cities promotions are performed


monthly in lavish ceremonies at the Hall of Guilds. They
are attended by the candidates friends and family, as well
as hundreds of other persons including community leaders
and other dignitaries.

Seven Apprentices walked down the center isle. They


wore their brown robes proudly and held their unlit
candles before their bellies with both hands. They
were the last group of Apprentices to receive their
promotion to Initiate. The Guilds were always
promoted in order of their traditional entrance in
Guildhall. Cavaliers first. Necromancers last.

In smaller towns and Inns promotions are generally made


at Market Days before the Guild Council meeting. It is
customary, for the parties to arrange a time and place for
the Ceremony of Advancement that enable the
Guildsmans family and friends to attend. The
advancement is announced to the Guildmasters at the

In front of the raised dais on which stood the thirteen


20

community meeting.

candle will be carried with them throughout their


apprenticeship as a constant reminder of what they do not
yet know, but seek to discover.

Basic Elements: Guildhall has traditional ways of


performing ceremonies. The basic required elements of
each ceremony include (1) the swearing of the Oath of
Guildhall to bid the candidate as a brother or sister of that
rank, (2) symbolic actions that represent progression into
that rank (see following descriptions), and (3) the
ceremony must be performed in public before the
candidates friends, family and/or peers.

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.

The specific basic elements that must be part of the


ceremonies for each rank is stated below, but so long as
these required elements of oath, symbolism and publicity
are preserved every Master is free to personalizes the
ceremonies to any degree that honors the candidate and
serves the common good.

The robe is removed because it is no longer needed to


teach humility, having lived the simple life, the apprentice
understands the value of servility.

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

The unlit candle is then lighted, representing the


knowledge gained during the apprenticeship, and
symbolizing, on a larger scale, the light of Guildhall that
led the world out of the Age of Death, a light that is still
carried by every single Guildsmen.

Before this ceremony can be performed the candidate for


apprenticeship must have his apprenticeship be validated
by a unanimous vote of local Guild leaders of the Guild
Council. Following the vote, the local guild of the
applicants proposed trade must adopt the applicant as an
apprentice.

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.

This ceremony is performed by the local Master in


cooperation with the characters friends and family.
The basic elements of the Ceremony of Apprentice
requires the candidate be dressed in the simple brown
robes of an apprentice and stand before his friends, family
and/or peers. The candidate swears the Oath of Guildhall
and promises to learn the basics of his Guild and perform
all tasks set before him or her. The candidate is given an
unlit candle, which he or she must accept.

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.

The simple brown robes mark the apprentice, teaching


humility. An apprentice needs to live simply, foregoing
material wealth, understanding that service is the mark of
a great person. An apprentice learns not to seek personal
power, so that as a Guildsman they will strive for unity
within Guildhall and unity with the world.

The traditional Ceremony of Mastery is an inspiring


accolade to the achievement of the candidate. The host
convenes all local Guildmen and the ceremony is often
attended by commoner residents of the community as well.

The unlit candle represents their ignorance, an ignorance


of themselves and the world. During their apprenticeship
the apprentice seeks the light of knowledge, hoping to see
things more clearly, to find truth of the world. The unlit
21

The Candidate stands before his friends, family and/or


peers while holding the candle given to him as an
apprentice and lighted as an initiate. Unlike the Journey
making ceremonies the Guildsmen does not recount his
own deeds. Instead, the guests assemble to Remember the
Journey of the Candidate and to honor his deeds.

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.

Guildsmen step forward to recount the life of the


candidate. Each speaker recounts some tale involving the
Candidate. It could be a funny anecdote or a tale of great
heroism. The tales should symbolize the character of the
candidate and demonstrate his or her devotion to the
community, the world and Guildhall.

After the ceremony, all skills of the previous Guild are


immediately lost; the character may retain only those
apprentice skills that are on the apprentice list of their new
Guild. Status is not lost. The Guildsmen must remain as an
apprentice for a minimum of one month, and must learn all
apprentice skills during that period.

After all have spoken in remembrance the candidate makes


the Walk of Mastery. The guests precede the Candidate
from the place of gathering and then the Candidate holds
his candle representing the light of learning which was
initially lit at the conclusion of his or her own
apprenticeship.

After learning all the apprentice skills, the Apprentice may


be promoted to Initiate Rank. Following this promotion,
the Guildsman is entitled to normal advancement within
the new Guild which means the Guildsmen must be
promoted by their Guild during an official gather of
Guildmen, spend at least one month learning skills of the
next rank, and then may be promoted at the following
official gathering.

The Candidate walks through two lines of Guildsmen who


are holding their own candles and singing the hymms of
Guildhall. At the end of the walkway the new master goes
out into the world and the ancient Ceremony is complete.
After the Ceremony there is often food, dancing and
general celebration supplied by the Candidates friends and
family.

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

weapons (throw) III 200


Powers
anchor spirit 200, dispel 200, fortitude 400, heal 400, mete mana
500, squelch 200, steal mana 200

200

, purify food and drink 100, shell

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

, moving force 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

Prayers: heal 400, speaking beast 200


Rituals: restoration 300, return 200, tap (healing) 200
Journiate Skills
Knowledge: wealth III 200
Prayers: avert all beasts 400, call beasts 200, command beast 600, hurt beast 200, immobilize body
300, pass exposure 200, shell 500, squelch 200
Rituals: astray 200, enscroll sp&p 200
Master Skills
Feats: dodge I 200, parry I 200
Knowledge: teach II 100, wealth V 200
Prayers: beastify 400, kill beast 300

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

(impermeable) 200, wall (permeable wither) 100


Spells
anchor spirit 200, animate corpse 400, animate undead I 600, animate undead II 400, animate undead
III 200, attenuate 100, avert all living beings 600, avert all undead 400, call corpses 200, control
undead 400, corpses follow 200, corpsify 600, damage specific (wither) 200, death 200, dispel 200,
drain 200, enhance weapon 100, enfeeble 200, exhaust 200, fatigue melee 200, fatigue ranged 200,
fatigue responses 200, fear 200, feign death 100, forestall 200, heal 400, hemorrhage 400, hobble leg
400, incapacitate 200, maim arm 400, master undead 200, mete mana 200, rebuke living being 200,
rebuke undead 200, repellent 200, seal source 100, shell 500, speaking corpse 200, spook 200, weary
200

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.

Loremaster: A guildsmen who has learned all of the


skills of their Guild are called Loremasters. They are
granted a non-voting seat on the Council of Lore.

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

threaten the safety of the community.


He works very closely with the Innkeeper to ensure that
the Inn runs smoothly. He must also ensure that there is
a Guild Council meeting and that proper protocol is
followed. He encourages a healthy relationship with the
commoners and he ensures Guildsmen have access to
promotion during market days.
The charter sponsor is the towns liaison to Guildhall.
However, a charter sponsors main duty is to encourage
the Inn to resolve issues without involving Guildhall.
The Charter Sponsor does not speak for Guildhall, but he
may interpret its laws and give his own opinions as to
what course of action would be best for the town in light
of the goals of Guildhall. He should facilitate a solution
which is congruous with the spirit of Guildhall and
which promotes the common good.

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.

To enforce the laws and charters, a charter sponsor has


control over the shipments of supplies to the Inn.
Supplies will not be shipped to a town which does not
follow and enforce the laws of Guildhall. If cessation of
shipments to the town does not return lawfulness, he may
summon the judicial powers of Guildhall. Should this
fail, the Inn must be closed.

The Inn must be a safe place to be. Small children and


people with medical issues will be in attendance at some
Market Days. The space inside the walls of an Inn is
their refuge from combat and danger. No Guildsman may
break this prohibition.

Local Policies and Laws: A Guild Council has the


power to enact fair policies and laws for the benefit of all
local Guildsmen, so long as these policies do not violate
the Laws of Guildhall and have a rational relationship to
some governmental purpose.

An Innkeeper has the full authority of Guildhall to give


orders and issue mandates in time of need to protect the
Inn or Hall. Any person who does not heed the mandates
of an Innkeeper is subject to prosecution under
Disturbing the Peace of the Inn if the mandates are
proven to be required to protect the safety or sanctity of
the Inn.

For example, Guild Councils can fix fines for persons


leaving trash around their community, and they can
declare military action against groups threatening their
community.
The Guild Council has the power to enforce its decisions
through the Contempt law which means that any policy
or law they make must be punished as a second degree
crime or lower.
The power of a Guild Council ends at the edge of their
community.

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.

An important task of the Innkeeper is welcoming new


persons to the town. Innkeepers must approach visitors
and introduce them to their Guildmasters and to other
important town persons. A visitor to a town will return
only if he is made to feel welcome. It is the task of the
Innkeeper to facilitate the return of these visitors. The
Innkeepers are running a business and their task is to
ensure that Inns run at a profit. New persons must be
made to feel welcome.
Registrar: Registrars are responsible for checking late
arrivals into the Market Days. These are volunteer
positions undertaken by Guildman to help their
community.
Guild Elected Positions
The elected positions are chosen by the members in the
Guilds. Guildmasters are elected once a year and have
50

one year terms. The Warlord and Troubadour are elected


each month.
Guildmasters: Each guild will have a democratically
elected Guildmaster whose primary duty is to represent
that Guild in the Guild Council. The secondary duty is to
welcome new members into the community and help
them with understanding local events. Guildmasters
must be outgoing friendly persons who are devoted to
fostering strong unity in their Guild and community.
The Guildmaster is elected by the local members of that
guild. Every member is entitled to vote in the election.
An apprentice cannot be a Guildmaster. The Guildmaster
is responsible for the day to day operation of the guild in
that town. They also take an active role in the
ceremonies of advancement, coaching their members
through the tests given before the ceremonies.
A Guildmaster must get to know every member of his
guild and must keep them appraised of what is happening
in the community. It is very important that a Guildmaster
approach new persons in town. Guildmasters are the
leaders of the community and their efforts will do much
to ensuring that new persons return to the town.
Warlord: Some towns located in frontier locations or on
crossroads, may find it necessary to provide a military
leader. The warlord must be a Cavalier, chosen by the
Cavaliers Guild and presented to the Guild Council. The
warlord has no vote on the council, but he serves in an
advisory capacity on military matters.
A warlord shall facilitate military actions by consulting
with the local Guild leaders and other influential
Guildsmen. The warlord shall develop a plan based on
these consultations and brief all persons involved before
conducting any military engagement. No organized
group of Guildsmen may march into an armed
engagement without being completely informed as to the
cause of the conflict.
The warlords powers are limited to commanding those
Guildsmen who wish to join in the common defense.
Conscription of Guildsmen into a fighting force is
unlawful.
A Cavalier must assume the role of warlord. Cavaliers
are held to a special standard denoted by the title Ser
to which every cavalier is entitled. The position of
Warlord requires additional training inherent in the
essence of the Cavalier and not fully reflected in the

syllabi. For example, the skill to form heraldic military


units alone does not grant the skill to lead armies whose
composition is made of many different military and
divine groups, as well as cultures and personalities.
If there is no Cavalier present at the Market Days, the
position of Warlord, may fall to a Necromancer who is
presented by the Necromancers Guild, or in lieu of
choosing a Necromancer, the Guild Council may
establish a committee of at least three Guildsmen of
different Guilds to act as Co-Warlords for the common
defense.
I. Troubadour: The Troubadour will coordinate and
lead the entertainment for the Market Day. He or she
must be a Bard, chosen by the Bards Guild and
presented to the Guild Council. If there is no Bard
present at the Market Days, the Guild Council may
appoint any Guildsmen to the position.
Guild Council Elected Positions
The elected positions are chosen by the Guildmasters
who sit on the Guild Council. They are elected once a
year and have one year terms.
Mayor: The mayor is the town leader. He is elected by
the Guild Council to preside over the inhabitants within
the local area and to handle the day to day operations of
the town. He is the liaison between the mundanes and
Guildsmen. He has no vote on the Council, but he is the
coordinator of the Councils activity.
Scribe: The scribe shall write down all the happenings
of the meeting and shall distribute them at the next
meeting to members and also to Guildhall. The scribe
will also publish a monthly newspaper to inform all of
events happening in the local community. The minutes
of all meetings shall be kept and submitted to Guildhall
each year. The scribe is elected by the Guild Council.
Magistrate: The magistrate is elected by the Guild
Council to interpret law, to try cases and sentence the
guilty. His authority comes directly from the laws of
Guildhall. Magistrates have full control over the
community court system. They may name acting
prosecutors and sheriffs, but these positions must be
ratified by the Guild Council.
When a complaint is filed with the magistrate, he must
act on it expediently and ensure that the laws are
followed. Failure to impartially try a crime and to ensure
that the guilty is punished is a crime against the sanctity
51

of Guildhall and is considered treason. He has no vote on


the Guild Council, but serves in an advisory capacity on
legal matters.

New Business and Closing. The business of the meeting


cannot be waived, changed, or skipped without consent
of the Charter Sponsor.

Prosecutor: The community prosecutor is responsible


for pressing complaints against persons who perform
criminal acts. Prosecutors help victims draft complaints
and represent them in legal proceedings. Prosecutors
work closely with the magistrate and the sheriff. Large
communities elect prosecutors, but any member of the
community skilled in law can act as a prosecutor. He has
no vote on the Guild Council.

Timeliness: The Guild Council meeting must start on


time or fines shall be levied against all persons who
arrive late. The fine shall not exceed one silver shield per
minute. If a Guildmaster is late each member of his or
her guild may be fined. Fines may be accessed at that
time or the fine may be levied between months. Fines
may be issued by the Mayor, Innkeeper, or Charter
Sponsor. Fines are paid to Guildhall, unless there is a
pressing danger to the community and then the Charter
Sponsor may allow fines to be used to support military
actions taken by the Warlord.

Sheriff: The sheriff is the strong arm of the law. He acts


on warrants issued by the magistrate to bring alleged
criminals before the court. A sheriff is empowered to
deputize persons to aid him in the arresting of a criminal.
The Sheriff has no vote on the Guild Council.
Volunteer Positions
These are volunteer positions undertaken by Guildman
to help their community. Guildsmen completing these
tasks earn contribution status which will help them
advance in Guildhall.
Cook: The cooks are responsible for preparing meals in
the kitchen.
Sutler: Sutlers are responsible for working Guildhall
supply.

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,

Voting: Each Guildmaster is entitled to one vote and all


deadlocks are broken by the Innkeeper. The Innkeeper
and Charter Sponsor can overrule decisions of the Mayor
and the Guild Council when they conflict with the edicts
of Guildhall or impede the governance of the Inn or the
safety of the community.
A motion may be made and seconded by anyone on the
Guild Council. A vote on day to day town business may
be called on a seconded motion, and passed by a
majority vote. All special business requires a two thirds
vote of the Guild Council. Approval of persons into
Guildhall as apprentices requires a unanimous vote of
the council.
Results: When a course of action is discussed before a
general assembly and decided on by open vote the
members of Guildhall are expected to act together for the
good of all, even if they do not agree with the majority.
Decisions of a Guild Council cannot be ignored by
Guildsmen and are enforced under the laws of Guildhall
as Contempt.
Division of Labor
It takes a lot of work to run an Inn or Hall and Guildhall
expects all Guildsmen to contribute their share to the
running of the Inn. Guildhall does not make a profit from
the operation of an Inn. It is financially impossible for
Guildhall to hire persons to sit at the Guildhall Supply
position or to operate the kitchen. If these services are to
exist they must be staffed by members of the community.
Guildsmen are expected to work together to ensure that
their Inn functions.
Charters
All Inns are under the protection and support of
52

Guildhall. To retain this status they must comply with


their charters and enforce Guildhall law. An Inn that
does not function in accordance with this charter will not
receive supplies of base substances or components from
Guildhall. Inns that fall to lawlessness or allow
Guildsmen to perpetuate violence on other Guildsmen
will quickly be closed. The peace of the Inn and
brotherhood of all Guildsmen is paramount.

of the Council must be Guildsmen in good standing and


may not be apprentices.
C. The Guild Council shall be supported by a town
Mayor, Scribe, Magistrate, Prosecutor and Sheriff. These
administrative non-voting positions may be held by
Guildsmen and apprentices in good standing.

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.

Section 1. Purpose and Fundalmentals


A. The objective of this Charter is to establish a
Guildhall supported Inn with all rights and entitlements
thereof.

E. A person may not hold more than one position in any


one Guild Council.

B. The Inn shall be a place of sanctuary where Guild


lore may be taught and studied without interference,
persecution or prejudice. The peace of the Inn shall be
complete and there shall never be violence or harmful
lore used on or around its grounds.
C. The Inn shall be a place where Guildsmen may
practice their professions and sell their wares without
tariffs, duties, and taxes imposed by the rulers of the
lands within the realm.
D. The laws of Guildhall shall take precedence over all
common law and the rights of each Guildsmen shall be
enforced by the Inn and the Guild Council convened for
its governance.
E. At every full Market Day there shall be a meeting of
the individual Guilds to discuss current events and
important matters; there shall be a full Guild Council
Meeting that shall decides on all matters brought before
the assembly; and there shall be entertainment that
affords all Guildsmen an opportunity to express their
creativity and artistic talents.
F. The Inn shall serve well-prepared meals to afford
Guildsmen proper nourishment while attending Market
Days.
Section 2. Guild Council Membership
A. The Inn and its surrounding community shall be
governed by a Guild Council of local Guildsmen who
shall convene at a full day's market.
B. The Guild Council shall be composed of a
Guildmaster or other representative of each individual
guild present in the community. These voting members

Section 3. Selection and Removal of Members


A. The position of Mayor, Magistrate, Prosecutor,
Sheriff, and Scribe are elected by 2/3 vote of the
Guildmasters to terms of not more than one year. If they
miss more than two community meetings in a row or
three community meetings in their term they must resign
their position. They may also be removed from their
appointment by a 2/3 vote of the Council for good cause.
B. The position of Guildmaster is chosen by 2/3 vote of
the Guildsmen of that particular Guild to terms of not
more than one year. If a Guildmaster misses more than
two community meetings in a row or three community
meetings in their term they must resign their position.
They may be removed from their appointment by a 2/3
vote of the members of their Guild only for good cause.
C. The citizens of the community may through petition
bring an action to remove a Guild Council member for
good cause. A petition must be signed by at least one
third of the members present from each Guild. After the
petition is presented to the Council there must be a
majority vote of all council members to remove.
D. Failure to attend one council meeting, conducting
criminal acts, refusing to act in the interests of the
community, are all examples of good cause for which a
council member may be removed.
E. The positions of Innkeeper and Charter Sponsor are
appointed by Guildhall. They may be removed at any
time by action of Guildhall.
Section 4. The Duties of Members
A. Innkeeper The Innkeeper shall retain complete
authority over the Inn and shall be the representative of
Guildhall.
53

The Innkeeper does not vote on the Guild Council. An


Innkeeper is appointed or removed by Guildhall on the
recommendation of the Charter Sponsor.
The Innkeeper shall insure that the Inn remains a place
where Guildsmen may conduct business under the
protection of Guildhall. The Innkeeper shall encourage
people to keep the Inn clean, tidy and trash-free. The
Innkeeper is empowered to levy fines on those who leave
trash around the Inn.
The Innkeeper shall ensure that new persons to the town
are welcomed into the community. The Innkeeper shall
ensure that their lodges are comfortable and shall explain
all the service requirements regarding the kitchen and
guild supply.
B. Guildmasters The individual Guildmasters or their
representatives shall represent the interests of their
respective guilds. They must prepare stipend lists in
order to get their monthly stipends. A Guildmaster must
keep his people informed of events happening in the
realm.
Each Guildmaster is required to seek out members of
their Guild at the beginning of the gathering who are new
to their community. The Guildmaster must orient new
persons to the Inn and answer any questions they may
have about their Guilds role in the community.
C. Mayor The mayor shall preside over all council
meetings. A mayor may not act without approval of the
Guild Council. If there is no Mayor in the town an acting
mayor must be appointed by the Guild Council or the
Innkeeper will preside over the meeting.
D. Magistrate The Magistrate shall be the interpreter of
the Laws and judicial officer of the community. The
magistrate shall advise the council on all matters legal.
The magistrate must introduce himself to new persons to
the town to ensure that they know the laws of the
community and who to go to if they should be the
victims of a crime.
E. Prosecutor A prosecutor enforces the laws of
Guildhall and the edicts of the Guild Council within their
local jurisdiction. The prosecutor will ensure that
criminal complaints are filed and properly brought
before the court. The prosecutor shall assist the
magistrate in orienting visitors to the towns legal
system.

F. Sheriff The Sheriff shall issue criminal complaints


and bring parties before the court. The sheriff shall assist
the magistrate in orienting new persons to the towns
legal system.
G. Scribe The Scribe shall write down all the
happenings of the meeting and shall distribute them at
the next meeting to members and also to Guildhall. The
scribe will also publish a monthly newspaper to inform
all of events happening in the local community.
H. Warlord:
The Warlord will command the
Guildsmen when military action is required from the
community. He or she must be a Cavalier, chosen by the
Cavaliers Guild and presented to the Guild Council.
The Warlords powers are limited to commanding those
Guildsmen who wish to join in the common defense.
Conscription of Guildsmen into a fighting force is
unlawful. However, all Guildsmen who march to war
with a Warlord agree to follow the orders of the Warlord
and his or her chain of command. Failure is punishable
by Contempt.
If there is no Cavalier present at the Market Days, the
position of Warlord, may fall to a Necromancer who is
presented by the Necromancers Guild, or in lieu of
choosing a Necromancer, the Guild Council may
establish a committee of at least three Guildsmen of
different Guilds to act as Co-Warlords for the common
defense.
I. Troubadour: The Troubadour will coordinate and
lead the entertainment for the Market Day. He or she
must be a Bard, chosen by the Bards Guild and
presented to the Guild Council. If there is no Bard
present at the Market Days, the Guild Council may
appoint any Guildsmen to the position.
Section 5. Meetings of the Guild Council
A. All Guilds with members at the gathering must be
represented at the Guild Council. If the Guildmaster is
not present at the gathering, the Guild must elect an
acting Guildmaster to represent the interests of the
Guild.
B. The Guild Council must conduct a meeting in the Inn
at the time appointed by Charter Sponsor on the first full
day of the Market. A special meeting of the Town
Council may be called but timely notice must be given to
all members including the Charter Sponsor.

54

C. The order of business shall be: 1. Opening, 2.


Approval of the Minutes, 3. Old Business, 4. New
Business, 5. Closing.

minutes only requires a majority vote, while entering


into a treaty with a foreign land would require a 2/3
decision.

D. All motions shall be seconded before discussion. If


seconded, they shall be afforded full discussion.
Following a full discussion there shall be an open vote.
Vote by secret ballot is unlawful.

D. Abstentions from the vote are not counted in the total


vote needed to decide a motion. For example, if four of
the thirteen Guildmasters abstain, leaving only nine
voting members only six votes for the motion will be
needed to carry a motion requiring a 2/3 vote and nine
for a unanimous vote.

E. The Guild Council must recognize any Guildsmen in


good standing desiring to speak on a matter. The speaker
must be afforded a reasonable time to convey his ideas,
however, he may not unduly delay the meeting. A
reasonable time is commonly accepted to be a one
minute speech. Rebuttals are generally not permitted.
Each Guildman present at the assembly may speak once
on a topic.
F. The Charter Sponsor must be afforded liberal
speaking privilege and may not be silenced by the Guild
Council.
G. The Guild Council need not recognize nonGuildsmen unless a member of the Guild Council
requests that they be allowed to speak.
H. A member of the council who is late may be charged
with the Second Degree Crime of Contempt of Guildhall.
I. All Guildsmen attending the Market Day must meet in
their respective Guilds to inform and discuss current
events with each other and their Guildmaster prior to the
Guild Council Meeting to insure adequate representation
of all opinion and fact. The time for the individual Guild
meetings is set by the Charter Sponsor.
Section 6. Voting
A. All members of the Guild Council or their
representatives must be present for the vote or they will
be treated as abstaining.

E. The Innkeeper or Charter Sponsor may overrule any


decision of the Guild Council when they conflict with
the edicts of Guildhall, the governance of the Inn or
threaten the safety of the community.
Section 7. Community Contribution
A. Guildhall recognizes the contribution of members of
the Guild Council by awarding increased status.
B. Recognition will be offered only for successful
completion of the duties to the individual who
undertakes that service.
C. Recognition is given after the completion of the Guild
Council meeting. Recognition will not be awarded if a
valid meeting is not properly convened in accordance
with this Charter.
D. All Luminary Positions receive one contribution
award for successful completion of their duties. The
contribution received does not excuse the Guildsman
from required contribution as described below in Section
8.
E. Recognition is only awarded to a community which is
in good standing with Guildhall and which has full
participation in the Guild Council by every officer and
Guild.

B. Each Guild receives one vote. The Innkeeper is


empowered with the authority to break all deadlocks
should they arise. The Mayor, Magistrate, Scribe,
Prosecutor, and Sheriff and other town positions do not
vote.

Section 8. Service Contribution


A. All Guildsmen who attend the monthly market shall
be required to contribute one hour of service to the Inn
by helping in the kitchen as a cook or in Guildhall supply
as a sutler. They may contribute one additional hour for
each time block of the Market Day.

C. All day to day business may be conducted by majority


vote. Other business requires a 2/3 vote of the Guild
Council or nine members voting for the motion if no
Guildmaster abstains. Approval of important business
requires a unanimous vote. For example, approving the

B. The community recognizes and appreciates the


contribution of members by awarding status. Guildsmen
receive one contribution award for each hour of
successful completion of duties, including the hour
required for each Guildmen.
55

D. Guildhall will appoint a Supervisory Cook to oversee


each meal. All cooks are expected to do their best, and
failing to properly prepare food is punishable as the
Second Degree crime of Contempt of Guildhall. If an Inn
fails to properly staff the kitchen or to serve meals the
charter of the Inn will be revoked.
E. Guildhall will appoint a Supervisory Sutler to oversee
each shift. All sutlers are expected to do their best, and
failing to properly manage supply is punishable as the
Second Degree crime of Contempt of Guildhall. If an Inn
fails to properly staff Guildhall supply the charter of the
Inn will be revoked.
F. Failing to arrive to a service shift in a timely manner
is is punishable as the Second Degree crime of Contempt
of Guildhall.
G. Guildhall will appoint a registrar. The registrar shall
ensure that all Guildsmen who attend the Market Days
properly admitted and settled in.
Section 9. Charter Sponsor
A. Guildhall shall appoint a charter sponsor to aid the
Innkeeper and Guild Council.
B. The charter sponsor shall be well versed in the laws
of Guildhall, the operation of the Inn and the governance
of a community under this charter.
C. The charter sponsor shall not speak for Guildhall,
however, a charter sponsor may provide an opinion as to
the proper course of action under the laws and goals of
Guildhall.
D. The charter sponsor is granted sweeping power to
ensure that the laws of Guildhall are followed. These
powers include control over Guildhall shipments, access
to judicial enforcers and closing of the Inn.
E. The Charter Sponsor shall establish a schedule for the
Market Days stating the exact time for Meals, Guild
Meetings, Guild Council Meetings, and Entertainment.
Section 10. Revocation of Charter
A. Failure to follow the Laws of Guildhall and/or the
failure to follow the Community Charter will result in
the revocation of an Inn's Charter.
B. A written warning shall be issued and the Inn shall be
given a defined period of time to remedy the situation.

C. Failure to remedy the situation shall result in the


closing of the Inn and the cessation of all base
substances, monies, and other resources derived from
Guildhall to the Guildsmen in that local area.
Voices of the victims call,
Seeking Justice from the Hall.
Punish them one thousand times,
Retribution for their crimes.
A childs rhyme reflecting Guildhalls attempts
to aid the common person who was victimized by crime.

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

by Guildhall Law and is responsible for misapplications


of that law. His main duty is to form the court and
preside over the resolution of the pending action. The
Prosecutor, in days of old called an Inquisitor will
investigate crimes and prosecute at criminal trials. The
Sheriff, with the aid of his deputies, brings the accused
to justice and ensures that Justice is carried out.
The local courts are entrusted with a sacred duty to
uphold the laws of Guildhall and are responsible for
resolving day to day problems. It is through their actions
that the weak are protected from the strong and that
justice is done. It is a grave responsibility and the highest
honor to be a magistrate.
In certain circumstances it is not uncommon for
Guildhall to establish a special magistrate to handle
specific similar cases. These Magistrates often travel the
realms, accompanied by their Inquisitors and Enforcers
trying cases wherever the offenses are committed.
An honest and fair trial is assured at the local level
because appellate courts do not tolerate Magistrates who
do not follow the letter of the law. Failure to punish the
guilty is seen as the most terrible crime and the
Magistrate, Prosecutor, Sheriff and all parties involved
can be investigated by appellate Inquisitors. Any form of
chicanery will be punished to the limits of the law by
Higher Courts. It is always often better for the magistrate
to give a stricter sentence and let the accused appeal than
to risk an Inquisition.
Court of the Shield: The Appellate Court of Guildhall
is composed of thirteen Justices. These Justices of the
Shield are selected from each of the trades by the
Council of Lore. They serve a particular geographic area
riding what is called a circuit as they travel from town to
town handling appeals. Serving each of the Justices of
the Shield are five Inquisitors who are each served in
turn by five Enforcers.
Shield Justices do not try cases, but they review cases
heard before the Court of the Sword. They send their
Inquisitors and Enforcers to find the facts. Parties are
expected to file legal briefs outlining the facts
supporting their positions, however, the Inquisitors are
quick to conduct their own investigations. The facts are
collected and the Shield Justice will writes a legal
opinion based on those facts and issue an order
remanding, reversing or affirming the decision of the
magistrate.

Court of the Crown: This court is the highest court of


Guildsmen in the Realm. It is composed of Five Crown
Justices. They are the final arbiters of the laws of
Guildhall. Theoretically, a decision of a Justice of the
Shield can be appealed to the Court of the Crown.
Appeals
Any decision made in a lower court may be appealed to
the next higher court. Appeals to a higher court are made
after the final verdict is issued, but before the sentence is
carried out.
All sentences of purgation, obliteration and banishment
must receive the acquiescence of the higher court before
they may be carried out. Sentences of purgation and
obliteration will be carried out between the Market Days
by agents of Guildhall, unless the Charter Sponsor makes
arrangement for the punishment to be carried out at the
Market Day.
When appealing the ruling of a local court the appeal
shall be given to the Charter Sponsor who will forward
the matter to the Court of the Shield.
In criminal cases, the victim, the prosecutor (on behalf of
the community) or the accused may appeal. In civil
cases, either party may appeal. In reviewing the appeal
the higher courts will uphold the verdicts of a lower
court unless there is a clear error of law.
Appeals generally occur when the magistrates acts with
favoritism to a party. Magistrates who let a guilty person
off too lightly, condemn the innocent or purposely
misapply the law will be judged as guilty of Conspiracy
Against Guildhall which is a first degree crime.
Court Procedure
The primary mission of the Court of Guildhall is to
protect the innocent and punish the guilty. The use of
witnesses supplemented by the fundamentals of
inquisitorial justice assures the veracity of the charges.
Local Magistrates must enforce the laws of Guildhall in
their Jurisdiction, but they may also enforce their own
local laws. The Court of Guildhall will uphold local law
if there is a rational relation to a legitimate government
end.
All trials must be conducted in public. The court and
trial procedure contained herein are used for both civil
and criminal complaints.

57

Filing the Complaint


Before a court may take action a person must file a
formal complaint in writing to the local judicial
authority. Any Guildsman who is aggrieved may file a
formal complaint with the Court of Guildhall. This
complaint must include a written petition requesting a
Guildhall Circuit Justice to convene the trial.

In a civil case parties must generally conduct discovery


of facts without the use of lore. Civil cases often involve
complex issues that are a result of misunderstandings
between the parties. The courts goal is to resolve the
situation equitably. The only time when lore use may be
appropriate in a civil trial is in cases where intentional
torts are alleged or in situations of fraud or other lying.

The form of the Complaint shall contain the names of


both parties, the charges or allegations, the
circumstances of the charges or allegation, the name of
the injured party, the damages to the injured party, and
all other matter pertinent to the charges or allegations in
question.

After the investigation all persons with information


become witnesses for the trial. A list of witness names to
be called by both sides is prepared and exchanged by the
parties. A list of all evidence to be presented at trial is
prepared and exchanged by the parties.

Judicial Action Following the Filing


Once the complaint is filed the Magistrate or the Justice
shall then set a time and place for pre-trial discovery and
the trial. The magistrate will issue a warrant to bring all
parties before the court. The Sheriff shall bring the
parties to the Court. If the Sheriff is unable to complete
his or her assignment, the accused may be tried in
absentia.
Trier of Facts
The magistrate or justice, shall weigh all facts and make
an impartial decision based on the facts presented in
open court. There is no right to a jury in criminal cases.
Persons accused of crimes against Guildsmen shall face
the justices of Guildhall and shall be afforded with all
rights of appeal, but a jury shall not be convened. There
is still a right to a jury in civil cases. A majority vote of
the jury is sufficient to determine liability in a civil trial.
Pretrial Discovery
Before the trial the parties, under supervision of the
court, conduct a pretrial investigation to determine
appropriate facts.
A Magistrate who properly convenes a court is permitted
the use of inquisitorial methods to determine the veracity
of the claims. These methods may be used against
Guildsman.
In a criminal case the sheriff, under the guidance of the
prosecutor, is required to investigate and gather
evidence in criminal cases. The inquisitorial system
discovers the truth through the use of Lore. Interrogation,
domination and hypnotism are all acceptable methods to
discern the truth. The court may test not only the
defendant, but witnesses and the accuser. The truth must
be found and the guilty must be punished.

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

extent of the law.


Presentation of Evidence
Both sides make their case by presenting evidence and
calling witnesses. The court may call witnesses or
present evidence. If the defendant has had the truth
extracted through interrogation or otherwise that
individual will testify as to what he learned from the
criminal during the process. The defendant usually
presents his evidence last. The magistrate must keep
order during this process and persons not involved in the
proceedings are not allowed to interrupt.
Closing statements
Both sides will make closing statements.
Court Decision
In a criminal case the magistrate will decide the guilt or
innocence of the accused and pass sentence as dictated
by the laws of Guildhall. A person found guilty on more
than one count or more than one crime must receive
punishment for each of them, unless the crimes are
merely lesser variant of the main charge under which
circumstances they merge. For example, robbery
necessarily includes the crime of assault and battery, and
if the accused is found guilty of both, they would merge
on sentencing to the higher crime. However, crimes such
as murder and perjury do not merge, because they have
nothing in common.
In a civil case the magistrate will decide which party is
in the right and order the other party to comply.
Oftentimes, the magistrate will order a compromise
between the parties, as its often difficult to resolve
issues.

Crimes and Punishments


The crimes of the realm are divided into categories
known as degrees and each of these crimes has
mandatory penalties. If a Guildsman is found guilty of a
crime of a certain degree, he must be sentenced
accordingly.
Some crimes are made more severe if committed in an
Inn or other structure owned and/or operated by
Guildhall. Inns are the core of the community and a
representation of all the good which Guildhall has
brought to the world.
The punishment of purgation is to be carried out at the
nearest Courthouse in a timely fashion following the
trial. A banished criminal is removed from Guildhall and

is not allowed to attend Market Days or other gatherings


of Guildsmen. They are no longer protected by the laws
of Guildhall.
Crimes of the First Degree
The crimes of the first degree betray the principles of
Guildhall and are punished harshly. Commoners accused
of this crime are put to death, and forced to spirit. For
Guildsmen, the mandatory punishment of the first degree
are purgation of 500 to 1000 status. A Guildsman may
also be publically executed. A second conviction within
one year of the first requires purgation of 1000 to 2500
status and a potential banishment of one to three months.
A Guildsman may also be publically spirited following
purgation. Any subsequent conviction requires purgation
of greater than 2500 status and a banishment of at least
one month which the magistrate may declare permanent.
Obliteration is reserved for the most heinous of
criminals.
Murder
A person shall not directly or indirectly cause the
death or spiritquesting of another Guildsman.
The felony of murder encompasses the actual act of
slaying another and also the act of causing another to be
slain. Causing death through the use of treachery, traps,
or other such methods are included in this definition.
Hiring persons, convincing or otherwise tricking or
compelling another through words or lore to directly or
indirectly cause the death of another is murder. Causing
death through the placement harmful lore, such as
poisons, glyphs, harmful barriers and so forth, in
common areas is murder.
Self-defense is the only acknowledged justification for
the act of murder. To qualify the person must be in a
situation where there is no other option, but to cause the
harm which may result in the death or spiritquest of
another.
Robbery
A person shall not steal or otherwise remove or
control the will, physical form or possessions of a
Guildsman through the use of force or lore.
The felony of robbery encompasses theft accomplished
through intimidation or the application of force. force is
defined broadly so as to include all lore and the
application of physical or mental influence upon the
victim. The taking of mana, mind, and/or body from a
Guildsmen through the use of lore has been found to
59

constitute robbery. This would include the use of a


Guildsmens corpse for any purpose requires permission
of the deceased. The violence of a robbery may often
escalate to the crime of murder. To deter armed thefts,
the criminal is punished more harshly for the use of
force.
Kidnaping
A person shall not hold a Guildsmen against his will
through the use of intimidation, force or lore.
The felony of kidnaping encompasses all forms of
imprisonment accomplished through intimidation or the
application of force. force is defined broadly so as to
include all lore and the application of physical or mental
influence upon the victim. The use of lore to control a
Guildsmans will has been found to constitute kidnaping.
Conspiracy against Guildhall
A person shall not conspire with another to break the
laws of Guildhall or to manipulate the Court systems.
The crime of conspiracy encompasses all plots to break
the laws of Guildhall or to circumvent its effectual
administration of justice. To be accused of the crime of
conspiracy, the conspirators must commit at least one
definitive act which proves their intent to violate the law.
All members of a conspiracy are guilty of any crimes
committed by fellow members in the furtherance of the
conspiracy. Magistrates or other court officials who
show favoritism at trail or who fail to enforce the laws of
Guildhall run afoul of this law. Use of Guild Lore by any
person other than a Guildsman in good standing is a
conspiracy against Guildhall.
Harm within the walls of an Inn or Hall.
A person shall not commit acts of harm (direct and
indirect) or violence within the walls of an Inn or
Hall.
The Inn must be a safe place to be. Small children and
people with medical issues will be in attendance at some
Market Days. The space inside the walls of an Inn is
their refuge from combat and danger. No Guildsman may
break this prohibition, except to directly defend their
own person from direct physical harm. They may not
defend another. Under certain circumstances the Charter
Sponsor can lift this prohibition. If the Charter Sponsor
is not present the Innkeeper or a person appointed by the
Charter Sponsor can lift the prohibition.

casting in practice or anger within the walls of the Inn


even against an enemy of Guildhall. It also includes the
use of poison or other indirect harms against anyone in
the Inn. Placing compounds in food or setting up traps or
harmful barriers or glyphs are breaches of this law.
Using lore to break up an argument within the walls of
an Inn is also a breach of this law. Only the Charter
Sponsor (Innkeeper or appointee if the Charter Sponsor
is absent) can authorize violence in the Inn, even to
break up a fight. Two people wrongfully doing violence
to each other will cause less harm to children, people
with medical issues and breakable objects than twenty
people rushing to stop the fight which can easily expand
the limited combat to others taking sides against others.
Criminals and wanted felons can take shelter in the Inn,
and this law will make them untouchable until authority
is granted by the Charter Sponsor (Innkeeper or
appointee if the Charter Sponsor is absent) to make their
arrest. Such authority should be withheld until all
children and persons with medical disabilities are made
safe, and all breakables are put away. If this is not
possible, the glorious peace of Guildhall is more
important than the apprehension of a single criminal who
will be captured as soon as he or she leaves the building.
This law does not include harms done in the performance
of rituals or ceremonies (such as ritualistic murder of
recipients) so long as there is no actual physical combat
or dangerous physical exertions. The expression of
cultural activities (such as flesh-eating) is also permitted
even if they may seem odd or strange, so long as they do
not pose a danger. The Inn is a melting pot of costumes
and beliefs and the peace of Guildhall protects the right
of all to act and speak.
All the resources of Guildhall will be used to prosecute
persons who break this sanctity and even enemies of
Guildhall are not foolish enough to break these
violations.
Crimes of the Second Degree
The crimes of the second degree undermine an orderly
society and impede legal process. Commoners accused
of this crime may be put to death. For Guildsmen, the
mandatory punishment for a crimes of the second degree
are purgation of no more than 500 status. Any
subsequent conviction requires purgation of greater that
500 status, but not more than 1000.

This crime includes all combat, swinging weapons or

Assault and Battery


60

A person shall not directly or indirectly cause


physical harm to a Guildsman.
The crime of battery encompasses the use of actual force
or lore against a Guildsman. This is broadly defined and
at a minimum would include the administration of
poisons, casting of spell or prayers or placing of glyphs
and traps, in such a manner as to effect the person of
another Guildsmen.
Contempt
A person shall not ignore or impede an order of the
Court, Guild Council or a Warlord leading in a
military engagement.
A person shall not arrive late to a meeting, trial, work
shift or other Guildhall appointment.
A person shall perform service for Guildhall properly
and to successful completion.
Persons who break community laws or ignore court
judgments are guilty of contempt. Any person
accompanying a Warlord into battle is under the
authority of the Warlord.
A Guild Council has the power to enact fair policies and
laws for the benefit of all local Guildsmen, and has the
power to enforce its decisions through the Contempt law.
All orders of the court in the pursuit of justice must be
heeded and the Court has the power to enforce its
judgements through the Contempt law. A common
contempt situation arises when the court attempts to
gather evidence. A court has the power to order
interrogation, domination, hypnotism or any other
method in the pursuit of justice and persons must accept
these methods or face contempt charges from the court.
Persons have an obligation fulfill their duties to
Guildhall. This includes attending Guild and Guild
Council meetings in a timely fashion, as well as the
proper preparation of food and running Guildhall supply.
Burning food, misplacing base materials, leaving dishes
in the sink, not gathering entertainment, mishandling
battles, are all examples of the kind of contempt of
responsibility that hurt other Guildsmen.
Disturbing the Peace of an Inn
A person shall not cause harm to another person, nor
may a person disrupt the enjoyment of another
persons life while in or around an Inn or other

structure owned and/or operated by Guildhall.


The crime, disturbing the peace of an Inn, is a broad
reaching prohibition against disrupting the festivities,
noise at late periods or littering. Common violations of
this Law are: Littering around the Inn, placing barriers,
traps and other harmful locations around the outside of
the Inn (unless authorized by Innkeeper for common
defense in times of war); being noisy after posted sleep
time, catcalling or harassing performers. The Innkeeper
is empowered to issue mandates that will preserve the
safety and security of the Inn and those within.
Performing consensual rituals that involve the shedding
of blood or even death of participant has been found
permissible provided the participants clean up after
themselves. Failure to clean up is punishable. Torturing
a person within the walls of an Inn has been found to
violate this laws. Obliterating an enemy of Guildhall
within or in close proximity to an Inn has been found to
violate this law as many believe obliteration taints an
area.
Obstruction of Justice
A person may not prevent the judicial process of
Guildhall from determining the truth of the matters
brought before it.
The obstruction of justice is a crime of a general nature
which encompasses any hindrance of a judicial officer in
his pursuit of the truth. It is very serious as it subverts the
cohesion and unity which makes Guildhall strong.
Pressuring a victim not to press charges or a witness not
to testify is an Obstruction of Justice.
Perjury
A person shall not perjure testimony presented in a
judicial proceeding.
The crime of perjury encompasses the telling of lies,
untruths or partial truths by a witness or the accused
while under oath in a judicial proceeding. This would
also include the filing of a false complaint.
Theft From an Inn
A person shall not steal the property of a Guildsman
while in an Inn or other structure owned and/or
operated by Guildhall.
The crime of theft encompasses the unauthorized
removal, destruction, use of a Guildsman's property
without the permission of or against the wishes of the
61

owner in an Inn, other structure owned and/or operated


by Guildhall, and the area around those structures.
Crimes of the Third Degree
The crimes of the third degree cause general harm.
Commoners accused of this crime may be put to death.
For Guildsmen, the mandatory punishment for a crimes
of the second degree are purgation of no more than 100
status. Any subsequent conviction requires purgation of
greater that 100 status, but not more than 500.
Disturbing the Peace
A person shall not disturb a Guildsman's enjoyment
of life.
The misdemeanor of disturbing the peace includes noise
at late period and the interruption others activities.
Harboring a Criminal
A person shall not aid or offer aid to an alleged or
known criminal.
The misdemeanor of harboring a criminal encompasses
acts of giving a suspect or proven criminal shelter, food,
water, or aid of any kind.
Theft
A person shall not steal the property of a Guildsman.
The crime of theft encompasses the unauthorized
removal, destruction, use of a Guildsman's property
without the permission of or against the wishes of the
owner.
Crimes of the Fourth Degree
The crimes of the fourth degree prohibit certain unfair
trade practices amongst Guildsmen. They were
incorporated into the Judicial Act by its second
amendment. In general, Guildsman and their agents are
prohibited from acting to inhibit free trade.
The primary punishment is payment of court costs and
restitution to the victim. The magistrate may also require
public service, the confiscation of property and fine.
A person may not set the price of a service so as to
cause undue hardship on the community.
A Guildsman may not charge unconscionable or
outrageous prices for their merchandise. Most of the time
the market will protect against this, but in some
situations it may be possible for a Guildsman or group of

Guildsman to gain an unfair advantage over the


community. Charging unconscionable or outrageous
prices hurts the reputation of Guildhall and in general
benefits no one but the select few who seek to gain an
advantage due to the hardship and misfortune of others.
This commonly occurs when there is only one capable
person in a local area and he seeks to inflate his prices
because of a high demand.
A person may not create trade agreements, alliances,
or contracts between guilds to the exclusion of other
guilds or Guildsmen.
Guildhall was founded on the principles of unity and
equality. Guildhall has lasted nearly one thousand years
and has survived each crisis by presenting a united front
and by requiring one hundred percent equality between
all guilds and their members. Trade agreements,
alliances, and contracts between guilds weaken this unity
by sowing seeds of distrust and suspicion.
The selling of mana containing substances or
components by an entity other than Guildhall is
prohibited.
Guildhall supplies all mana-imbued substances for use
by Guildsmen. Guildhall retains this monopoly by
common accord of all Guilds. It was decided that instead
of taxes on all goods produced or income earned by
Guildsmen, Guildhall would maintain a monopoly on all
substances so as to cover its operating expenses without
the cumbersome method of taxation.
Competition in the production and sale of substances
would cause inflation and lead to unnecessary tension
between individual Guilds and their Guildsmen. It would
also required Guildhall to institute a general tax. As such
all production and sale is strictly controlled by Guildhall.
Non-Guildsmen are not allowed to sell or trade mana
containing substances. Guildsmen may sell or trade
excess mana containing substances, but may not
establish a business dealing in such. Only Inns and Halls
will sell mana containing substances as a business.
The selling of mana containing substances by
individuals for greater than the current market value
is prohibited.
Guildhall supplies all base substances for use by
Guildsmen. Guildsmen may only sell them for current
market value which is set by Guildhall. This is to prevent
62

an unscrupulous Guildsman from attempting to buy out


a supply of a particular substance in an effort to make a
profit from his fellow Guildsmen.

All Guildsmen who enter into an agreement must honor


that agreement or be prepared to make restitution for the
loss incurred by the breaking of that agreement should
they fail to honor it.

The breaking of a signed written contract between


Guildsmen is prohibited.

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.

these groups are self-serving, aggressive to their commoner


neighbors and contrary to the precepts of Guildhall.

The governments of the realm have traditionally been ruled


by Commoners. Many of these Governments see Guildhall
as an archaic institution that should be dismantled. The
removal of Guildhall would give world power completely
to the Governments of the world. That past 100 years has
seen a slow ebb of Guildhalls dominance of world affairs.

Most Guildsmen see the world as Guildhalls struggle to


keep the realm in the Age of Order as commoner nations
and other forces seek to tear it apart. For them Guildhalls
goal is to maintain peace and prevent the commoners and
their petty bickering from ushering in the Fifth Age which
is the foretold destruction of the world.

During the Age of Life commoners administrated the realm


for the Five. Many of these became people of power,
wealth and influence. As the millennia passed the
Commoners developed noble or prestigious families who
controlled cultural groups. Governments grew and nations
formed with Commoner rulers.

Culture

On a local level the Guildmasters Council juggles


alliances, metes out justice and generally tries to keep
Order within their area of control. Just like the Council of
Lore tries to keep Order in the world at large.

Almost every person in the Realm of the Five is raised to


follow a certain cultural identity. These cultures are highly
developed and form the basic viewpoints of a person.
Much of the worlds interaction is a representation of how
these cultures clash with one another.

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.

Guildsmen are strongly influenced by their cultural


identities. Their view of the world often depends heavily
on their upbringing. When Guildsmen gather the different
cultures are bound to clash and chaff, but this conflict is
what makes Guildhall strong.
Each Guidlsmen strives to represent their cultural point of
view, but in the end all Guildsmen acquiesce to the right of
the majority to rule. The different cultures will plot, argue
and plan to sway the vote, but once the vote is made, all
Guildsmen know the only way to protect Guildhall and
their lifestyle is to follow the chosen course in a unified
fashion. They believe, When youre only a small
percentage of the world, you must be united when you
act.

The Fourth Age returned the prestigious commoner


families to power within their nations, however, their
authority was eclipsed by the efforts of Guildhall to retain
order in the realm. All Nations had to obey the Laws of
Guildhall and the Council of Lore influenced world
politics to keep the peace.
Guildhall can exert tremendous pressure on a nation
through trade restrictions or outright trade blockades. This
did not mean that the rulers of the many kingdoms and
countries were without authority, it merely meant the
commoner rulers had to pay heed to Guildhall if they
wanted to stay in power. Many commoners are unhappy
with this limit on their power.

Some Guildsmen do not have a cultural identity. This is


more common with humans than with non-humans who
almost always retain their culture. Oftentimes, Guildsmen
without a culture begin their studies at a young age and/or
are taught by Guildsmen of different cultures. In this case,
they do not develop the cultural identity. They are not
limited in how they speak or dress, but they gain no
cultural skills.

The world political situation is reflected locally around


Guildhall Inns where Commoner opinion is often split.
Many Commoners seek Guildsmen help, but oftentimes
there are groups of Commoners who resent Guildhall
presence and actively oppose the Guildsmen. Generally,

Prejudices
For a thousand years the Age of Death laid waste to the
64

world. Every nation suffered and during that time the


people of every nation blamed other nations for their
suffering. When Guildhall ordered the world, the peace
they gave the world was one that precluded outright war,
but not even the Glory of Guildhall could erase the
prejudices that arose between people.

Players must learn the histories of their cultures and bring


that culture into their roleplayed at events. The characters
roleplay should not embrace a hostile manner, but instead,
the roleplay should promote positive interaction by raises
issues and questions that lead to greater roleplaying.
The game is much more interesting when red robed
Karthydians, militant Orcs, radical Edinites, worshipers of
Shivakas and so forth all sit together at the Guildmasters
meeting trying to vote on some aspect troubling the
community.]

War: The major military conflicts of the realms are :


Followers of the Ancient Path and Asgarns, Andorians and
Pythians, Orcs and Holt, Northern Confederation and Five
Kingdoms, Orcs and Karthydians, Elves against Elves, and
Klactons and Orcs. And many people still blame Orcs,
Klactons and Pythians for the Age of Death.

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.

Stereotypes: There are general prejudices against people


as well. For example, Weetles are seen as thieves of shiny
objects, people form Coventry as seen as schemers,
people from Lundelle are viewed as religious frantics, and
Orcs are aggressive bullies. There is a lot of truth to these
general stereotypes within the commoner population and to
some extent even among Guildsmen.

For example, Andor has a law that forbids any Pythian,


including Pythian Guildsmen, to carry a weapon in Andor.
This law was allowed to stand even though it interferes
with the right of Pythian Guildsmen because it serves the
public good of Andor whose people kill armed Pythians on
sight for atrocities committed against them for centuries.

Religious: The are many religions that are in direct


conflict. For example, the worship of Eldin is clearly at
odds with the Worship of Grotar. The two gods killed each
other at the start of the Age of Order. The insanity of the
Cult of Shivakas gives everyone pause, and who can
rationalize the Traditions of Xanadu with the skills
recently added to the Clerics Chart!

The most recent example of national laws being upheld


were laws forbidding the formation of necromantic orders
and the practice of unholy faiths. Every commoner nation
has enacted laws that prevent necromancers from creating
necromantic orders. Every commoner nation, except
Lundelle, has enacted laws to prevent the practice of faiths
using unholy magics. Guildhall permitted the commoner
laws as there is substantial evidence that both necromantic
and unholy magics encourage the creation of blights.

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.

Commoner laws never apply on the Isle of Lore, Sea of


Lore, or in or on the grounds of any officially chartered Inn
or Hall. No commoner government may arrest, prosecute
or otherwise interfere with a Guildsmen on these
properties, unless officially permitted to do by order of the
local ruling body of Guildsmen or Guildhall itself.

Guildsmen are educated enough to know their prejudices


exist and to lay them aside for the common good, but that
never stops the quibbling that always exists in any
gathering of Guildsmen. No one can fully transcend their
up bringing. Every Guildsmen has a personal preferences
and those preferences often arise from the culture in which
they were raised, the religions they follow and the friends
they have now.

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.

[NOTE: Playing a character in the Realm of the Five,


requires the player to embrace the culture and history of
their character. Much of the interaction that occurs
between characters in the Realm of the Five finds its basis
in historical events and the developed prejudices.
65

like the outlawed faith of Shivakas to laughable


doomsayers who preach the Age of Chaos has come.

Baker: A baker usually lives in the city or along a main


highway. A baker makes not only bread, but cookies,
cakes, rolls, pastries and so forth.

Soldier: A soldier spends his life learning the use of


weapons. The average soldier lives with his unit in a
military encampment. If he is lucky, he is stationed in the
city were he dwells in the relative comfort of the barracks.
If not, he will be stationed in a small boring border keep or
worse, assigned to border patrols as a roving unit. Officers
generally have better lodgings, but there is a clear
difference between the lodging of a mundane officer and
those of a Guildsman.

Brewer: The brewer finds his living in the production of


beverages. Brewers are usually located on the outskirts of
a city or village where they can have access to both the
materials needed for their brews and a customer base.
Sometimes a wealthy brewer with a large operation will
have a small shop located in the center of town from which
he distributes his product.
Entertainer: Entertainment is a popular business and
every street corner can become a stage. Wandering
entertainers travel the realm performing all sorts of acts
ranging from sleight of hand shows to recitals of poetry.

Smith: The mundane smith can make items and weapons


of exquisite quality. Since a smith must spend hours or
days on a single item he has the time to place his heart and
soul into his work. The mundane smith is a true artist and
many of the greatest works are forged by his hand.

Headsmen: In the early days of the Age of Order, the


headsmen was a very lucrative occupation. There were
many criminals to be dealt with and every good-sized
village needed a headsmen.

Thief: The thief makes his living by stealing from others.


He knows better than to steal from Guildsmen, so he
confines his activities to preying on other mundanes.
Thieves are a varied lot, but most individuals specialize in
specific criminal activities. Burglars burglarize structures,
brigands raid remote homes or even villages, highwaymen
rob travelers, pirates rob those on the sea and so forth.

Physician: The are many types of mundane physicians


ranging from midwives to faith healers to actual commoner
doctors who specialize in herbal remedies, rudimentary
surgery and other practices such as use of leeches or
phrenology.

Woodsman: The woodsman is one with the land. He is


often a hunter, trapper or fisherman.

Preacher: Anyone with a special connection to the divine


can find followers in the Realm of the Five. Preachers
spread all sorts of beliefs. They range from dangerous cults

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

box traps 200, door traps

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.

The beardon sent word to the Five requesting help. The


Five were quick to respond, sending their Five- Sworn to
solve the problem. The Five-Sworns solution was to place
both groups on an equal footing, giving the miners sole
custody of the mines and forbiding the crafters from
operating new mines. They established a plan to divide
profits from all labor equally among the two sides.

The beardon nation is located in the West Range of the


Forlorne Mountains. Each of their cities is a marvel to
behold and an example of the ingenious construction skills
of the beardon people. Fortresses seem to hang off cliffs
and are connected to each other by cables on which
traverse steam powered gondolas. Beneath the surface are
labyrinths of carved stone with immense rooms and
vertically sliding passageways. Gilded tunnels lead down
to mines reaching deep into the earth where the purest of
ores are found. The beardon mines connect to the tunnels
of the Klactons and Deep Elves. Together this vast network
of passageways comprise the Underrealm.

The Five-Sworn Five then separated the most violent of the


combatants from each faction and placed them together in
a single group, organized as a police force to ensure no
further violence. From that point on any beardon who
showed an inability to keep their temper was placed into
this society.
Although payment was fair under the plan, both sides
harbored feelings of resentment which festered through the
years. The beardons grew to dislike the Five for meddling
in their affairs, and when the new gods grew in power,
many beardons turned against the Five.

History: From the dawn of time, the beardon society has


been controlled by two main professions; the miners, who
worked in underground portions of the city and the crafters
who worked in the upper portions of the cities.

When the Orc Empire rose in power, the beardons entered


into an alliance with the Orcs rather than fight. It was a
choice the beardons would come to regret as they became
little more than slaves. The beardon militias were forced to
fight in horrible wars, while those at home labored to
produce weapons and equipment. The beardons could
never produce enough and when they objected, Dreadlords
and Orc troops were used to force labor from the Beardons.

The miners made their living by trading the rich mineral


deposits found deep within the realm to the crafting
beardon for food and other supplies. The crafting beardons
used these ores to created products which was then sold
throughout the world.

The beardon hatred of the Orcs grew over the centuries.


The miners and crafters began to secretly work together
forgetting old animosities. When Guildhall was formed,
the armies of the beardon were one of the first to declare to
its banners.

During the Age of Life the miners became discontent


because they had little access to the surface which was
primarily controlled by the crafting beardon. The miners
wished to establish trade contracts of their own and sell
their rich ores to others directly. The Craftsmen tried to
prevent this free trade.

Their time as slaves of the Orcs had bonded the beardons


into one people, and during the Age of Order, there were
a no major conflicts between the miners and crafters. The
mining beardons were paid a fair price for digging out
metals and precious stones. The beardon craftsmen
resumed their traditional positions as manufacturers and
were satisfied with fair profits.

The miners refused to labor unless they were given access


to the surface races and freedom to establish their own
contracts. The crafting beardon responded by attempting to
dig new mines and have outsiders collect the ore.
No one knows who struck the first blow. The crafters
accuse the miners, and the miners place the blame on the
crafters. Both sides used their tools as weapons and struck
down each other. For the first time in the realm there was

Government: The beardon people are lead by ancient city


kings who can trace their lineage back to the time of the
68

Five. The kings appoint all governmental officials,


including judges and military leaders for their cities. The
Kings meet each year to discuss issues of national
importance. All of the beardon professions have their own
trade societies and democratically elected leadership. The
mining and crafting professions have the most power, but
all professions are represented in trade councils that govern
the economic policies of each city.

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.

Military: Each city has an independent fighting force who


is directly controlled by the king of that city. The military
is renown throughout the realm for its battle-ragers; those
beardons who cannot control their tempers. Soldiers often
carry multiple weapons, and are cross-trained in several
different specialties. Their archers use crossbows more
often than bows, since they are easier to fire in narrow
underground tunnels. They also make heavier use of
artillery than most cultures.

Crafting beardon generally live on the surface in sprawling


cities that travel up the sides of the mountains. They are
primarily manufacturers who use the ore mined by their
brethren to produce wonderful products which are exported
throughout the realm. They have amazing manufacturing
processes which do much of the work of production.
Presses drive mana-powered mechanical arms.

Weapon: The beardon war hammer is the weapon of


choice for both civilian and rager beardon. The mining and
crafting beardon use the hammer in everyday work, while
the rager beardon specialize in combat. The hammer is
made entirely out of metal and is a double-headed war
hammer with two cylindrical hammerheads on either side
of the metal shaft.

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.

Religion: Beardons of the Age of Order are generally


polytheistic and have developed a belief in many deities
who control different aspects of their lives. The most
popular are Bestlain, the god of building and invention,
husband of Namare; Namare, the goddess of travel and
trade, loving wife of Bestlain; Arkan, the God of Battle.
Worship of the Five is almost totally absent from the
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.

Guildsmen: Beardons prefer to be artisans, warriors, and


alchemists. As Guildsmen they are not allowed to hold
positions in the civil government or in the military.
Members of the royal family who travel to Guildhall are
disinherited of their standing. However, it is very common
to find Guildsmen as advisors to leaders, especially in the
Beardon military. Guildsmen are also very important in
maintaining the close relations between the Beardon
professions. The act as intermediaries and help enforce fair
contracts.

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

castes: Rathusala, Glarinvala, Aratuna, Enrulara and


Fallanara. At first these castes were voluntary and merely
a way to divide society into productive groupings, but by
the end of the Age of Life these castes had become strictly
enforced by many Elves in all castes. Each caste looked
with disdain on Elves of the other castes.

Civilian Beardon Cultural Skills


Knowledge
blindfight - 200, geology - 100, mathematics - 100,
mechanics I - 100, regain feat (theorize) - 200, region lore
- 100, weapon cultural (Beardon war hammer) - 0
Rituals & Procedures
buffing - 200, dance (inspirational) - 100, restore item 200, spatial location - 200

The Rathusala was the ruling caste and dwelled in the


highest branches of the Elder Trees which they rarely left
and never walked on the ground. The Elves of the
Rathusala caste were the only ones able to become
members of the ruling body of the Elven nation called the
Therusian or simply the Senate. Elves of this caste who did
not become members of the Senate became lesser
government officials.

Rager Beardon Cultural Skills


Knowledge
blindfight - 200, military - 100, regain feat (stomp) - 200,
region lore - 100, weapon cultural (Beardon war hammer)0
Rituals & Procedures
buffing - 200, polishing rag - 200, reinforce weapon - 200,
restore item - 200, song (war) - 100

The Glarinvala was the caste of advisers, philosophers,


intellectuals and holy persons. The very best of their caste
were called on to serve the Senate. Others were teachers
and religious leaders. The members of this caste dwelt on
the lower branches of the great Elder Trees.

Elf
Elves are a cultured people, advanced and dignified in all
aspects.

The Aratuna was the caste of hunters, later becoming the


caste of soldiers. They served as guards to the Rathusala,
and as soldiers. The best of them acted as guards and
military advisers to the Senate. They spent their time on
the trunks of the Elder Trees where they could see both the
upper branches and the roots.

Their society is full of heritage and ancient wisdom. They


tie themselves to these traditions, keeping them alive
through the ages. Whether these customs are simple
stories or complex dances, they remain almost unchanged
as they are passed down through the generations.

The Enrulara was the caste of craftsmen. Elves of this caste


acted as maker of refined goods. The merchants also
belonged to this cast. The members of this caste spend a
great deal of time on the roots of the trees in their
workshops. They were also the most likely to travel
outside of the Elven lands.

Elves also value learning and education. Their minds are


quick to grasp abstract concepts. They are adept at
philosophy and games of strategy. They can be powerful
magic-users, but their quick minds also allow them to excel
at the technical facets of weapon use.

The Fallanara were those Elves who formed the general


laborers of Elven society. They lived and worked on the
ground. They were the farmers and the herdsmen. They
made up the largest part of Elven society.

The ancestral home of the Elves is in the Elder Trees


Valley where they made their homes amongst the ancient
old growth trees which stood hundreds of feet tall. There
are many other smaller elven communities in the realm, but
all Elves see the Elder Trees Valley as their peoples true
home.

Although all Elves once favored the caste society, as time


passed the caste system grew stricter and movement
between castes became very limited. There was much
social unrest especially in the lower levels. The Elven civil
war was really fought between those who wanted to
maintain the traditional ways and those revolutionaries
who worked for change and an end to the strict caste
system that had developed.

Historical Perspective: In the Age of Life, the Elves were


one people without cultural divisions. The cultural division
of the elven people was a result of a terrible civil war,
which is often represented as between those Elves who
followed the Five and those who wanted to create new
gods. But this is truly an oversimplification and fails to
acknowledge the real roots of the conflict.

Near the end of the Age of Life, using the ritual discovered
by the Herald of Grotar a group of working caste Elves

In ancient times all Elves organized themselves into five


70

lead by Allyssandra Silverleaf (Natallis) created the


Goddess Eveya. Eveya came into being pregnant with a
child. Allyssandra acted with the permission of Natallis.
Eveya was to assist Natallis in maintaining nature and was
known as the Goddess of the Harvest.

The execution of Thelandria by Belgos ignited the conflict


that developed into a full fledge battle which divided the
Elves in a brutal civil war. Elves slaughtered Elves until
both sides exhausted their resources and could not continue
the fight. A whole generation was lost to bloodshed.

Eveya preached that honest work produced good crops.


Her worshipers were not only farmers and herders, but also
craftsmen and laborers who embraced her philosophy
which they adapted to mean honest work for honest pay.
Eveya taught the working castes to be content and happy
for the ability to build and create was the greatest gift of
all.

The nominal victors were the traditionalists who were


primarily the members of the ruling castes and their allies.
The Elven Senate ordered Avaricean Kilsek to hunt down
and kill Allyssandra Silverleaf for the creation of Eveya
which started the civil war. He caught up with her near the
city of Evermoore and Allyssandra was executed by the
Silver Archers.

Although Natallis favored Eveya there was discord in the


city of Evermoore. Noctis, Lumina and Solnus were
furious with Natallis for allowing the creation of Eveya.
They believed the creation of any god usurped the
authority of the Lord of Evermoore. Noctis demanded that
Eveya and her child be sent to Evermoore.

The defeated Elves were given a choice; serve the victors


or leave the elven homelands. It was at this point in their
history that the elven race broke into its clear cultural
factions marked by magical facial tattoos. Such was the
pain and horror of the Breaking of the Elves that the tattoos
would become a part of permanent their appearance.

Thelandria ElMere (Solnus) carried the Lords demand to


the Therusian of which she was a member. The Therusian
was the ruling body of the Elves composed of the most
influential families of the ruling caste. On the urging of
Thelandria ElMere, Avaricean Kilsek (Solnus) and others
in the Therusian voted to outlaw the worship of Eveya and
extradite the goddess to Evermoore.

The victorious Elves in the homeland became known as


High Elves. They were the ruling class, the educators, the
military officers and respected professionals. Those
defeated in the Elven homeland broke into two factions.
The Low Elves, unable to bear separation from their forest
home, agreed to remain in the homelands and become the
working classes who were the bakers, farmers, soldiers and
laborers of the society.

Before the resolution of the Therusian could be carried out,


Eveya gave birth to her child. He was named Unity as it
was hoped he would unite all Elves by ending the strife
between the castes. The followers of Eveya were
supported by revolutionaries who rejected the caste system.
They refused to allow Eveya and her child to be seized and
extradited to Evermoore.

The Deep Elves accepted banishment, but the goddess


Eveya interceded. She could not bear to see her worshipers
cast out into the shattered realm. She cast a powerful
ceremony and used her essence to create a home for the
Deep Elves under the roots of the trees they loved so
dearly.

Perhaps the sides could have found a peaceful solution, but


the child of Eveya, Unity, was found murdered in his crib.
The personal dagger of Thelandria ElMere was found to
be the murder weapon. Thelandria had been very much
against the worship of Eveya and in favor of her seizure.

Those Elves who had refused to war on their brethren and


left the homelands on forested ships became known as the
Sea Elves. They traveled the coasts of the realm living as
peaceful traders to await the day that all Elves will once
again become brothers and dwell in the forest together in
love and harmony.

Thelandria protested her innocence. She was tried for her


crimes in court by Meave (Solnus). Prosecuting her was
her childhood friend, Allyssandra Silverleaf and Belgos
Freth (Noctis), a leader of the radical faction of the
revolution. Avaricean Kilsek, one of the Silver Archers,
provided her legal defense. Thelandria ElMere, unable to
dispute the damning evidence, was convicted by the court
and executed by Belgos Freth.

From the onset, these new cultural divisions were very


strict. Facial tattoos, always popular with Elves to mark
caste and family distinctions, were formally adopted by
each culture to separate themselves from the others. The
tattoos show the victors, the vanquished, the banished and
the expatriate. These tattoos were placed on children at
birth.

71

The Elves existed peacefully as the world changed around


them. They were safe within their forests for almost one
hundred years until Grotar turned his might toward the
fertile valley of the Elder Trees River. At first, the Orcs
suffered crushing defeats as the Elven archers decimated
them from the protection of their trees. Then the Orcs
changed their tactics. By using incendiary siege weapons
designed and built by their Beardon allies, the Orcs burned
the ancient groves. City by city fell, but still the Orcs paid
a terrible toll.

Valley.

The Deep Elves sent emissaries to the Orcs offering to aid


them, if the forests would be spared and the Deep Elves
would be allowed to rule in the name of Grotar. The Orcs
accepted the terms and the Deep Elves attacked. The
combined might of the Orcs and Deep Elves quickly
subdued the remaining cities.

The surface Elven culture rebuilt their society, but neither


the high nor the Low Elves forgot the treachery of the
Deep Elves. Many Deep Elves accepted this, ashamed that
they had sided with the Orcs who in turn betrayed them
and destroyed the forest, but some did not and this was to
cause the second terrible Elven Civil War.

However, the Orcs did not appoint Deep Elves as rulers of


the Elder Trees Valley. Rule was given to Dreadlords who
chopped down much of the forests to use as fortifications
and siege engines. The betrayed Deep Elves attacked the
Orcs, but were soundly defeated on the surface. The Orcs
began to conquer the Underrealm. To do this they
impressed low and High Elves into their armies and sent
them into the Underrealm. The Deep Elves were defeated.

In 1006 the Deep Elves, lead by the charismatic Marlius


Ry'aln, launched a terrible surprise attack on the surface
dwelling Elves. Caught almost completely unaware, the
Deep Elves lightning fast attacks overran most of the Elder
Trees Valley. In a few months the Deep Elves controlled
all of the major cities and towns.

The Age of Order saw a rebuilding of Elven society. The


Low Elves were the most numerous of all Elves. They
controlled almost all of the knowledge of business,
industry, mercantile professions, building and labor. They
returned to their traditional professions and resumed their
working class positions. The High Elves returned to ruling
the Elven lands. They reconvened the Senate and
completed a revival of Elven philosophies and arts.

Marlius created the New Elven Order, a solution that


would place Deep Elves as the leaders of all Elves. Those
High and Wood Elves who did not submit were placed into
concentration camps. Hundreds were being killed every
day, their skins sew into clothing and their bones used for
tools and decorative carvings.

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.

Darious Ryaln, son of Marlius and the leader of a faction


of Deep Elves who resisted the New Elven Order, helped
a group of Guildsmen reveal the atrocities to the world.
After Marlius was captured by Guildhall, the world came
to the aid of the surface Elves and peace was restored to
the Elder Trees Valley.

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 Elven government was changed to a democratic


system where all Elves were represented. Arysta El'mere
was elected President of the Elves and she named Darius
Ry'aln as general of the unified military. Eighty Speakers
(twenty for each culture) were elected to the Senate. Four
of them were from the area of Evermoore: high- Illiane
Silverleaf, sea elf - Rain Whitesquall, deep elf- Dagros
Bloodbright, low elf - Amberdawn Mapleleaf. The
Speakers served their two year term with distinction.

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

settle within, but most Deep Elves decided to return to the


underrealm and most Sea Elves returned to the ocean. The
only difference in the culture is that now all consider
themselves united as one Elven people with four very
separate ways of life.

light ballista with decorative designs. The mounted


crossbows are often made from the bones and sinew of
great sea mammals.
Religion: The Elves of the Age of Order are generally
polytheistic and have developed a belief in many deities
who control different aspects of their lives. Some of the
most powerful religions to develop revolve around the
following deities; Atharuana, deity of leadership and
reason, worshiped by High Elves; Adarillin: deity of the
hunt, worshiped by low and High Elves; Quarulak: deity of
advisers, time and memory, worshiped by High Elves;
Sallis, deity of the waves, worshiped by Sea Elves.
Kilthasta, deity of destruction, worshiped by Deep Elves;
Analthaya, deity of conspiracies, worshiped by Deep
Elves; and Iflanaris, deity of unity worshiped by all. The
worship of the Five, especially Natallis, is still popular
with some Elves. Among the Low Elves there are still
many who follow the teachings of Eveya.

Governments: The Elven homeland was and is ruled by a


democratic organization called the Therusian. Each local
province sends representatives to the Therusian. The
Therusian meets in the branches of a great tree on an island
in the center of the Elder Trees River. The Deep Elves and
Sea Elves have organized their governments around
familiar groupings. In 1008 all Elves united into a
representative democracy.
Military: The Elves have a small but highly trained
military composed mostly of skirmisher and regular units.
Low Elves are usually armed with a bow and paired
swords, with the bow being their primary weapon. They
group together and fire their arrows in great volleys. They
do not usually wear armor.

Guildsmen: Elves who become Guildsmen often find it


difficult to return to their homelands. There is racial
tension and resentment between certain Elven factions.
Elves who pledge themselves to Guildhall learn to
transcend these prejudices and see them for the petty
ignorance that they are. Those Guildsmen who do return
earn an excellent living selling their lore, but they are seen
as outsiders. They are often employed by high-ranking
officials, but most often open up their own shops or
military groups to support Elven communities. They are
allowed in the military only as advisors to their commoner
leaders.

High Elves serve as heavy troops, armed with sword,


shield and expensive beautiful armor. They will begin the
battle by firing their bows, but then pass the bows to
servants and engage the enemy.
Deep Elves are skirmishers. They try to break up an enemy
army, drawing groups out from the main army, then
engaging them with lines of troops wielding crossbows
firing in turns. In addition to their traditional small
crossbows, they often carry stabbing weapons such as
spears and narrow-bladed swords, which are good for
fighting underground in tunnels.

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.

Sea Elf ships are very large, but surprisingly


maneuverable. When an enemy attacks them, Sea Elves
prefer to stay in motion, keeping the enemy from getting
close enough to board them. They fire ballista to cripple
the enemy ship and then sail away. Sea elf soldiers are
mostly artillerymen, but are also armed with small bladed
weapons and crossbows, which are easy to use on a ship.

The Deep Elves organize themselves into groups called


Steads. Rule of the Underrealm is based on a hierarchal
system giving rule to the thirteen most powerful and
prestigious of the Steads. This group is called the Ruling
Circle. A Stead is voted on or off by the members of the
council. Thus, placements on the council are constantly
changing and shifting with each new alliance.

Weapon: Elves have always prized the bow. When they


split into four cultures, the Deep Elves needed a small hand
weapon to use in the Underrealm and they favored a metal
hand cross bow with decorative designs etched into the
metal. The High and Low Elves retained the use of the
more traditional single stave wooden bow with decorative
designs and colored grips. The Sea Elves, who need to
defend their ships, chose to specialize in the use of the

The leaders of these Steads are females in deference to the


goddess Eveya who created their home. Each person in the
Stead serves in a specific capacity such as defense,
intelligence, commerce, agriculture, services, religion,
manufacturing and sewage.
73

Each member of a Stead is allowed to attempt to enter any


position in the Stead. When a deep elf comes of age, he
picks which occupation he will belong to and failing to
gain admittance one must test for another position. The
most politically talented members of each occupation
become its leaders, and advise leader of the Stead.

A slightly less involved social affair is the traditional


beverage tasting. High Elves gather to taste the various
wines made from the berries of the Elder Trees Valley. The
tasting is less important that the accompanying discussions
and business interactions.
When friends gather in social engagements it is extremely
common to find them playing all sorts of parlor games,
such as charades, pantomime and other interpersonal group
games.

Those Deep Elves who do not find a position by early


teens are expelled from their Stead. They may sometimes
find work as mercenaries or laborers in other Steads, but
many leave their homeland to wander the Underrealm or
surface worlds.

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.

Deep elf culture is rich with tradition. Deep Elves use a


paste to darken their faces, which they believe creates a
spiritual connection to the shadows in which they dwell.
The connection allowed them to remain hidden in the
shadows.
Dance among the Deep Elves is a solemn expression of
their banishment into the darkness of the Underrealm. The
dance is performed with small glowing lights or candle
globes held in the hands or attached to their bodies at the
joints. The traditional dance is composed of slow whirling
movements set to the haunting sound of wind instruments,
in later years the dance became faster and various
instruments were used as accompaniment.

In recent years Low Elves have become some of the


wealthiest Elves, but generally the life of a low elf is
characterized by a frugal lifestyle filled with many warm
relationships.
Low Elves have a deep feeling of community and family
and will always work together to help each other through
hard times. Information is quickly passed through the tightknit community. Low elf gossip is mostly confined to
political, business and world information.

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.

Low Elves revere the earth and have a special spiritual


bond to it. They enjoy carpentry, gardening, brewing,
farming and animal husbandry.

The High Elves are the leaders of the Elven homelands.


They make up the membership in the Senate and hold all
lesser government positions. They are the officers of the
military and intellectuals.

Dancing is very important to the low elf. Their traditional


dances are often performed in lines or squares and are
usually accompanied by string instruments.
Sea Elf
Sea Elves live aboard a fleet of beautiful ships off the
western coast of the realm. Their ships are built from metal
and driftwood, because they refuse to cut down live trees
for wood. While their ships look delicate, they are
extremely agile and very fast. They can outrun and outfight
any ship they encounter. They use bronze for metal tools
and weapons, because it does not rust like iron.

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.

Since their culture is based on individual ships, each ship


is a separate community. The ship community is called a
Lihar. A ship is run by a council of Elves, called a Ship
Council. The Ship Council is composed of the leaders of
74

various shipboard groups called Hedeths. On the ship,


everyone is assigned to a Hedeth or ships department.

The open seas are dangerous places. Storms often wash


items overboard and the Sea Elves have learned to ensure
that the important items can be made to float. There are
also many large sea creatures which dwell in the deep
oceans. All Sea Elves learn how to throw a harpoon and
one of the youngs first ship duty is to sharpen the
harpoons which line the upper deck.

The choice of which Hedeth to join happens when a sea elf


comes of age; the Hedeths include navigation,
maintenance, signaling, supply, oars and many other more
particularized groupings. Children are allowed to test for
any position on the ship and the best are then groomed for
the position. Those who fail to procure a position become
oarsmen. Elders spend time mending sails or doing other
easy labor.

Elf
Classification: being (greater)
Body: 8
Mana: 16
Abilities: mana increase I - 100, mana increase II - 100,
mana increase III - 100

Day to day operations are supervised by the members of


the Ship Council. The most important positions on the
Council are those who command the Wind Hedeth and the
Wave Hedeth. The Mistress of the Wind, almost always
the women, decides the placement of the sails. Equal in
power, but having a different sphere of control is the
Master of the Waves, who is almost always a man, who
controls the steering.

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.

Deep Elf Cultural Skills


Knowledge
blindfight - 200, regain feat (scheming) - 200, region lore
- 100, weapon cultural (deep elf hand crossbow)- 0

When there is a matter of grave importance affecting all


Sea Elves a meeting of ships will be called and those
present will elect a Voice to go forth and speak the
collective will of the people. Voices are only elected for a
short time and only for one concern. Once that concern is
ended the Voice loses all authority to bind the sea elf
people, until a new Voice is selected.

Rituals & Procedures


alertness - 200, bolster mana - 200, coloring (darkening)
- 200, dance (alluring) - 100, perimeter - 100, spatial
location - 200
High Elf Cultural Skills
Knowledge
climb II - 200, fine arts - 100, gaming - 200, regain feat
(contest mental) - 200, region lore - 100, weapon cultural
(high elf bow)- 0

When ships meet on the seas there are often great


festivities. The ships are lashed together and dances are
held. The young Elves interact and if a connection is made
an elf can elect to join their lovers ship. If the relationship
doesnt work out, the family maroons the joining elf on an
isle where another ship may eventually pick them up. Most
relationships work out.

Rituals & Procedures


bolster mana - 200, call familiar - 200, dance (formal) 100, site (luxurious seat) - 200

Dance among the Sea Elves is a festive occasion


celebrating their lifestyle. They perform a graceful dance
that honors the wind. The dance is performed with white
scarves that are whirled around the body in circuitous
motions as the body is moved to the rhythm of a drum. The
goal of the dancer is to keep perfect time with the drummer
who varies the tempo. This is symbolic of the oar driven
ship. The scarves represent the sails reflecting the power of
the wind.

Low Elf Cultural Skills


Knowledge
biology - 100, climb II - 200, occult - 100, regain feat
(gossip) - 200, region lore - 100, weapon cultural (low elf
bow) - 0
Rituals & Procedures
bolster body - 200, dance (beast) - 100, pursuance - 200,
75

replenish ammunition - 200, song (beast) - 100

Body: 8
Mana: 16

Sea Elf Cultural Skills


Knowledge
astronomy - 100, bindings - 100, hold breath - 100,
navigation - 100, regain feat (story telling) - 200, region
lore - 100, rumors - 100, swim II - 200, weapon cultural
(sea elf light ballista) - 0

The following is a list of the human cultures as known in


the Realm of the Five.
Ancient Path
The Followers, as they call themselves, practice a religion
known as the Ancient Path, which commands them to, Be
as the beasts and live as they dwell. To outsiders they
appear wild and animal-like. Some would even say they
were downright uncivilized, but this would be inaccurate.
Although they emulate beasts, they have a rich and unique
culture which has allowed them to exist as an unconquered
people for thousands of years.

Rituals & Procedures


bolster body - 200, breather - 100, buoyant item - 100,
dance (graceful) - 100

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.

History: Their story begins in the early in the Age of


Nature. The Five had created the animals, the lesser beings,
such as kravynn, goblin and so forth, and also the humans.
This was a time before the races of other greater beings
were created. The lesser beings and the humans dwelled on
High Peak in the Garden of the Gods and it was forbidden
to leave the mountain.

The vast differences between human cultures makes it


difficult to describe humanity in a general nature. While
other races have general history, humans defy
generalization. Because of their diversity there are humans
which exist by eating the flesh of their enemies, humans
who have developed an industrial society filled with
corruption and decadence, humans who have built a
peaceful farming nation which fails to maintain its own
military, humans who live in the desert and have devoted
their culture to avenging deeds done to their people two
thousand years before and humans with a society based on
the worship of a multitude of gods the most powerful of
which is determined by success in the gladiatorial pit.

A group of humans desired to leave High Peak and travel


into the world. When they made their attempt, they were
stopped by those who kept the dictates of the Five. One of
those who wished to leave struck a heavy blow on the
leader of those who were blocking the path. The blow
killed the man and his blood flowed onto the sacred ground
that had never before been soiled with violence.
Those who wished to leave fled the mountain and made a
great journey through the realm. They spent many years
wandering and suffering from the guilt over what they had
done. They learned to survive in the harsh wilderness by
becoming part of the natural world. They wore the pelts of
animals and took on the aspects of their totem beasts.

Each culture has its own unique historical perspective and


maintains its own individual governments and social
structure. Each culture must be described in turn as
generalizations are impossible.

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.

Finally, the diversification of humanity is so great that it is


possible for a human character to be devoid of culture. A
human that moves around a lot or who has not been raised
as a member of a particular belief system, would be lacking
in culture. These humans are known as generic humans.
They have no culture, no cultural skills and no costume
requirements. However, generic humans must be careful
not to confuse participants by adopting the costume
requirements or accents of any specific culture. Generic
humans should be visible as what they are, persons lacking
in a particular culture.

Their world was undisturbed until the Age of Life when


the newcomers came. These humans would call themselves
asgarns and claim the island as their own. At first, the
followers observed the newcomers with awe, but as time
newcomers began to encroach on their lands, the Followers
attacked them in the night, as rabid beasts would attack.

Classification: being (greater)


76

The grew fearful of the inland forests and mounatins and


they stayed on the cost. For many years there was peace.
But after the orcs conquered Asgarn, the orcs wanted the
timbers in the forest and they forced the Asgarns inland,
where the Followers waited with stone ax and war club.

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.

The Orcs would not be deterred, they moved their military


might into the mountains and the Followers were forced to
defend their homes. The Orcs lost countless troops to the
ferocity of the Followers, but the green skins had no
shortage of troops, drawing slave soldeirs from throughout
the realm. The battle ranged for the entire Age of Death,
and only ended when the Orc Empire fell.

Religions: The ancient path instructs one to Be as the


beasts and live as they dwell. Much of the religion is
based on the emulation of beasts in nature. Each person
chooses an animal totem to emulate for that period in his
or her life. Changing totems is common. Different tasks
require different beasts as guides. Throughout life one may
have many animal totems as he progresses through lifes
changes. Strength of the body and of the mind is highly
prized and encouraged in this religion which focuses on
survival in a harsh environment. The leaders are the
strongest and they compel all to be the best. Nature claims
the weak and the sickly, only the strong survive.

During the Age of Order there have been conflicts between


the Followers and the Asgrans, caused mostly by Asgarn
expansion inland in an effort to get better timber for
shipbuilding.
Government: The followers are a loose confederation of
tribes. Each tribe is generally ruled by a priestess who
communes with the earth and a massive male leader who
leads the men in hunts and battles. In times of great
invasions, all of the tribes will unite into one great host of
people.

Communal gatherings are very common with these


primitive people. In these gathering the Followers sing
together emulating the sound of beasts. Roars, howls and
growls blend together in a cacophony of sound.

The priestess leads the religious and social aspects of life,


which are often intricately linked. She is seen as the holy
mother of the tribe. The priestess is assisted by lesser
priestesses who are viewed as her daughters. Together
these women supervise their tribe. Their many duties
include distributing portions of food, funeral rights,
marriages, births and negotiations with other tribes and
outsiders. Complicated rites consulting the earth and
relying on the wisdom of the beasts determine who
becomes the religious leaders.

The followers of the Ancient Path eat the flesh of their


enemies as they believe it makes them stronger by taking
their enemies strength. This rite simulates the feasting of
an animal on its kill. The priestess distributes the food and
the strongest eat first. The rest of the pack then eats. The
choicest sections are always saved for their holy persons
who eat last.
In ancient times, the followers learned to exist as animals
so they could survive during their journeys through the
realm during the Age of Nature. The worship of the ancient
path has been unchanged since the time of the sojourn from
the creators garden.

The men of the tribe are led by a dominant male authority


figure. In times of battle he serves as a war chief, when not
actively fighting he supervises the hunt. The hunt has great
importance to the Followers and much of the male activity
is devoted to finding food and giving it to the priestess for
division amongst the tribe. The male leaders are chosen for
their strength, intelligence and their ability to lead.

The followers also have a powerful ritual which they use


to wear the skin of a beasts. The old people in this society
do not die of old age. Rather, they wear the skin of an
animal and go off into the woods to spend the remainder of
their days in peace. It is common when the Followers are
threatened to have the woods literally come alive with
animals aiding them.

Military: There is no centralized military or formal


training. Each child learns to fight when he is young with
club and stone. Bows are status symbols, used only by
experienced hunters and priestesses. If their territory is
threatened, the whole people will unite under the most
powerful dominant males and defend their lands. Ancient
path followers see war, when they must fight, as a different

The people of the ancient path are very superstitious and


make talismans to ward of bad luck and other mysterious
harms.

77

Andor was liberated from the Orc Empire by the


Karthydian army lead by Thanos on his way to Evermoore.
The Karthydians confiscated the food stores and
conscripted many of the peasants. A famine spread across
Andor claiming the lives of many. After Thanos was
defeated by Grotar the Orcs quickly retook Andor whose
people were harshly punished.

Guildsmen: The first members of the ancient path came


to Guildhall to learn in the year 980 of the Age of Order.
They were initially declined apprenticeships, but later were
civilized enough to be admitted into Guildhall. It took
these early followers many years to become initiates as
they had much to learn. Since that time many of the most
promising young Followers have been sent to Guildhall
and have learned to be Guildsmen. A few have carried the
knowledge of lore back to their people, but these are seen
as outsiders. Having been civilized they have trouble
adapting and even accepting the culture of their people.
They usually leave their homelands and return to the
continent where they search for answers.

Andor was ultimately freed from Orc tyranny during the


early part of the Age of Order. The nobles regained their
traditional holdings and life in Andor returned to much like
it was during the Age of Life.
There has been a long-standing border war with the
Pythians who dwell to the southwest in the Ansaki Swamp.
The conflict arose after the defeat of the Orc empire and
regarded the exact placement of the border. A wide strip of
marshland was claimed by both nations.

Ancient Path Appearance


Followers of the Ancient Path dress to emulate animals.
They wear fur tabards, animal skin trousers and animal-fur
headdresses. They often adorn their bodies with spiral
tattoos. Their jewelry is primitive, often made of bones or
obsidian. Armor is manufactured from animal bones;
overlapped rib bones serve as breast plates, while skulls
protect the shoulders. Helmets are often carved from the
skulls of giant beasts. Weapons are usually made of stone
and fire hardened wood, but ancient path followers will use
iron weapons when available.

The conflict began in earnest in the year one hundred and


ninety-seven of the Age of Order after a group of Andorian
nobles who were hunting ducks were slaughtered by
Pythian soldiers.
The continual border skirmishes resulted in the building of
the Swamp Line, a series of walls and fortifications
garrisoned by the Order of the Dove. The purported
purpose of the keeps was to stop the Pythian expansion
beyond the swamp, but more often than not the keeps
served as a starting point for Andorian hunting parties with
a military escort into the contested swamp land.

Ancient Path Cultural Skills


Knowledge
biology - 100, navigation - 100, regain feat (feasting) - 200,
region lore - 100, tracking - 200, weapon cultural (ancient
path war club) - 0

The fortifications exacerbated the hostilities. The Pythians


retaliated by destroying one of the border keeps and in the
year 240 Andor invaded the swamp. The Andorian army
suffered a crushing defeat. On the heels of their success,
the Pythians launched an invasion of Andor. In support of
Andor, Lundelle sent a large contingent of troops.

Rituals & Procedures


beast skin - 200, dance (beast) - 100, empower beast - 100,
return - 200, song (beast) - 100, talisman (natural) - 100
Andorian
Andorians dwell in the Kingdom of Andor which is the
southernmost of the Five Kingdoms. Andor lies on fertile
lands and is best known for its pleasant wines and artistic
culture.

By 243 the Pythians were on their way to conquering


Andor. The swamp lines had been breached and the
Pythians were pouring into the interior of Andor. Holt sent
troops to aid Andor and the remaining of the Five
Kingdoms mobilized for war.

History: Andor was the last of the Five Kingdoms to be


settled. People crossed the river from Lundelle and settled
the lands, which were mostly unpopulated except for the
rakkarrins. At first there was tension between the
rakkarrins and the andorians, but the Five-Sworn
interceded and established the western boundary for the
kingdom of Andor.

Guildhall interceded to stop the Andorian-Pythian War by


ordering all Guildsmen to cease support for the armies. The
Guildsmen on all sides yielded to the dictates of the
Council of Lore and refused to fight. They forced the
mundane leaders on both sides to cease their aggression.

Andor was conquered by the Pythians in the Age of Death


and was later ceded by treaty to the Orcs. For a brief time,

The power of Guildhall was felt throughout the realm as


78

the mundanes were forced to sign a peace treaty


reestablishing the borders to their original state. The
mundanes of both sides were dissatisfied and retaliatory
raids continued. It was only through the continual
intercession of Guildsmen that another war did not break
out along the border.

lords of smaller castles may be cavaliers or warriors. Even


if the lord of the castle is not a Guildsman, it is common
for one of his younger sons to be a cavalier and actually
lead the troops in battle. The Order of the Dove is directly
sworn to the King of Andor.
Andorians defend their country through a system of
fortifications. The army contains mostly of fencers armed
with rapiers and bucklers and men-at-arms in heavy armor
with great swords. In the field, these are augmented with a
mix of crossbows and cutting polearms, with their rapiers
as backup weapons. Artillery is usually kept in fortresses
or used to besiege them.

Culture: The people of Andor are proud and place great


weight on their royalty. Their nobility are refined, welldressed and quite wealthy. The peasants are content and
live well.
The northern part of Andor is filled with villas surrounded
by gently rolling Orchards and fields of grape vines. The
south western part of Andor remains more heavily
fortified. The border between Andor and the Ansaki
Swamp is protected by a series of powerful keeps.

Weapon: The traditional weapon learned by many


andorians is the rapier. The rapier is a sword with a straight
blade and a swept or basket-like hilt.

Andorian nobles love to hunt small game and fowl. During


the fall months much of their time is spent in this sporting
pursuit. Andorians raise many breeds of dogs which are
specialized for the purposes of hunting.

Religion: The people of Andor are not overly religious.


Having felt the yoke of religious ferver under the rule of
the Pythians, Orcs and Karthydians the people of Andor
are leery of religion. Those who do follow religions are
more prone to follow faiths which encourage betterment of
the individuals life, rather then religious devotion. The
church of Xanadu is particularly strong in Andor. The
Andorian people believe in the interpretation of dreams
and make talismans to ward of nightmares.

Romance is a large part of andorian life. Reading poetry


and singing love songs is very common, as is romantic
evenings where couples share grapes, chocolates, wines
and other fine fares. It is common for lovers to profess the
depth of their feeling for each other in long orations when
they are to be separated for any period of time.

Guildsmen: Cavaliers and warriors can accumulate some


political power. As Andor relies on its strong military and
it is common for a cavalier or warrior to be placed as a lord
of a small border castle, especially in the southwest. This
lord is a vassal to the king and rules in his name.

Oftentimes, andorians gather in small social groups for


decadent evenings of food, drink and flirting. Drunkenness
and obnoxious behavior is unacceptable at these affairs.
Attendees are on their best behaviors to impress their
social peers. After a long night of decadence the Andorian
has many home remedies cleanse the blood and remove
hangovers.

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.

Government: Andor is a hereditary feudal system. It is


ruled by a king, queen and a large court of nobles. Andor
is divided into a number of Duchies which are ruled by
Dukes in the name of the king. Each of the Dukes have a
host of Barons and Baronets as vassals under them. The
king has the power to remove or replace his nobles if they
displease him or fail to perform as vassals, but generally,
the government of Andor is very stable and most families
retain their land and serve the king.

Andorian Cultural Skills


Knowledge
enigmas - 100, fine arts - 100, gaming - 200, literature 100, regain feat (decadence) - 200, region lore - 100,
rumors - 100, weapon cultural (andorian sword) - 0
Rituals & Procedures
purify blood - 200, send dreams - 100, song (serenade) 100, spiritual (orations) - 100, talisman (polished) - 100

Military: Their military consists of garrisoned castles.


Each garrison is lead by the noble who rules that castle.
Each noble has his own crest and the garrisons are mostly
heraldic orders serving the lord of the castle. Often the

Asgarn
The Asgarns are seafaring traders and sometimes raiders.
They inhabit the coastal regions of the island that bears
79

their name.

In appearance the men traditionally dress in tunics and


breeches, but this is supplemented by warmer fur cloaks.
The women have adopted a manner of dress which consists
primarily of long tunics, over which an apron is worn.
Asgarns wear earrings, bracelets, brooches and hair pins.

History: The first asgardian settlers arrived on the Isle


during the early years of the Age of Life. At first the
asgardians were content to live on the fertile coasts, but as
their population grew they attempted to settle the interior
of the Isle, where they encountered the ferocious Followers
of the Ancient Path. After bloody conflicts, the asgarns
soon learned to stay on the coast.

Asgarns live in small villages concentrated along


waterways, although villages can sometimes be found up
to half a day's walk inland. Asgarn homes are often built of
stone and timber with wooden roofs. There is often a
formal fireplace, particularly in larger homes, and the roof
of an Asgarn home is augmented with stylized animal
heads.

After the Asgarns were defeated by the Orcs the Asgarn


fishermen were forced to become pirates attacking those
nations who were not yet part of the Orc Empire. Sea
raiding replaced fishing as a way of life for many Asgarns.

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.

The orcs needing more timber to build additional warships


forced the Asgarns inland where they once again
trespassed on the territory of the Followers. Despite
massive military effort, the Orcs were unable to gain a
substantive foothold in the interior and suffered
horrendous defeats causing countless conscripted soldiers
transported from the mainland to lose their lives.
After the defeat of the Orc Empire, Asgarn regained its
independence, but continued the profitable practice of sea
raiding.

Sea raiding was a practice among the Asgarns that


developed during the Age of Death. Raids served several
important social functions. Generally, it gave the eager,
well-trained fighters valuable experience they may not be
able to get at home. Sea raiding allowed a display of
heroics and battle deeds important to their culture. Only a
very powerful person can send a ship full of men halfway
around the realm to sack a town, so the further out one
goes to hit a target, the braver the men must be, and the
richer their leader must be.

In the year 260 Holt frustrated by increased raids by asgarn


sea raiders issues an ultimatum demanding cessation.
When Asgarn refused to stop the raiding, Holt launches an
invasion. The war escalates involving the Highlands and
other nations of the Five Kingdoms. The Mongorians and
Eirens prepare for war.
In the year 265 Guildhall declared a cessation to all
violence and instructed the Guildsmen of each nation to
force the mundane leaders to sign a treaty ending the war.
The treaty forbid sea raiding by Asgarns and required the
Asgarn government to make reparations and punish sea
raiders.

Sea raiding also led to the invasion of Asgarn by the Five


Kingdoms during the Age of Order. Following the
cessation of hostilities, the Asgarn government agreed to
cease raiding, but there still are a few ships that conduct
raids. These are mostly against the southern Five
Kingdoms and Pythians, but raids have been conducted as
far away as the Elven communities on the Elder Trees
River. The Asgarn governments position is that these
ships should be treated as common pirates.

During the Age of Order there is continued violence


between the Asgarns and the Followers as the Asgarns
continue to press inland into the mountains.
Culture: Asgarns make their living primarily on the
water, whether as fishermen or sea-faring merchants. Their
primary source of sustenance is seafood, although some
Asgarns further inland will raise cattle and pigs. Asgarns
also keep sheep which they use for their wool. Most
Asgarns have small vegetables gardens.

Sea raiding is still popular in tales, but better coastal


fortifications and larger navies have actually made sea
raiding very difficult and unprofitable. By the last century
of the first millennia in the Age of Order, almost all Asgarn
sea captains made their living by trading goods, with only
80

the occasional act of piracy.

also believe in a violent end of the world called


"Ragnarok", but some have postulated that this is a
misbegotten memory of the Fall of Evermoore.

Government: The Asgarn people are ruled by a single


king. Below the king stand the chiefs of each city, called
Jarls. These are usually related to the king by blood or
marriage. Under the Jarls are the rulers of each village,
called Hersar. The Hersar are usually minor relatives of the
Jarls who are given rulership of a village in exchange for
loyalty. A group of seers, diviners and wise men are
commonly consulted before the leaders make important
decisions.

Marriage among Asgarns is often a marriage among equals,


although some marriages take place for economic reasons.
A father who has lost his sons may encourage a match to
gain a strong son-in-law to aid his sea-going enterprises.
Asgarn children are treated well, but are put to work at a
young age, often learning to tie knots or hoist sails, as well
as cleaning and preparing the day's catch.
Guildsmen: Generally the people of Asgarn revere
religious leaders and place a great stock in those who can
read the fates. Clerics are usually very wealthy from
offerings to their gods. Since many Asgarn religious sites
are located in the wilderness, Druids often tend these sites
between observances. Runecasters have a good deal of
political power, because the superstitious Asgarn consult
them before a sea voyage, battle, journey or any other time
they get nervous. Warriors and Cavaliers are respected as
examples of courage and skill in battle, and Bards are
respected for their mastery of poetry, music and
storytelling.

Military: The Asgarns armies are split into two groups.


The Huskarls are professional, standing armies and the
Fyrd is a militia force of farmers, herders and craftsmen
who defend local villages. In times of war the Huskarls
will lead the Fyrd. Most of the Fyrd carry axes, and the
wealthier ones own a shield. Huskarls always carry a shield
and usually an axe. All Asgarn have a few thrown
weapons, which they throw just before engaging the
enemy.
Weapon: The traditional weapon of the Asgarn is the
Asgarn war ax, a double-headed war ax with narrow heads
and long, bearded blades.

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.

Religion: Asgarns have developed an extensive pantheon


of gods and goddesses, most relating to the harsh
environment in which they live. The Asgarn pantheon
became popular in the Age of Death. According to the
religion a group of gods dwell in Asgard, which is located
in the heavens. Much of their religion is found in stories
relating to the gods interactions with each other and the
realm.

Asgarn Cultural Skills


Knowledge
astronomy - 100, hold breath - 100, navigation - 100,
regain feat (boasting) - 200, region lore - 100, rumors 100, swim II - 200, weapon cultural (asgarn war ax) - 0

The most commonly worshiped gods within this pantheon


are Odin, god of magic, inspiration, battle and ruler of the
gods of Asgard; Frigga, queen of the heavens, Wife of
Odin; Thor, god of sky and thunder, protector of the law
and community, son of Odin; Baldur, god of beauty, son
of Odin; Loki, a trickster companion of the gods; Hel, the
goddess of Death, Queen of Niflheim, daughter of Loki;
Njord, god of sea and ships, father of Freyr and Freyja;
Freyr, goddess of fertility; Freyja, god of fertility.

Rituals & Procedures


breather - 100, buoyant item - 100, coloring (blooding) 200, song (war) - 100, spiritual (orations) - 100
Bedouin
Bedouins are found in the Karthydian desert. The desert
was named after the god of Chaos. Life in the desert is
hard and its people have grown strong. Limited resources
and stiff competition ensures that the Bedouin people are
a hearty culture.

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

History: During the Age of Life the inhospitable desert


81

was home to a small group of human bedouins. After the


fall of Evermoore, Karthis led the refugees of the shattered
crystal city into the desert to escape the armies of Grotar,
Tharkana and Ansaki. Karthis founded five great cities
and those cities were led by his Five-Sworn Illriggers.
Karthis had each person trained in the use of weapons and
began building an army to reconquer the realm in the name
of the Five. The desolate place became know as the
Karthydian Desert.

turned to the north. In the year 573 of the Age of Death


Thanos attempted to retake the city of Evermoore. He laid
siege to the city but was defeated by Grotar and the army
of the north. His soldiers died almost to a man. Thanos
died fighting Grotar and his body was prepared, wrapped
in strips of white linen and entombed with the bodies of his
war leaders and soldiers.
The failure of Thanos was a great blow to the Karthydian
people. Following the defeat of Thanos, the Karthydians
influence over desert culture waned. The worship of
Karthis declined as did the interest in his war of
vengeance. By the beginning of the Age of Order, the
majority of desert dwellers had given up the old
Karthydian traditions and called themselves Bedouins.
Many bedouins joined with Guildhall to defeat the Orcs.

The refugees changed from a tattered group to a bitter


battle hardened people. The Karthydians began laying the
groundwork for their war of vengeance. The Orcs and their
allies saw the danger and marched a great army into the
desert. It was larger than the army that destroyed the
Crystal City, more than large enough to crush these upstart
radicals.
The army reached the city of Ash Shir. Karthis, and a small
group of heros were waiting in the city. When the invaders
reached the god of chaos, their entire army was destroyed
in a fiery explosion that leveled the city. The desert was
never again invaded.

The fortified cities founded by Karthis became centers of


trade and huge open air markets drew people from all over
the realm. By the middle of the Age of Order the desert had
transformed itself into a cultured civilization flourishing in
the arts. Ambitious sultans led their cities to prosperity and
wealth.

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.

In the year 998 of the Age of Order, a group of adventures


in Evermoore led by the famous historian Alexander
Brinken discovered and opened the crypt of Thanos.
Thanos and his war leaders were released into the realm.
They were in the form of undead creatures draped in
bandages and swaths of white cloth. After conversing with
those who released him, Thanos left Evermoore and
traveled to the Karthydian desert where he began preaching
of Karthis and the coming of his Age.

The Karthydians continued to prepare for the Age of


Chaos, each generation having as many children as
possible to expand the ever growing army. In the year 565
of the Age of Death, a Karthydian named Thanos came to
power in the desert. He used the prophecy given at his birth
which stated, Thanos shall lead the Army of Karthis to
victory in the Age of Chaos to unit the beduin people to
his cause.

In a few years, he began to undo all that had been built in


the desert. His words attracted young people looking for a
purpose in life. They came to his banner as moths to a
flame. By the year 1000 of the Age of Order, Thanos had
built temples in every major city and convinced many of
the old Karthydian priests to wear the robes of red and
declare the Age of Chaos at hand.
Shortly thereafter, Altar Shariz, the head priest of the
Karthydian faith denounced Thanos. He declared the
words of Thanos false and demanded that all priests
wearing red robes leave the populated areas. The common
working people supported Altar Shariz as they feared
what was happening in the desert would only lead to a war
and sanctions by Guildhall. There were a few minor riots,
but most people were happy to see the radical red-robed
priests vanquished.

He declared the time for mourning was ended and ordered


all to discard their robes of black. He convinced an entire
generation wear the red robes of war and follow him into
battle against the Orcs. He built the Obsidian Fortress as
his palace and marched beneath the banner of an eight
pointed star behind the pentagram of the Five.
The Army of Thanos surged forth, Andor was taken from
the Orcs and made part of the Karthydian Empire. Thanos
82

In the year 1002 of the Age of Order, Thanos began


assembling an army at the ancient Obsidian Fortress. Day
and night the fortress rang with the fall of hammers as the
smiths labored to make the weapons needed for his war. He
planned to unit the desert by force.

sways back to Altar Shariz as a hero of the desert.


Thanos marches his army against the Altar Shariz trapping
Altar and his small army of black robes in a Temple of
Mourning. Thanos lays siege to the temple intending to kill
Altar in one on one combat.

Agents of Thanos began portraying Altar Shariz as a dog


loyal of Guildhall and not to the people of the desert.
Altar was a Loremaster and sat on the Council of Lore, the
argued that he could not be loyal to Karthis. Black robes
began losing favor with the people, and the radical
doctrines of the Red Robes were gaining recognition
despite the effort of Altar to guide the people back to
peace.

In June 1005, at the appointed hour for him to face Thanos,


Altar Shariz walked from the Temple onto the field
wearing red robes. Behind him the sky was blood red and
filled with fire light reflected from the burning of the Elder
Trees Valley thousands of miles away.
Altar Shariz sways the masses with words and charisma,
rejecting Guildhall, and reminding all that only a high
priest of the Karthydian Faith could read the signs of
Karthis. He calls on the oaths of the Ruby Chalice which
cannot be denied, and reinterprets the Prophecy of Thanos
placing the mummy in the Vangard of the army, but not as
the leader of the nation.

By 1004 Thanos had assembled a huge army of red robe


fanatics eager to bring forth the Age of Chaos, and Altar
Sharizs popularity had reached an all time low.
When Altar is summoned to the Inn at Evermoore to give
the sacred Sword of Karthis to Guildhall all believe that his
time as a high priest of the desert was ended. Ser Agrivar
Brightblade murdered Altar Shariz at the Inn of
Evermoore on 20 November and took the Sword of Karthis
for Guildhall.

Altar is embraced by both armies as the rightful leader of


the nation. Thanos and Numia have no choice but to join.
Altar offers Thanos the vanguard of this army Thanos,
politically outmaneuvered, had no choice but to agree.

Altar Shariz was restored to life, and in the confusion,


stole back the sword and fled from the Inn against the
orders of the Guid Council. Altar was chased by some of
the Guildsmen of Evermoore, but other Guildsmen of
Evermoore came to his aid.

In 1006 Altar Shariz secured the loyalty of the bandit


bedouin clans in the wild desert. They gave their pledges
of loyalty to the Ruby Chalice.
In December 1007 Altar Sharize married Esmerlda the
daughter of the most powerful sultan of the desert. It was
a political move that gained him the backing of the sultans
even though he wore the red robes of Chaos.

With the help of Raheed, Altar was able to avoid capture,


and escape to the Guildhall Compound. A bounty was
immediately placed on Altars head by the Guildmasters
of Evermoore, and the Magistrate of Evermoore issued a
warrant for his arrest.

On the first day of 1008, the former Charter Sponsor of


Evermoore, the former Cleric Keeper and discredited
Loremaster, Altar Shariz was crowned Emperor of the
Karthydian desert. He is now the master of the largest army
in the realm, an army whose sole purpose is to destroy the
world in fire and flame when Karthis returns.

A bloody, brutal battle at the Guildhall Compound ensued


as Guildsmen tried to arrest Altar Shariz. Ser Bronn of the
Order of Guildhall, captain of the Guard is slain by Altar.
Many Guildsmen of Evermoore lose their lives. Altar and
his beduin guards flee through the Valley of Rainbows
towards the Karthydian Desert. The Magistrate of
Evermoore tries Altar Shariz for first degree crimes, and
the Council of Lore removes Altar Shariz as Cleric Keeper.

Culture: Bedouins are desert dwellers, living in the vast


Karthydian wastes They place great emphasis on family
lineage and live by clan groups. Each tribe has a hereditary
territory and the boundaries of these are often marked by
small piles of stones.

Altar Shariz reaches the desert and was proclaimed a hero


by the people. His flight captures the imagination of the
desert as the beduins compare Altars bloody flight
pursued by bounty hunters and Guildsmen to Karthis
fleeing the Orcs after the fall of Evermoore. Public opinion

Nomadic Bedouins make their homes in tents made of


textiles woven from goat hair. These tents are quite roomy
with many carpets and curtains to divide the tent into
different rooms. Tassels are commonly hung everywhere
83

as they are a sign of wealth (wool to spare).

obtain this.

City-dwelling beduins make their homes of mud-baked


bricks or quarried stone. The wealthy live in sprawling
estates, while the poor live in the gutters. The merchant
class dominates the city and everywhere are beduins
selling, buying and trading.

Government: Rural dwelling Bedouins are organized into


familiar clans and are nomadic in nature. Bedouins divide
up by rank, and nobility or commoner status is usually set,
although there is some upward mobility based on sagacity
or courage. The tribe is headed by a "sheik, who works
with the elders to decide when and where a tribe will
move.

The clothing of the Bedouins reflect the harsh desert


climate and are usually of a light-colored striped fabric,
unless the Bedouin is traditional Karthydian which
requires black or red. Men typically wear a long gown,
which is either open down the front, or split to the waist
and again at the ankles for mobility. This is ornamented
with braid, and worn over a tunic and wide pantaloons. The
head is covered, either with a turban, or a scarf and
headband. Women wear a long dress with wide sleeves and
belted at the waist, with hand embroidery down the front
and seams. Women usually wear a veil on their head, and
attach gold and silver dowry coins to the front to frame the
face. Women also show their wealth in their bracelets and
anklets. For winter wear, women add a hip-length jacket.

There are a number of immense walled desert cities. These


cities were built by Karthis and his followers when they
fled into the desert after the fall of Evermoore. They have
become centers of trade and commerce. They are ruled by
Sultans.
Military: Each city has a professional military loyal to its
Sultan, whereas the nomadic sheiks rely on the clan to
provide fighting men and woman when clan territories are
threatened. City armies tend to be better-organized than
nomads. They are usually armed with spears and shields or
small bows, backed up with a scimitar. Nomads mostly
fight with scimitars paired with a buckler, shield or knife.

Bedouins value hospitality and generosity, and go so far as


to leave the clothes of the deceased on the grave for a
needy traveler to use. Bedouins are also very concerned
with honor, and any perceived violation of honor can lead
to fighting. This honor is also tied into kinship. Any
Bedouin is required by tradition to avenge a family
member, and in some cases a clan will disown a member in
order to avoid unnecessary bloodshed.

When fighting each other, the Bedouins fight openly, face


to face, with each warrior testing his strength against an
enemy warrior. Since the desert keeps the tribes more or
less uniformly small, the odds are almost never
overwhelming, nor would any tribe stoop to hiring
outlander mercenaries.
However, when fighting intruders not of the desert people
ambushes are frequently used. The intruders have not
proven themselves worthy of honorable combat. There are
rarely prisoners of such wars. The desert dwellers often
dispense with such intruders by laying false paths or
setting ambush points.

Bedouins are also well-known for their harem system that


allows one person, male or female to have more than one
wife or husband. The number of spouses any given
Bedouin has is in reality very small, for tradition holds that
all spouses must be provided for equally, and a nomadic
desert existence is not one of vast wealth.

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.

Belly dancing involves the rolling and swaying of the hips


and stomach. Although the dance looks sensual due to its
rolling movements, seduction is not its purpose. The earthy
movements of the center of the body celebrate life in a very
harsh and demanding environment. The dance reaffirms
the survival of the culture and is performed by both men
and woman.

Weapon: Bedouins favor a slashing style of swordplay


and their cultural weapon of choice is the scimitar which
is a sword with a slight curved blade and a single hand
guard small cross brace.

The idea of ritual purification is very important to


Bedouins. They have strict rules about cleanliness and
purity, particularly living in the desert where water is
scarce. The Bedouins will do everything they can to
cleanse themselves, using water or even fine white sand to

Religions: Being nomadic in nature, it is common for


Bedouins to make religious pilgrimages. These pilgrimages
are often strictly followed religious processions where
fasting, chanting and praying is common.

84

Within the Bedouin people is a very powerful religious


sect who worship Karthis, the god of chaos, who call
themselves Karthydians. They wear only black desert garb.
They believe that wearing black in the hot desert sun will
make them stronger from suffering the heat. The black is
said to be for mourning all the dead of Evermoore. No
other sect or clan dares to wear black robes in the desert.

and noble families made an effort to entice skilled


craftsmen to Coventry. The Age of Life saw Coventry
become famous for its production of beautifully crafted
household and personal items.
After Coventry was invaded by the Orcs, its nobles were
unseated and the Orcs increased Coventrys focus on
production. The Orcs had a great need for manufactured
products, especially those of a military nature. The
conquered people of Coventry were forced to work in
factories building war materials. Coventry became a
sprawling industrial center. Its cities were filled with
factories, work houses and slum housing.

Among the Karthydians are those who are feared more


than the rest. These wear robes of red for the blood that
will be shed in the Age of Chaos. The return of Karthis is
prophesied and the radical members of this faith prepare
for a war of vengeance to repay the realm for the
destruction of Evermoore. As the millennia turned the
number of beduins adopting red robes grew exponentially
because of the return of a mythical hero known as Thanos.
They fester like an infected wound keeping alive an
ancient song of hate and vengeance.

After the defeat of the Orcs, the workhouses and factories


remained and gave rise to powerful corporations. These
corporations pooled funds to create monopolies on certain
produced goods. The noble families never regained power.
They remained poor and those who complained
disappeared. The nobles who remain are merely employed
by the corporations to legitimize various aspects of their
operations. The investors, the owners and the operators
who ran the corporations became rich and powerful, while
everyone else remained a pauper.

Guildsmen: The Guildsmen of the desert dwell primarily


in the cities where they can make an excellent living
selling their wares at the open air markets. Guildsmen can
rise to prominent positions within their society. In the year
1000 of the Age of Order, Guildhall passed a resolution
preventing red-robed Karthydians into apprenticeships,
unless they renounce their war of vengeance and remove
their robes.

Initially, Coventry produced weapons for Guildhall during


the Wars of Order. Guildhall owed the corporations huge
debts. The repayments of these debts where used to retool
the factories and workhouses. By the middle of the Age of
Order most of the realms manufacturing was performed in
Coventry. Every conceivable product could be turned out
in vast quantities using factories and cheap labor. By the
year 1000 of the Age of Order, the corporations and their
owners had become the richest powers in the realm.

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

Culture: The general population of Coventry are


primarily poor and spend their lives in workhouses
laboring for the corporations. Their tasks include
manufacturing, shipping and secretarial. During periods of
economic slumps unemployment is often high and street
people are common. Such is the power of the corporations
that even beggars must be licenced.

Rituals & Procedures


armor hat - 100, dance (alluring) - 100, healing (stone
circle) - 400, spiritual (orations) - 100

Officers of the corporations hire employees as spies to tell


them secrets of other corporations or to keep tabs on
people with whom they work in their own corporation for
a few extra coins a week. The money people make above
their salaries is usually kept hidden rather than being spent
noticeably, because the people know that as they watch
others, others watch them. Everybody tries to ferret out
some juicy morsel of information to sell to somebody
willing to pay for it. The identities of people employed by

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

the boss rivals or superiors are especially prized, as are


minor elements of their plans or secrets.

themselves with a corporation. Corporations generally own


the buildings that act as temples, putting their names and
symbols on the outside, and leasing or renting them to
priests of the more popular religions, who in turn charge
money to those who attend their services to pay for the use
of the temple.

Political activity in Coventry is full of bribery, spying,


murder, intimidation, blackmail, side-switching and
general duplicity on many fronts. Nobody in this society
does anything for free; they always make sure they gain
something from their actions. While most of what happens
daily in Coventry is technically illegal, a standoff exists in
which almost everyone possesses some damning
information about almost everyone else. The laws are so
weak and fuzzy that the only thing keeping regular people
in line is fear that they will accidentally interfere with the
plans of someone more powerful than themselves.

Guildsmen: Guildsmen are employed in all aspects of the


corporations from research and design to military
commissions. Guildhall tolerates the corporations as the
corporate leaders are not foolish enough to go too far in
their pursuit of wealth that they challenge the peace of
Guildhall. The few chief executive officers who are so
foolish usually have a remarkably unpleasant (for
Coventry) accident. As a result, the brutal politics of
Coventry stays confined to mundanes, and the occasional
hired Guildsman killing mundanes. Guildhalls dominance
over the commerce of the realm coexists with that of the
corporations.

Government: The industrial kingdom of Coventry is


dominated by merchant corporations, all maneuvering to
gain control of the main cities, trade routes and political
offices. Governance of cities and towns are by publically
elected officials, whose campaigns are financed by the
corporations they serve.

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.

Military: Each town maintains numerous militia groups,


generally made up of free-roaming mercenary companies
who contract with the town council for a while and who
move on when a better offer appears. Theoretically, the
militia groups are subordinate to the elected officials, but
they are paid for by the corporations who maintain the real
control. Often the militia groups rob and intimidate rivals,
protect allies, swing elections for one side or another, and
try to stay alive long enough to be paid.

Coventry Cultural Skills


Knowledge
crime - 100, disarm trap - 200, pocket pick - 300, regain
feat (scheming) - 200, region lore - 100, scrounge - 200,
weapon cultural (Coventry throwing knife) - 0

As most of their armies are made up of mercenaries,


individual Coventry troops bounce from army to army.
When an army forms, the troops come in with whatever
equipment they have. As they earn more money, they begin
to get better organized, with the troops learning the skills
they need for their assigned jobs. Over time, the more
experienced troops can accumulate a large amount of skill
with a wide variety of weapons. They all carry throwing
knives, often several hidden in their clothes, for
emergencies or for a surprise attack.

Rituals & Procedures


armor hat - 100, locate - 200, song (bawdy) - 100
Dale
The Dale is located on the richest farmland in all of the
realm. Understandably, the people of the Dale are mostly
farmers and herdsmen. Most of the realms agricultural
food products come from the Dale as well as its supplies of
meat and poultry.
History: The Dale was one of the first parts of the Realm
to be settled by the humans. It was said that Natallis and
her Warders led the people to it and blessed the ground so
that it would always provide for those who respected and
loved it. Dalesmen have always been protective of their
soil and have carefully nurtured the animals living on it.

Weapon: The people of Coventry always have small


knives on their persons. Most learn to throw these knives
at an early age. The Coventry throwing knife is a small
balanced thrown weapon marked with the owners initials.
Religion: While religion is not a thing of great concern to
people in Coventry, there are enough people willing to
make at least an outward showing of belief to make it
worthwhile for priests to live here. The priests tend to ally

The Dale was the first of the Five Kingdoms to be


conquered by Grotar during the Age of Death. And
86

throughout the age the people of the Dale labored to feed


the armies of the Orc Empire.

many important nonmilitary functions as in solving


disputes and advising local leaders.

This fertile land has always been coveted by its neighbors.


During the Age of Order, both Holt and Coventry
attempted to secure portions if it, but through deft political
maneuvering of the Dale Queens, staunch resistence by its
people and the intercession of Guildhall, the Dale has
maintained its borders.

Dale soldiers always carry their bows, but maybe half of


them use it as a primary weapon. They all carry one or two
small weapons, usually resembling tools. Troops not
serving as archers usually carry a buckler. The Order of the
Dale arms its troops with shields and swords, and their
archers carry extra quivers of arrows. Dale soldiers mostly
act as support troops for the armies from Holt and
Coventry that help defend their country. If they have to
fight, they usually act as flankers for the main army made
up of their allies.

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.

Weapon: The people of the Dale are well-known for their


archery. The weapon of choice is a wooden bow engraved
with animals, plants or woodland scenes.

Culture: The people of the Dale are not materialistic.


They work their land to make a living and ask for nothing
more. They are not an ambitious people. They are content
to watch the seasons turn, to live and laugh with friends
and loved ones and to grow old in the same house which
they were born in.

Religion: The people of the Dale are not overly religious.


Many people worship the natural world and the cycle of
the seasons. They make talismans of wood, stone, bark or
other natural materials to ward of bad omens and ill luck.
The worship of Natallis has remained very strong in the
Dale. Some people in southern Dale are seduced by the
religions of Lundelle, while some in the north worship
Eldin.

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.

Guildsmen: Guildsmen find the ambivalence toward


wealth frustrates their ability to make a profit. Rangers are
commonly employed to patrol the forests and religious
trades can always find worshipers, but there is almost no
need for Warriors and Cavaliers, unless they are part of the
Order of the Dale and in the service of the Queen.

The people of the Dale have four large ceremonies which


honor the seasons and a number of minor ceremonies
related to nature and village life. These traditional
community gatherings form the backbone of social and
religious activity in the Dale.

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.

Government: The Dale is a hereditary monarchy.


However, rule passes through the daughters and all power
is vested in the Queen. When the Queen dies, her eldest
daughter is crowned. Some towns are still ruled by
hereditary lords, but as these ancient families die off,
leaders are elected by the population and supervised by the
Order of the Dale.
Military: The Dale does not have a military, but relies on
Holt and Lundelle to protect it from Orc and Asgarn raids.
Each town has a small militia. The militia is not well
equipped and functions primarily as skirmishers. Every
person in the Dale is trained to use a bow at an early age.
The militia is trained by members of the Order of the Dale.
The Order of the Dale is completely loyal to the Queen and
is responsible for keeping the country unified. They serve

Dale Cultural Skills


Knowledge
geology - 100, regain feat (gossip) - 200, region lore - 100,
tracking - 200, weapon cultural (dale bow) - 0
Rituals & Procedures
empower beast - 100, healing (garden) - 400, replenish
ammunition - 200, song (bawdy) - 100, talisman (natural)
87

- 100

Culture: The Gypsies are wanderers. They travel the


realm in brightly colored caravans going wherever the
spirit moves them. These caravans consist of painted
wagons pulled by oxen. There is a seat in front for the
drivers to ride, although while on the move most able
Gypsies will walk with the wagons, especially to keep the
livestock moving.

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.

Sometimes late at night their campfires will be seen


burning in the woods. People will hear their lively music
and their voices will rise in song. If they go to investigate,
they may be invited to join in the feasting, dancing and
storytelling. There are many wagons and much business is
conducted amid the entertainment. Wares are sold, fortunes
are read and it is a veritable circus, but the next day the
gypsy caravan will be gone and the ashes of their fires will
be cold. Their joy of life is matched by a wanderlust
possessed by no other race or culture in the Realm of the
Five.

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 caravans are usually made up of kin groups and do


not usually stay long in one place. No one is required to
stay with the group; there are no kings or queens. The spirit
of the Gypsy is very individualist, although most Gypsies
retain a strong connection to their family.
Gypsies are generally xenophobic and the only outsiders
who are allowed into a Gypsy caravan are those who have
long cultivated an honest, trustworthy relationship with the
family. While it takes a long time to earn a Gypsy's loyalty,
those who do will find them willing to give all to help a
friend.

Gypsy culture has remained relatively unchanged since the


Age of Life. During the later Age of Life Gypsies became
more isolationists. They developed their slang and manner
of speaking. While all gypsies still speak the common
tongue of the realm, they have added considerable words
to it. For example, the word gypsy was created by them as
was the word gadje, which was used to refer to all nongypsies.

A Gypsy is always colorfully dressed and wears many bells


and as much dangling jewelry as they can. Long ago,
gypsies dressed their children in brightly colored clothing
and put bells on them so they could be easily found if they
got lost. Over time the style of dress has shifted to the
adults. Gypsy clothing is bright and colorful. It also can be
very noisy, as Gypsies like to supplement their attire with
bells and coins. Men frequently wear full trousers, a tunic
with full gathered sleeves, and often a brightly colored or
patchwork vest. Men also wear scarves on their heads, and
a bright sash around their waist. Women usually wear a
tunic top with full sleeves, and a full, many-colored skirt,
sometimes exposing the midriff. Women also wear a hip
scarf, often fringed, and a scarf or kerchief over their hair.

During the Age of Death, Gypsies were often imprisoned


by the Orcs who did not wish to allow groups free
movement through their Empire. Those Gypsy caravans
which continued were a pale comparison to the large
wagon trains of the Age of Life. The end of the Orc
Empire and the turning of the Age saw a resurgence of
Gypsy culture, but the splender of the Age of Life has not
been regained. There is some suspicion associated with
Gypsies and in some places persons are not as welcoming
to their caravans.
88

Both men and women wear copious amounts of jewelry,


the noisier the better.

Gypsies carry sabres and have a surprising skill with


setting up impromptu fortifications. Gypsies circle their
wagons and place barrels, boxes and even piles of rocks in
the spaces between the wagons. They will hole up inside
their circle and wait until they can safely break camp and
move out.

Fortune telling is common to all Gypsies. They possess a


certain acumen that allows them to foretell the future by
certain forms of divination. Cartomancy, palmistry, and
rune stones are just a few of the many ways Gypsies can
intuit the future.

Some Gypsy bands apparently do not believe in warfare at


all, preferring to behave nonviolently, even when
threatened.

To cross a Gypsy is considered by many races in the realm


to be extreme bad luck. Indeed, Gypsies possess the power
to extract vengeance upon the person who affronted them.
The Gypsy Curse has a justified reputation as something
one does not wish to encounter.

Weapon: The traditional weapon of the Gypsies is saber,


a sword with a slight curved blade and a brightly colored
cross guard, grip and pommel.

Dance among the Gypsies is a sacred expression of life and


survival. Traditional dances involving the entire group
clasping hands are remnants of thanksgiving dances from
the times when Gypsies were persecuted. The whirling and
leaping associated with Gypsy dance is a celebration of an
individuals joy at just being alive.

Religion: Traditional belief among some Gypsies hold


that the world is composed of two halves, a good half, and
bad half. They are opposites, and everything in the world
is divided into one of the two groups. Some Gypsies are so
isolationist that everything non-Gypsy falls into the "bad"
category.

The nomadic nature of the Gypsies often bring them into


contact with obscure knowledge and information. As a
culture Gypsies value learning and the oral traditions
which they use pass down their ancient stories. Gypsies are
well known for their ability recall this wealth of
information at opportune times.

Unlike much of the realm, many Gypsies continued to


worship the Way of the Five even after the fall of
Evermoore. By the Age of Order some caravans developed
new religions, one of which was the worship of Amora, the
wandering goddess of love. Generally, Gypsies are
attracted to religions that share their values of freedom,
loyalty, community and pleasure.

In some parts of the realm, Gypsies possess a bad


reputation. They are accused of being thieves and
baby-stealers, and consequently have been the object of
persecution during some of their history. However,
Gypsies are slowly gaining status as they maintain
prolonged contact with outsiders.

Marriage among the Gypsies usually is arranged for


economic improvements. A dowry is usually exchanged. It
is possible for a Gypsy to marry a non-Gypsy, a "giorgio,"
but the children are inevitably raised as Gypsies. Children
among the Gypsies enjoy a high amount of freedom, but
they also are integral to the band. Children will work as
soon as they are old enough, and even assist in the care of
younger siblings.

Government: The Gypsies have no centralized


government. They normally travel in groups called
companies which is an alliance of several households, run
by a single leader. In large bands, decisions are usually
made of a group of elders.

Mourning among the Gypsies lasts a fairly long time, and


it is common for a family to hold a "pomana" which is a
feast held on the anniversary of a loved one's death. This
occasion is celebrated with food, song, and dance, but also
with wishes of peace and happiness for the deceased.

Gypsy society has many traditions, but few laws. Gypsies


possess both a strong sense of freedom and a strong sense
of community. The two combine to form a general
principle: You can do whatever you like as long as you do
not harm the clan.

Guildsmen: Gypsies who become Guildsmen sometimes


regret the decision, especially those who choose trades
such as cavaliers, wizards and warlocks. These Gypsies
trade their close-knit families and life in the wagons, for a
life in the cities or on the battlefield. Generally, Gypsies
who become Bards, Rogues and Runecasters fair better,
but even these often give up the Guildsmen lifestyle and

Military: Gypsies have no traditional enemies and usually


fight only when necessary to protect the group. They prefer
to pack up and ride away before trouble starts, but if they
can't, most will fight.
89

return to travel with their caravans.

form of Guildhall, they were quick to seize it. Almost


immediately revolutions appeared throughout the
Highlands. The southern Highland nobles families were
quick to swear fealty to Holt in exchange for military
protection and support.

Gypsy Appearance
Gypsies must wear colorful, often clashing clothing and
lots of jingling jewelry and bells. They speak with a
Modern Earth Russian Accent.

One of the more colorful of the Highlanders who took up


arms in the name of Eldin was Rastan MacVayne. He
chose as his banner the Eldinite Cross with a flayed Orc
hung on it.

Gypsy Cultural Skills


Knowledge
astronomy - 100, occult - 100, regain feat (flirting) - 200,
region lore - 100, scrounge - 200, weapon cultural (gypsy
sword) - 0

As the armies of Guildhall and Eldin entered the Highlands


many of the Highlanders embraced Eldin and welcomed
the armies of Holt. They fought side by side to drive out
the Orcs. Many battle were fought, but all feared taking
the impregnable Orc fortress called the Citadel.

Rituals & Procedures


curse - 200, dance (expressive) - 100, send dreams - 100,
smuggle - 200, spiritual (fortune telling) - 100, talisman
(polished) - 100

But at the Citadel, the Orc leader, Nuntor Grack,


surrendered the fortress without a fight on the condition
that his family be allowed to dwell there. He denounced
Grotar and proclaimed himself a worshiper of the Five. He
used his Orc troops to fight against other Orcs who refused
to leave the Highlanders. With the help of Nuntor Grack
the northeast was laid open for the armies of Highlanders,
Eldinites and Guildhall.

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.

After the Orcs were defeated, the Highlands did not


become a land of peace, but became a land divided by the
beliefs of its people. There were Highlanders who wished
to restore the High King and many who swore fealty to the
King of Holt during the War against the Orcs. These two
sides could not reach a compromise and it was inevitable
that endless civil war would occur in the Highlands.

When the Orcs, Pythians and Klactons marched on


Evermoore, the human Highlanders responded to the call
for help from Evermoore. The High King marched a
mighty host to the aid of the stricken city, but their path
was blocked at the east pass by an Orc army. A great
battle was fought in the pass as the Highlanders attempted
to break through. Many were slain and they were forced to
return to the Highlands.

Highlanders loyal to the memory of the High King allied


themselves with Mongoria, Eiren and Asgarn creating the
Northern Confederation. The Highlanders who worshiped
Eldin, supported the king of Holt who was allied with the
Five Kingdoms.

In the Age of Death the Orcs moved north concentrating


their armies on the Highlands. The High King was killed in
a final glorious charge and such was his heroism that the
Orcs allowed the kings corpse to be carried from the field
and placed in the Crypt of the Kings of the Highlands.

To avoid a war between the human nations, Guildhall


encouraged the formation of the Highland Council, a
democratic body composed of prominent nobles from both
sides. The Highland Council was proclaimed the official
ruling body of the Highlands and its first act, by a narrow
margin, was to proclaim the Highlands independent from
Holt. However, those nobles who had sworn fealty to Holt
would continue to serve as vassals to the King of Holt and
represent Holts interests in the Highland Council so long
as they do not interfere with the newly formed Council.

The Highlanders continued to resist the Orcs. One of the


most famous clans, the MacBean, moved into the remotest
Highlands and swore they would never rest until the High
King was restored to the throne and the Highlands are
cleansed of outsiders.
The Age of Death was a terrible time for the highlanders.
The yoke of the Orcs chaffed heavily on the free and
independent people. When hope came to the world, in the

Small scale combats continued between the two rival


90

factions and then when Holt attacked Asgarn in 261,


Highlanders supporting the return of the High King
attacked Holt-sworn Highlander nobles and began to
invade Holt itself. The war quickly spread threatening to
engulf the whole Northern Confederation and Five
Kingdoms.

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.

Only intercession by Guildhall averted a war between Five


Kingdoms and Northern Confederation, but does not
alleviate the strain within the Highlands as the treaty
merely separates the two factions.

The pattern of the kilt does not denote a specific clan as


many outsiders believe. In the Age of Life, clans claimed
patterns similar to those worn in other parts of the
Highlands. Further, as families spilt, died out or merged
into one during the Age of Death it became impossible to
know which patterns were original and which were
retained or changed. Clans have been known to switch
tartans or to have more than one tartan to represent the
different bloodlines of their clans. Since no one can agree
as to whom would have which pattern, it is generally
accepted that no clan may claim a particular pattern as
their own.

The situation in the Highlands came to a head when the


Eldinite Highland nobles appealed to the King of Holt for
assistance against their countrymen. Holt launched a
surprise invasion, justified by the continued border
conflicts and persistent attacks on Eldinites within the
Highlands.
The invasion devastated the army of the Free Highlands
and with the total defeat of the Free Highland Army, the
nations of the Northern Confederation were hesitant to get
involved in what they saw as a second Highland Civil War.

Most Highlanders wear a brooch to hold back their plaids,


or to close their kilt, and sometimes this brooch is formed
into the clan crest. Most Highlanders wear footwear made
of leather, usually worked into a high boot.

In 275 of the Age of Order the Free Highlands Council


was officially disbanded and the were Highlands ruled by
the King of Holt. The highland clans who accepted the
King of Holt were allowed self rule, while the clans who
refused to swear fealty to the King of Holt were governed
by appointees of the Holt King.

The rocky terrain of the Highlands lends itself to raising of


livestock. To supplement the herds of sheep and goats,
Highlanders dig out small communal plots of earth to plant
vegetables and grain.

Small battles and ineffective revolutions continue through


the entire Age of Order. The hatred between the two
factions of Highlanders is intense.

A Highland village consists of small stone houses. These


have thatched roofs and are often built into the side of a
mountain or hill. The village consists of these small
homesteads, with a house centered and the pasture land
surrounding in the hills. Villages might be built in a valley
or on a flat hilltop, to provide a defensible position.

In year 998 of the Age of Order the Highland territory of


Inverness successfully rebelled against Holts rule, and
Guildhall opened an Inn there in 999. A few years later the
Holt army crushed the rebellion, once more conquering the
whole of the Highland.

Military: Fighting among the Highlanders usually was


organized by Clan. However, rather than ties of loyalty,
Highlanders owed fealty based on family ties. Family
honor was very important, and blood feuds could go on for
years, with one side or the other skirmishing every few
years.

Culture: Highlanders are very proud people, and their


kinship ties are very important. Ones clan is traced through
the parents, and an individual views himself as part of
several different family units. Apart from their immediate
brothers and sisters, there is also the complex ties of
cousins, parents' cousins, and ties by marriage.

The Highlanders are fierce fighters, and sometimes paint


themselves blue, using a plant called woad that produces a
green dye. The woad has a strong spiritual significance.
Furthermore, the Highlanders use a bagpipe instrument,
which they play in war. If played correctly, bagpipes can
create beautiful music, but if not could very easily scare

Traditionally, men and women dress very similarly. Both


sexes wear kilts, which are pleated "skirts" made from a
tartan or plaid pattern. On top, men and women usually
wear a light-colored shirts, often with puffy sleeves. The
91

someone unfamiliar with their sound. The Highlanders use


a battle cry for their clan.

History: Holt was settled during the human migration to


the eastern portion of the realm. The rural communities
developed into a prosperous group of trade cities, because
of rich deposits of ore and other minerals found in Holt.

Highlanders are well-known for their guerrilla tactics,


which stem from their intimate knowledge of the natural
land around them. The Eldinites in particular have learned
this lesson the hard way, often chasing a small group of
Highlanders into an ambush.

Shortly after Noctis and Lumina were crowned as the


rulers of the realm, the kingdom of Holt elected one of its
influential leaders, Karl Rictor, to the position of a
hereditary monarch unifying the cities into the nation of
Holt. King Rictor was instrumental in binding the five
human nations into the Five Kingdoms. This was
accomplished in the year one thousand and one of the Age
of Life. During the next thousand years Holt prospered as
did all of the Five Kingdoms.

Weapon: The claymore is a war sword with a long


straight blade , a cross guard perpendicular to the blade,
and the clan name etched into the blade by the handle. This
is the chosen weapon of Highlands heros and is often
passed down through generations.

When the non-humans threatened war, the Five Kingdoms


did not send aid to Evermoore. The King of Holt signed a
nonaggression treaty with Grotar. The Orcs paid one
wagon load of gold to each of the leaders of the Five
Kingdoms in exchange for their promise to stay neutral.

Religion: The clan of the Highlander takes on a religious


significance. Children from a young age learn about their
ancestors, and the deeds of famous relatives are often sung
during community gatherings. Kinship is very important
for the Highlanders, in fact the pledge of two members of
different clans to become kin can have the same value as a
marriage between two people. Each clan has members
who study the natural world and provide wisdom to the
chiefs. They also teach of the clans history.

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.

Guildsmen: Highlanders who become Guildsmen are


often suspect by their clan. Their oath to Guildhall often
clashes with the desires of their clan leaders . Guildsmen
who return to the Highlands must prove themselves to their
clans, which is not always an easy thing to do.

For a thousand years Holt suffered under Dreadlord rule,


but it was the creation of Eldin by the citizens of Holt that
helped enabled the realm to throw off the yoke of the Orcs.
Holt was the first human nation to free itself and its armies
joined with those of Guildhall to end the Orc Empire.

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.

Highlander Cultural Skills


Knowledge
occult - 200, regain feat (stomp) - 200, region lore - 100,
tracking - 200, weapon cultural (highlander war sword) - 0

During the Age of Order Holt has been in numerous wars


with its neighbors. The first major engagement was a
bloody war with Asgarn. The war was predicated on the
basis of the Asgarns continued raiding of Holts costal
villages. Holt invaded Asgarn and had great initial success.
These gains were disrupted when Highlanders nobles loyal
to the memory of the High King of the Highlands attacked
Holt.

Rituals & Procedures


armor torso - 100, bolster body - 200, bolster mana - 200,
coloring (woading) - 200 , perimeter - 100, spiritual
(fraternity) - 100
Holt
The people of the Holt dwell in the northernmost of the
Five Kingdoms. Throughout their history they have faced
constant attacks from the Orcs, aggressive sea raiding from
Asgarn and frequent guerilla attacks from the Highlands.
As a result Holt is a strong militaristic society whose
people dwell in fortified cities.

Intercession by Guildhall averted a war between Five


Kingdoms and Northern Confederation, but does not
alleviate the strain within the territory. A treaty was signed
which requires the Asgarn government pay reparation and
92

to prosecute its ships that sea raid.

rings and throwing old horseshoes around stakes. The


lawns can be used as supplemental gardens if a siege is not
quickly lifted. The gardens are practical for supplying food
during sieges which are unfortunately common among the
outlying towns.

In 270 Holt launches a surprise invasion of the Highlands,


justified by the continued border conflicts and persistent
attacks on Eldinites within the Highlands. The invasion
devastates the army of the Free Highlands and with the
total defeat of the Free Highland Army, the nations of the
Northern Confederation were hesitant to get involved in
what they saw as a second Highland Civil War.

The people of Holt love to compete in mental contests and


competitive games. During the warmer months lawn games
and team sports are very popular, but during the winter
months the people of Holt will play strategy and board
games.

In 275 of the Age of Order the Free Highlands Council


was officially disbanded and the were Highlands ruled by
the King of Holt. The highland clans who accepted the
King of Holt were allowed self rule, while the clans who
refused to swear fealty to the King of Holt were governed
by appointees of the Holt King.

The men dress in shirts and breeches. The women often


wear long dresses with wide sleeves. Hoodless capes with
armholes are very popular. The people of Holt generally
wear solid colors and have very little personal adornments.

In year 998 of the Age of Order the Highland territory of


Inverness successfully rebelled against Holts rule, and
Guildhall opened an Inn there in 999. A few years later the
Holt army crushed the rebellion, once more conquering the
whole of the Highland.

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.

In addition to their conflicts with the Asgarns and the


Highlanders, Holt has had a long standing border war with
the Orcs. Constant conflict exists as the border was never
agreed on and rich mineral deposits exist in the foothills
claimed by both races.

Government: The feudal structure is strong in Holt. The


land is tied together with ties of fealty and religion. The
King rules from the city of Dresden. The land is divided
into Counties ruled by Countes, and further divided into
Baronies overseen by Barons. All noble positions are
hereditary, and the same families have been in power since
the start of the Age of Order.

Culture: Minerals, precious metals and gemstones provide


the economic base for the western portion of Holt which
borders the Forlorne Mountains where the rich ore deposits
are found The eastern part of Holt is primarily concerned
with trade and fishing.

The Church of Eldin wields considerable political power


in Holt. Nearly a quarter of the country is ruled by
high-ranking members of the Edlinite clergy. The church's
leadership tends to be made up of members of the nobility.
A Bishop is the equivalent of a Graf, and an Archbishop is
the equivalent of a Herzog. These nobles are vassals of the
King, but they can have lower ranking nobles under them.

Holts constant struggles with its neighbors has created a


society based largely of military endeavors. All of their
cities are heavily fortified and garrisoned. Immense keeps
exist along its northern and western borders. These keeps
serve as strong points against the aggressive actions of the
Orcs and highlanders.
The people of Holt are fiercely proud of their heritage and
will not hesitate to defend their nation, king and god. Much
of the population has some form of military training. Even
small villages and mining towns are fortified and have a
militia which trains regularly.

Military: There are two main orders, the Order of Holt,


known as the Iron Cross and the Order of Eldin, known as
the Blood Cross. The Iron Cross is controlled by the King,
while the Blood Cross is controlled by the religious
leaders. Every garrison has troops from both Orders, and
since noble families will sometimes have their own family
Orders serving as loyal household guards, Holt military
command structures are quite complex.

Since most people live behind protective walls almost


every home has a small garden and a lawn. The lawns
provide space for entertaining. Holt people are very fond
of lawn games such as hitting balls with mallets through

Individual soldiers are well-trained and armed with a


variety of weapons. Heavy armor is common. Garrisons
are well-disciplined and heavily fortified. There is a
significant amount of pride in being a soldier and Holt
93

units are well-known for their spotless uniforms, perfect


parade marching skills, and elaborate military ceremony.

people possess a wealth of spirit that surely outweighs their


meager financial situation. The Kelts delight in dancing,
singing and other communal activities. They are a
passionate people, courageous in combat and bolder in
bed, or so the saying goes.

Weapon: Massive fortifications keep the cities of Holt


safe from Orc attacks and Highlander uprisings. Each
family owns a catapult that they maintain and operate in
times of need. They bring their catapults to the walls of
their town to add to the ones stationed on the walls by the
local garrison. Almost every person is trained to operate
the catapults that are mounted on these fortifications. The
cultural weapon is a light catapult prominently engraved
with the family name.

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.

Religion: The worship of Eldin has always been strong in


Holt. The people of Holt generally worship Eldin to some
degree or another. Worship of other faith, while tolerated
during the early part of the Age of Order became
increasingly less open in the latter part of the Age of
Order. As the world seems to rush to Chaos, the people of
Holt cling to their faith in Eldin and pray that he will return
to protect all humans.

Initially the style of warfare chosen by the Kelts spread


terror through the Orc armies. The Kelts used mighty war
drums and blew animal-headed battle horns. The eery notes
of war harps preceded their battle charges, which reached
the Orc lines which such force and impact that the
demoralized invaders broke and ran. For years the Orcs
could not gain a foothold on Eiren and the Keltic soldiers
gained a fierce reputation of individual bravery and combat
skills.

Guildsmen: Cavaliers and warriors can accumulate some


political power. As Holt relies on its strong military it is
common for a cavalier or warrior to be placed as garrison
leaders. Clerics and Druid who preach of Eldin can also
accumulate vast political power.

In time the Orc war leaders learned to overcome the


psychological effects of the Keltic battle tactics. The crack
of the whip and threat of a cowards death, drove the Orc
armies onto the beaches. The brave Isle fell as the Orcs
pressed the populations of a conquered world against them.

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.

When the light of Guildhall illuminated the Age of Death,


the Kelts were ready to fight. The Orcs were driven from
their Isle and the Kelts returned to their way of life. Eager
to dance and sing in the open air, their cities were rebuilt
stripping away the presence of the Orcs. One hundred
years after the close of the Age of Death, not a single Orc
fortress or other structure remained. The stones had been
used to build homes for the surging population.

Holt Cultural Skills


Knowledge
gaming - 200, military - 100, psychology - 100, regain feat
(contest mental) - 200, region lore - 100, theology - 100,
weapon cultural (holt catapult) - 0
Rituals & Procedures
bolster body - 200, bridge - 200, perimeter - 100, song
(war) - 100, spiritual (fealty) - 100

The remote Isle of Eiren enjoyed one thousand years of


peace, which was marred only by two events; the conflicts
between the Asgarns and the Five Kingdoms and the great
famine of 550 of the Age of Order.

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.

In dealing with the Asgarn-Holt conflict, the Eiren


government sent volunteer troops, but they refused to send
their regular standing army. Most people in Erin saw sea
raiding as piracy and would not support a war with the

The Isle of Eiren is not a land of monetary wealth, but its


94

Five Kingdoms premised on the unlawful acts of Asgarn.


Government: Government among the Kelts is usually
along clan lines. Each family group has a chieftain, and the
council of chieftains elects a Chieftain King." Each of the
lesser chieftains will swear loyalty and fealty to the elected
King and will fight for him or her if their help is requested.

The famine was not so easy to solve. It lasted almost ten


years and was responsible for countless deaths. During this
time many Kelts traveled to the Five Kingdoms to find
work and food. Guildhall was instrumental in the relief
effort which brought an end to the famine and the Keltic
people have a great love for Guildhall.

Military: The Kelts value courage, and the fighting


displays are meant to over-awe the enemy before any
combat actually took place. Helmets with crests and bizarre
figures are designed to intimidate. Fighting is divided
along clan lines. There is no a standing army and when a
campaign is done, the Kelts go back to their farms. The
Kelts often have a recognizable clan symbol. This standard
serves as both a rallying point as well as an identifier. It
also has religious connotations, as some Kelts even swear
oaths before the standard.

Culture: Although Kelts are renowned as fierce warriors,


they spend most of their time farming. The primary
livestock raised by the Kelts are sheep, cattle, and pigs.
Along with food, sheep are used for their wool, which is
the primary component of Keltic textiles. The Kelts raise
crops of wheat and barley, and flax from which they spun
linen thread, later woven into textiles. The Kelts have
carefully preserved their woodlands, for Eiren does not
have vast forests, and the wood that does exist needs to be
maintained for homes and firewood, fences and plows.

War is a complex affair. Battle usually begins with the


issuing of challenge in single combat between champions.
The Kelts then begin to recite their ancestry and boast of
their prowess to intimidate the enemy. Furthermore, big
drums and huge war harps are used to make strange noises
in order to psychologically overpower the enemy. The
noise from a battlefield would be terrific. There are battle
songs, clan war cries, and even a carnyx, an animal headed
battle horn. The soldiers prefer javelins, round shields and
swords, and often fight in loose formation.

The Kelts live in small villages, although some towns


could comprise a market or religious center. Houses are
circular, with wattle (mud) walls built around a timber
framework, and thatch roofs. Walls are made of stone
where sufficient stone was available, and the floors are
usually dirt, strewn with scented herbs to cut down on
odors. Some villages also have hill forts, which are
massive earthworks built entirely by physical labor. In
times of attack, the entire village could retreat into the hill
forts.

The Kelts have a military organization, called the Fianna,


which is lead by relatives and allies of the High King. For
a young Kelt, a quick way to earn prestige is to join the
Fianna. The Fianna is as much a territorial police force as
a standing army. They generally travel the isle during the
summer and winter with the High King. If there is coastal
raiding or other problems the Fianna quickly travel to the
affected area.

Marriage among the Kelts is considered to be a partnership


of equals, although most Kelts trace their heredity through
their mother's line.
The Kelts pride themselves on their generosity, and use
gifts to maintain their place in the hierarchy. They value
eloquence, courage, and success in war. The Kelts are
great feast-holders, and along with the revelry and
festivity, feasts often have ceremonial or religious
overtones. Seating was in formal order of status. Some
feasts often have mock combats and other strength
contests, but all feasts have a satirist whose carefully
placed pun could damage a reputation.

Weapon: The traditional weapon of the Kelt is a short


wooden throwing spear that resembles a thin shaft javelin.
The heros name is written on the shaft so that kills can be
claimed and honor gained.
Religions: Following the fall of Evermoore the Kelts
developed their own faiths. Many of their present
mythological figures arise from stories of imagined heros
of the Age of Death, such as the fierce battle woman
Morrigan, the warrior Lugh and the forger Dagda. These
mythical persons from the Age of Death have seen their
worship grow over the years as they epitomize what it
means to be a Kelt.

Clothing is made from wool and linen, often in a striped or


checkered pattern and trimmed in fur. Men and women
wear long tunics and breeches. Clothing is often
embellished with gold thread and elaborate embroidery.
Men and women wear brooches, as well as torc arm- or
neck-bands. These indicate rank, as well as serving as a
religious symbol.
95

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.

many ways the statement is correct. The common folk of


Lundelle enthusiastically embrace different religions.
Historical Perspective: When Lundelle was first settled
its people were strict worshipers of the Five, but as the Age
of Life came to a close, the religious leaders began to use
religion as a tool for gaining personal wealth and power by
subtly changing the scriptures of the Five to fit their own
purposes.

The Kelts perform private and public ceremonies for good


harvest, good fortune, relief from disease and redress of
wrongs. They also gather for votive offerings and public
sacrifices.

When the Five-Sworn objected the religious leaders of


Lundelle were quick to support the creation of New Gods.
They allied themselves with the Orcs and were quick to
invent new faiths to replace the Way of the Five which was
so easily stamped out by the Orcs, Pythians and Klactons.

Circles are strong components of Keltic art, and this


circular shape was reflective of the Kelts view of the
world. They believe in a cycle of life, death, and rebirth, as
well as the circle of the seasons, and the torc represents
their connection to this world. They are also well known
for their knot work designs of interwoven lines.

The conquest of Lundelle came as a complete surprise to


the religious leaders, who thought they were secure in their
treaty. The prayers of the people went unanswered as the
Orc armies subjugated the nation by force. The Orcs
allowed the religious leaders to live as long as they kept
the masses in line. They tolerated their religions as long as
none were placed before the worship of Grotar.

Guildsmen: The Guild of Druids are considered to be


possessed of great natural wisdom and are consulted by the
nature priests. Many druids can even become nature priests
themselves, but since their loyalty is first to Guildhall they
never rise high in the mundane hierarchy. Kelt Cavaliers
and Warriors may find service in the Fianna, but they must
have noble blood and take an oath to the High King. Other
trades are found, but the rural nature and poor economy of
Eire make it hard for Guildsmen to do much business and
those who choose to conduct business in Eiren do so
because of a love of the land and not of wealth.

It was during the Age of Death that the gladiatorial games


became popular. Orcs from all over the realm would take
holiday in Lundelle to watch the lavish spectacles.
Hundreds were slaughtered during each contest as the
Dreadlords sent their gladiators into battle.
The liberation of Lundelle allowed the people of Lundelle
raise an army to fight alongside Guildhall. The leaders of
this army returned to find their country run by the same
kind of people who allowed its conquest by the Orcs. The
military leaders created the Pretorian Guard to ensure that
the religious leaders did not harm the country again by
their ambitious folly.

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.

Culture: The people of Lundelle are very likely to attend


any religious services they can find that is new and unique.
They may have a favorite god, which they will worship if
no others interest them, but they switch deities as the
situation warrants.

Kelt Cultural Skills


Knowledge
biology - 100, commerce - 100, gambling - 200, occult 100, regain feat (jocularity) - 200, region lore - 100,
weapon cultural (kelt javelin) - 0

The people of Lundelle work at a variety of occupations.


In the interior there are villas surrounded by vast Orchards
and grazing land. The coast provides access to trade and
fishing. The East Range of the Forlorne Mountains has rich
deposits of iron, and wood comes from the southern
portion of the Valley of Rainbows.

Rituals & Procedures


adornment (torc) - 200, bolster body - 200, reinforce shield
- 200, spiritual (festival) - 100
Lundelle
Lundelle is called the Land of a Thousand Gods, and in

The cities generally do not have walls or have outgrown


96

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.

spear as their main weapons. Their troops wear heavy


armor and carry a large shield, a small sword and javelins.
They also take a number of engines, especially ballistas,
into the field. Each temple has its own troops, which are
armed and trained to act as auxiliaries to the main armies.

A powerful way that churches recruit followers is through


gladiatorial games. The masses love to watch the lavish
spectacles. The churches field their best gladiators who
fight in the name of their faith and people flock to the
temples of the victors. Every town, no matter how small
has a fighting pit. The largest cities have great coliseums,
where thousands come to watch the gladiators fight.

The Preatorian Guard is publically sworn to defend the


person of the Pontifex Maximus. Ironically they will
conspire to remove and replace the Pontifex Maximus
when his religion falls out of favor with the masses.
Weapon: The traditional weapon of Lundelle is the
thrusting spear. These spears have a wooden shaft with
handgrip near the center. The blade is attached to the metal
shaft running almost to the handgrip.

Almost all land in Lundelle is owned by the military or the


churches. Persons of the faith are given land to work in
accordance with their commitment to the religion. Persons
belonging to the military are garrisoned in towns devoted
to housing the legion.

Religion: The people of Lundelle will worship almost


anything. There are far too many religions to even list the
many faiths created.

Government: The military state of Lundelle is on its face


a theocracy ruled by its most powerful religious leader,
called the Pontifex Maximus. However, this religious
leader is held in power by the Preatorian Guard which
controls the powerful military of Lundelle and holds sway
over the Holy Assemblage.

Guildsmen: One would assume from the religious nature


of Lundelle that Clerics and Druids would simply take over
the country, but this has not happened due to the power of
the Preatorian Guard who are careful to keep the interests
of the state ahead of any particular religion. There are strict
laws prohibiting Guildsmen from practicing religion unless
they belong to one of the thousands of approved Lundelle
Temples. Guildsmen are thus, regulated to performing the
day to day menial tasks for which they are paid
considerable sums of money. Cavaliers and warriors find
constant employ as do Rogues as one temple is always
plotting against another.

Each of the churches of Lundelle have representation in the


Holy Assemblage based on the number of active followers.
A member of the assembly is called a Pontifex. The
temples compete with each other to acquire worshipers in
many cities, towns and villages. A yearly census precedes
the meeting of the Holy Assemblage which last from late
fall to early spring. The Holy Assemblage is presided over
by in an elected official known as the Pontifex Maximus.

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.

Military: The Preatorian Guard is composed of highly


trained soldiers who do not serve any religion and are lead
by Preatorats. The Preatorats are individuals of great
wealth and influence who are appointed by the Holy
Assemblage. A Preatorat holds his position for life. The
leaders of the Preatorian Guard are the most powerful men
in Lundelle as they appoint the generals of the army of
Lundelle.

Lundelle Cultural Skills


Knowledge
regain feat (revival) - 200, region lore - 100, theology 100, weapon cultural (Lundelle thrusting spear) - 0

The army of Lundelle is extremely powerful and divided


into legions having cohorts of highly trained well-armored
troops. These soldiers are loyal to their unit commanders,
called centurions. They are commanded by generals who
have curried favor with the leaders of the Preatorian
Guard.

Rituals & Procedures


bolster mana - 200, curse - 200, healing (bath) - 400, song
(hymn) - 100, spiritual (revival) - 100, talisman (religious)
- 100
Mongorian
The Mongorians have evolved into a culture where duty,
loyalty and honor are paramount and actions speak louder

The Praetorian army and the city armies use the thrusting
97

than words. The nation is located in north eastern region


of the realm and is part of the Northern Confederation of
human states.

were many stories told of the heroic final deeds of its


citizens.
One story tells about an old teacher from the Academy of
Swords, a part of the Imperial War Academy, who ordered
his students carry on his teachings. To allow them time, the
old man challenged the Orcs to face him in single combat
in a Circle of Challenge. The sword master defeated fortyseven Orc heros before the Orc general defeated him. His
death allowed his students to escape the city and pass on
the knowledge of the sword.

History: During the Age of Life a number of prominent


families divided Mongoria into provinces. These provinces
were on the brink of open conflict when the Five
interceded. Under the Guidence of the Five-Sworn the
provinces were unified into one country under a hereditary
Emperor who dwelled in the Imperial City which was built
in the center of the country. The Emperor was responsible
for ensuring peace.

The Emperor of Mongoria was eight years old when the


Orcs began their invasion. Following the fall of the
Imperial City, he took his own life rather than live with
defeat. This ended the First Imperial Dynasty.

When the Fist of Grotar smashed the world and plunged it


into the Seven Days Darkness, the Mongorians began to
prepare for the inevitable invasion. Their territories
bordered the Orc lands and the Emperor ordered that his
leaders organize and prepare for war. During this time, a
military elite developed and the Imperial War Academy
was formed to train military leaders in personal combat as
well as tactics and strategy. The school focused on
integrating both spiritualism and martial prowess.

Mongoria was subjugated, much like the rest of the world.


However, not all of them gave up hope, especially the
Ninja who recruited membership from all levels of society
and continued a clandestine war against the Orcs.
When the armies of Guildhall and Eldin rose against the
Orcs, the Mongorians began their revolt. Everyone who
could fight aided the cause and when the Age of Death
came to a close the remaining heads of each family met on
the bloodied Plains of Courage to discuss the future of the
Mongorian Empire.

The school trained military leaders called Samarai. The


Samarai followed strict codes of personal honor and their
loyalty to the Emperor was unquestionable. They learned
to command troops, as well as mastering individual combat
skills. Their training also included education in artistic
endeavors, history and theology. Their focus on spiritual
development created soldiers of unparallel excellence.

On the field, a new emperor was selected from the


descendants of the Imperial Dynasty and an age of
rebuilding began.

The school also trained members of a clandestine


organization who became known as Ninja. The Ninjas
were daring operatives who conducted espionage across
the realm in the name of the Emperor.

Culture: Mongorians remain a people with a great sense


of personal honor. Each member of the society generally
knows his place and is content. Mongorians value spiritual
enlightenment and peace more than monetary wealth. To
them, being a Samurai is no different from being a farmer,
as both have its good points and bad points. Mongorians
generally do not waste energy on what could be. Rather,
they accept that each has his place in life and the most
important thing is to seek a balance in themselves.

After the Five Kingdoms fell, the Emperor began the


construction of a great wall which was to fortify Mongoria.
It was never finished. The first Orc troops entered
Mongorian territory before the wall was completed.
The Orcs suffered many initial defeats. The Mongorian
Samurai was the best disciplined soldier in the realm at the
time. However, the initial victories of the Samurai fueled
their incessant pride. The military system, which found its
strength in personal honor and sacrifice caused their
society to fracture. The Samarai refused to ask each other
for help and even refused to accept aid when offered.

Mongorians value their families and have great respect for


their parents. Each prominent Mongorian family has
special swords which they pass down through each
generation. This practice originated in the beginnings of
the Age of Death when members of almost all prominent
Mongorian families attended the Imperial War Academy.
These blades have special decoration on the hilts to mark
each family name. Two swords are often carried. One is
long from the fathers family, while the second is shorter

The Orcs took advantage of the divisions betweeen the


Samuri and slowly the Mongorians conquered until the
Imperial City was besieged. The city fell in the and there
98

from the mothers family. A parent who disowns a child


will often give a broken sword which is symbolic of the
action.

Mongorian are sometimes given the title themselves.


Alchemists, Runecasters, Warlocks and Wizards are often
children of the prominent families, and serve as an
itinerant class of philosophers and intellectuals. Bards,
Rogues and Artisans usually come from less prominent
families.

Mongorians generally dress in pants and shirts with


overlapping fronts tied at the waist with a belt. The colors
are often bright with much embroidery.

Mongorian Appearance
Mongorians wear pants and shirts with overlapping flaps
tied at the waist or held closed with cloth frogs.

Government: The land of Mongoria is ruled by an


Emperor. He is granted his power by divine right and all
things in Mongoria belong to him. The provinces are ruled
by governors who are granted their authority directly from
the emperor. However, in practice these governors are
generally the heads of the most powerful families in the
area.

Mongorian Cultural Skills


Knowledge
enigmas - 100, fine arts - 100, regain feat (synchronized
movements) - 200, region lore - 100, weapon cultural
(mongorian war sword) - 0

The Emperor maintains a more direct control by use of


Imperial magistrates who travel the land settling disputes
and dispensing justice in the Emperors name. In addition,
members of the Emperor's family are often considered to
speak with his authority and it is common for his family to
handle some of his affairs.

Rituals & Procedures


area (tranquil) - 400, purify blood - 200, reinforce weapon
- 200, remembrance (eulogy) - 100, spiritual (fealty) - 100
Plainspeople
The Plainspeople are a spiritually strong and esoterically
proud culture who dwell on the great plains located to the
south of the Elder Trees Valley. They are known as
independent thinkers, superb hunters, excellent trackers,
and fierce fighters. Although they are primarily nomadic,
they do settle in a winter camps.

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.

Historical Perspective: During the Age of Life the


Plainspeople drifted away from the worship of the Five
becoming highly attuned to the natural world.

Mongorian officers commonly fight with swords, and their


troops wield swords, bows or polearms. Shields are not
common, nor is heavy armor. Mongorians prefer light
armor and great mobility.

During the Age of Death, the Plainsmen resisted Orcish


rule. Their proud heritage valuing individual rights and
freedom was in stark contrast to the Orcs desire for an
empire controlled by fortifications. Many tribes were
wiped out during numerous conflicts with the green skins
and in the end the Plainspeople were forced to live like
slaves under Orc rule on reservations ruled by Dreadlords.

Weapon: The Mongorian war sword is a slightly curved


two handed war sword with a square or round hilt. It is
often called a katana or diado.
Religion: Mongorian religion is heavy concerned with the
body, mind and spirit. They generally worship principles
and ideas and when individual deities are worshiped they
are often serving only to represent a concept. Mongorian
faiths can focus on bodily control, altered states of
consciousness and can even delve into mysticism.

Life on these reservation was harsh. The Plainspeople were


forced to work the land as farmers for the Orcs. Much of
their nomadic lifestyle was lost as their culture faded in the
millennia of captivity. When Guildhall marched to free the
world the Plainspeople eagerly joined with the fledgling
organization to overthrow the Orcs.

Guildsmen: Clerics serve in temples in the towns and


cities, Druids tend shrines in the wilderness and
Necromancers wander the land communing with the
ancestral spirits venerated by the Mongorians. Cavaliers
and Warriors often serve Samurai and if they are

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
99

isolationist.

ceremony and a feast.

Culture: Among the Plainsmen there are literally dozens


of different tribes, each with its own particular
understanding of the general beliefs discussed below.
Sometimes larger tribal groups will break apart, because it
is easier to provide for fewer people. These smaller groups
range out over the land spreading the beliefs of the tribe
and intermarrying with members of other tribes.

Government: The Plainsmen are a widely dispersed


people, and have no central government to speak of. Each
tribe is made up of several smaller groups and each
generally has a chief, a spiritual leader, known as a wise
man or medicine man, and a group of elders to advise the
chief and guide him along the path of his predecessors. The
emphasis is on the rights of the individual over the group.
Tribal councils have no absolute authority and the
individual can do as he wishes. Chiefs lead only by
example and hold their positions based on personal
persuasion.

The shelter used by the Plainspeople is known as a tipi. It


consists of three or four main poles strapped with sinew,
with as many as two dozen supporting poles in between. It
is covered with decorated animal skin, painted with visions
or events from the owners life. The tipi has a base
diameter of approximately fifteen feet and is erected off
center for more headroom. The door usually faces east.
The space inside the tipi is organized carefully. The places
of greatest respect are at the rear of the tipi, and this is
where the sacred objects and elderly are seated. A fire ring
is located in the center and it has a small smoke flap on the
roof. It is considered rude to walk between someone and
the central fire. The tipis circular form is representative of
the plains people view of the world. The circle represents
continuity with the past, present and future as well as the
circle of life.
Clothing is made from animal skins, primarily mountain
sheep and deer. Mens clothing consists of a shirt,
leggings, breechcloth and moccasins. Women wear dresses
covering them from chin to feet, knee high legging and
moccasins. Ornamentation of the body and clothing is
common. Jewelry comprises of fringe pendants, ribbon
trim, porcupine quills, bear claw necklaces and earrings,
shell earrings and drops and body paint derived from
animals, soils, plants and minerals.
Dogs are used as beasts of burden to pull a travois which
was constructed from three poles forming a triangle with
a leather lattice-work bottom.
The Plainspeople are devoted to maintaining harmony with
the Sacred Powers. The sacred powers provide medicine,
spiritual and supernatural gifts, which guide one in
hunting, war and healing.
Plainspeople generally have strong family ties and a great
respect for children and the elderly. Courtship is a complex
affair because it unites not only the young couple but also
their families. Frequently, a young man or woman plays
courtship songs on a flute. Marriage is celebrated with a

The Plainspeople often hold large celebrations called pow


wows where they meet to discuss issues of importance to
the tribe. As well as important for tribal government, it is
an important social occasion and possesses religious
significance.
Military: The Plainspeople in general have no organized
military and their diverse tribal structure prevents
long-term cooperation. Each tribe develops a special
soldier society, which serves as both as a combatant force
against other tribes and a method of internal control.
When a single tribe is threatened, all able-bodied males go
to battle, generally under the leadership of the chief. They
tend to fight face to face, but are not above using ambushes
when the situation calls for it. When several tribes face a
common threat, the chiefs will elect an individual to lead
their people. He is supported and advised by the chiefs, as
well as the tribal wise man.
Warfare consists primarily of harassment through raiding
parties. The actual killing of the enemy is secondary to
displays of bravery. The practice of counting coups was
very popular, the object being to hit the enemy with a
specially prepared coup stick without being struck
themselves.
Plainspeople make use of bows, and tend to fight with
hand-axes, or tomahawks. The shield has a warfare
purpose, but also possesses a greater spiritual purpose. The
shield is painted with symbols believed by the owner to
provide powerful protective medicine. The shield can not
be handled without the owners permission or allowed to
touch the ground. It is hung on a special tripod until
needed.
Weapon: The plainspeople are well known for their use of
a throwing axe called a tomahawk. It has a wooden handle

100

and a metal head. The plainsperson throwing axe is a large


balanced throwing weapon.
Religion: The Plainspeople believe in the Sacred
Powers. These powers are everywhere and in all things.
Each thing in nature symbolizes something about mankind
and these abilities could be transferred from the natural
world to the human through imitation, meditation,
exemplary life and faith. The Sacred Powers communicate
to humans through the natural world.

Plains People Cultural Skills


Knowledge
regain feat (debate) - 200, region lore - 100, tracking - 200,
weapon cultural (plains person throwing ax) - 0
Rituals & Procedures
adornment (fetish) - 200, beast skin - 200, coloring
(painting) - 200, dance (expressive) - 100, send song - 100,
spiritual (orations) - 100, talisman (woven) - 100

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.

Klactons are an insect-appearing humanoid race with a


hive-oriented society. Each hive is ruled by a giant fertile
Hive-Queen who lays the eggs which populate the hive.
These eggs hatch into larvae which grow into the many
specialized forms of Klactons. Each of these fulfills
express duties in the hive and develop physical bodies
suited to their tasks. There are workers, soldiers, breeders,
matrons, and a host of other specialized Klactons. These
Klactons do not have independent thought, but perform
their hive duties instinctually as part of the hive mentality.
One form of Klacton larvae can grow into an independent
being known as an evolved Klactons. These Klactons are
fully sentient and are usually capable of manipulating
mana. They may become Guildsmen.
All evolved Klactons have two arms and two legs, which
clearly set them apart from their insect brethren. However,
they retain their antenna and large round multifaceted eyes.
A chitinous shell covers their head, torso and long bones
and short fur often appears on their joints. Their exact look
depends on their particular hive.

Guildsmen: Guildsmen are very rare among the


Plainspeople. Generally they are respected and honored,
but some Plainspeople view them as outsiders who have
forsaken their culture for that of another. Clerics,
Runecasters, Alchemists and Druids can usually rise to
become medicine men of the tribe. Warriors and Rangers
are viewed as great hunters and heroes, and many become
chiefs of tribes. Warlocks and Wizards are viewed as
Mystics, and are regarded with great superstition.
Necromancers are rare among the Plainsmen, and are
feared for their mastery of the dead.

Evolved Klactons are intelligent and autonomous,


however, they remain emotionally tied to the hive
mentality. Being separated from the hive often causes
evolved Klactons to experience feelings of loss and
separation. Evolved Klactons who operate away from the
hive for extended periods of time, must learn to overcome
these feelings. If enough time passes an evolved Klacton
will become more independent in thought and can
completely separate from the hive mentality.

Plains People Appearance


Plains people wear buckskins or brown suede clothing. The
men and women both wear pants, but women do also wear
long dresses. Their clothing decorated with beads, fringe
and feathers. The beads are often sewn in patterns or
symbols.

The non-evolved Klactons make up the majority of the


hive and there are many forms of non-evolved Klactons,
but generally all non-evolved Klactons have six
appendages, two antenna and large round eyes and a thick
chitinous layer. Some non-evolved Klactons have wings
which allow them to fly. Their exact look depends on their
particular hive and their function. These non-evolved
Klactons cannot become Guildsmen and are limited in their

101

intellectual ability to performing their specific task. These


Klactons are part of the hive mentality and have little freewill. They are incapable of common speech and act by
instinctual purpose or under the telepathic directions of the
hive Queen.
Klacton hives are generally built underground. Intricate
tunnel networks are constructed by specialized burrowing
Klactons. The Queen is usually located in the largest
chamber, surrounded by her egg fields which are tended by
specialized matrons. Evolved Klactons usually have their
own chambers, while other Klactons dwell communally. If
away from the hive, Evolved Klactons will dwell in
basements, storm sewers, dungeons and underground
tunnels.
History: When the other races left High Peak to settle the
realm, the Klacton Queen could not move easily and all the
good land was settled before her people found a home. She
appealed to the Five, but there was naught the Five could
do except grant to them the only place left which was the
frozen north lands. With great sorrow and a feeling that
she was cheated, the first Queen led her people from the
Garden of the Gods.
The slow ponderous march was a great hardship for the
Queen. She almost died many times, but she knew that the
survival of her race depended on her. She clung to life with
every fiber of her being and in time they reached the
Frozen Plain. In the harsh cold, many died, but enough
lived to burrow into the icy earth. Once beneath the ground
they were able to survive.
The Queen began to lay her eggs and these larvae grew to
be more tolerant of the cold. When the first hive had grown
strong, other queens were hatched and they moved out to
form other hives, which then formed others. The Klacton
civilization grew strong.
The Klactons allied with the Orcs, intending to destroy the
Five. The Klactons created their own god Tharkana who
appeared as an immense evolved Klacton. She had the
powers of a hive-queen, but had these powers over all
Klactons. The hive-queens bowed to her for she could
control the workers and soldiers of their hives. The hivequeens were powerless to resist.
Tharkana constantly spoke her hatred of the Five. She tore
open old wounds and spoke of a world denied to her
people. With sweet words or promises of power she
swayed the independent evolved Klactons to her cause.
Through force of will and strong-armed politics she forged

the Klacton civilization into an army and marched with the


Orcs to destroy Evermoore.
Grotar had given Tharkana his promise that the Valley of
the Rainbows would be offered to the Klacton people after
the Five were vanquished, but the fall of Evermoore saw
no changes to the Klacton lot. Grotars promise was empty
and the Orcs took control of the valley.
Their armies returned home to the frozen north victorious,
but it was an empty victory. Many of their people had died
and they had gained nothing. Tharkana brooded over
Grotars betrayal.
Tharkana turned her eyes to the Forlorne Mountains. She
began massing troops for an invasion. The hives were
emptied of non-evolved Klactons and they swept over the
Orc like an endless tide. Then, the Fist of Grotar smashed
into the plains of Tharkana, destroying much of Klacton
civilization.
Tharkana and most of the Hive-Queens survived, but the
workers and warriors on or close to the surface died. Many
of their egg beds were destroyed by collapsing tunnels. The
rebuilding of Klacton civilization would take many
centuries.
Tharkana, beset with grief and anger, became obsessed
with destroying the Orcs. Each brood born to the hivequeens followed her into battle and was defeated. Instead
of taking time to build and train Tharkana wasted their best
on foolish ill-planned attacks. Exuding hatred and
bitterness, Tharkana was insane and would not listen to
reason.
The hive-queens knew their smashed civilization would not
recover if Tharkana continued her war. Though they hated
the Orcs, the hive-queens knew they could not win. The
Orcs were conquering the realm and had many resources.
The other races of the Underrealm had already pledged
their support to Grotar, soon the might of the world would
come against them.
To avoid total defeat, the hive-queens and evolve Klactons
turned against their own god for the good of their people.
One day while moving to engage the Orcs, a group of
evolved Klactons tricked Tharkana into a ravine and buried
her beneath an avalanche of ice and snow.
After the death of Tharkana, the Hive-Queens reasserted
their control over their hives. The hive-queens negotiated
peace between the Orcs and the Klactons. While this peace

102

has been broken by both sides on numerous occasions, it


has never become a full a war.
Culture: Each non-evolved Klacton has a specialized duty
to perform for the hive. They are not capable of
independent thought, but rather perform their tasks on an
instinctual level guided, if necessary, by the intelligence of
the hive-queen or evolved Klactons.
Evolved Klactons are loyal to the interests of their hives
and their hive-queens. They are usually seen as messengers
between hives or explorers. Often they are sent to become
Guildsmen and bring these skills back to the hive.
Klactons have the ability to create a mental linking of ideas
and feelings. Pictures, visions and emotions are passed.
This connection is called connotation. Evolved Klactons
share this ability to some degree, but most must converse
to fully communicate.
Klactons, including evolved Klactons, can also send
visions over great distances. This ability is called trancing
or thought sending.
Military: Klacton military is composed of specialized
fighting Klactons. These non-evolved Klactons generally
have six legs and strong mandibles. Often the first set of
legs ends in sharp cutting claws or pinchers. They are able
to detect those who do not belong in their hive area and
will engage them fiercely. Specialized scouting Klactons
will lead the fighters away from the hive and use scents
and telepathic commands to maneuver and mass the
fighters.
Evolved Klactons provide a powerful level of command for
this simplistic method of attack. Evolved Klactons
generally travel with the hordes of fighting Klactons to
provide exacting leadership and with their presence the
Klacton fighting force is capable of amazingly complex
military engagements.
All evolved Klacton troops are trained to direct
non-evolved troops, though only a few per unit are
assigned to do the job. Their armies are divided into
offensive and defensive units. Evolved troops on offense
usually carry a lot of glaives. Evolved troops on defense
usually carry swords, shields and cutting polearms, plus a
couple of glaives. Offensive armies will drive their
non-evolved soldiers toward the enemy, supporting them
with ranged attacks. Defensive armies flood the tunnels
with non-evolved soldiers augmented by evolved fighters,
and sweep the tunnels clean of invaders.

Weapon: The traditional weapon of the Klactons is a large


obsidian crafted throwing glaive. It is a circular bladed
throwing weapon, made of the black obsidian rock and
forged metal and is one of the sharpest weapons in the
realm. The glaive is a large balanced throwing weapon.
Religion: Religion does not mean much to a Klacton.
While outsiders continue to refer to Tharkana as a god, to
the non-evolved Klactons Tharkana was merely a superior
controlling force. The evolved Klactons, even if they
understood the notion of godhood, would not have
accepted the concept into their way of life. For them
nothing is greater then the hive and the hive revolves
around the hive-queen. Tharkana, merely represented
Klacton society bound into one hive. She was followed for
the betterment of all Klactons. However, when the HiveQueens saw their own hives being destroyed by Tharkanas
struggles their calls were answered by the actions of their
evolved Klactons.
Guildsmen: Guildsmen who return to the hive serve a
specialized duty comparative with their Guildsmen
training. However, these evolved Klactons never are able
to return completely to hive life. Development of mana use
and constant exposure to the individualism of Guildhall
invariably leaves its imprint on the Klacton.
Klacton
Classification: being (greater), beast (insect)
Body: 8
Mana: 16
Abilities: body increase I - 100, body increase II - 100,
body increase III - 100, hide - 200, robust - 500
Klacton Appearance
Evolved Klactons are beings with chiton covered bodies.
They have four appendages, two arms and two legs, but
their torso is a carapace. Their insect-like heads are chiton
covered, often having mandibles and/or antenna and their
faces match the color of their carapaces. Klactons are
generally black, brown or maroon, but other shades of redbrown are sometimes seen.
Klacton Cultural Skills
Knowledge
blindfight - 200, climb II - 200, enigmas - 100, geology 100, occult - 100, regain feat (procession) - 200, region
lore - 100, weapon cultural (large glaive) - 0
Rituals & Procedures
bolster body - 200, education - 200, send thoughts - 100

103

Minotaurs are known as a proud, noble, and honorable race


of explorers and travelers. Their ships call at every port
and its not uncommon to find Minotaur trading caravans in
the remotest area of the realm.

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.

The homeland of the Minotaurs is located on an island in


the southeastern portion of the realm called the Isle of
Minos. The island is a heavily fortified place with
battlements securing coastlines not protected by natural
towering cliffs.

The Minotaurs passed into the Karthydian Desert where


they were welcomed by the followers of Karthis. Minos
spent a short time resting with the Karthydians, but rumors
told of an island off the south east coast drew him east.

Minotaur

Historical Perspectives: In the Age of Life Minotaurs


dwelled north of the city of Evermoore in the foothills of
the Forlorne Mountains. They were peaceful farmers,
living in the shadow of the Five whom they worshiped.
At the end of the Age of Life, they defended Evermoore
against the Orcs, Pythians and Klactons using their farm
implements as weapons. In the aftermath of Evermoores
fall, a hero arose, whose power was that of a god. His name
was Minos and received a prophecy that told him that
where his people would be safe.
Minos he gathered the surviving Minotaurs and many
Kravynn, and led them on a sojourn through the realm
seeking the holy place of his vision; a place of mist
shrouded jungle-covered mountains and beaches of pink
sand. Here, Minos saw they would be safe from the Orcs.
For two years they traveled, hunted by the Orcs, Pythians,
and Klactons. The Sojourn of Minos is a story of legendary
proportion full of hardship in which the Minotaurs
survived six major battles that changed them from farmers
to fighters. They became a powerful militarized society.
The sojourn took the Minotaurs in a sweeping circle
through the realm. From Evermoore they moved east, into
the Dale, pursued by the Dreadlord Hunraptra. A battle
was fought in the Dale, but Minos escaped across the river
and into Holt. He with his people through Highlands and
they escaped into the wild lands of Mongoria.
Another battle, saw the Minotaurs flee west and sneaking
through the heartland of the Orc empire passing within a
days journey of the Temple of Grotar. They entered into
the frozen Plains of Tharkana and struggled southward
through the snow.
A vicious battle was fought against the beardon, but the
Minotaurs escaped into the Elven Forest. Minos and his
people stayed with the Elves one year, but political

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.

104

Culture: Minotaur society is very militaristic, having


faced the constant threat of invasion by the Orcs
throughout the age of death. They also like to travel, often
as traders and sometimes as mercenaries.
During early childhood, the child is under the tutoring of
the respective parent. It is the job of the parent to teach
values and basic skills. When a child reaches ten years of
age they are sent to schools and educated as a group. All
Minotaurs learn combat skills.
Most young Minotaurs will join the army to defend the Isle
of Minos. After seasoning in the militia some of these
Minotaurs will travel as mercenaries. As they grow older
many make their make their lives as traders, and then
return home to find a mate.
Minotaurs generally marry for life. When they marry the
male and female become as one, each complementing the
other in all aspects of their life. They test for a place in
their society as a unit. In the combat groups, the male and
female fight side by side.
Minotaurs who do not find a life mate are extremely rare.
Those who voluntarily separate from their mate are even
more rare. Most Minotaurs who lose their mate follow
shortly thereafter, such is the bond of love between the
two. So entwined are their lives that neither can survive
without the other.
Minotaurs revere athletic skill and physical prowess. Both
males and females compete frequently in athletic contests,
such as wrestling, foot races and various team sports. Once
a year an isle-wide competition is held in the spring. These
games are hosted by a different city each time and
represent the coming together of a whole people.
Minotaur society on the Isle of Minos is served by civilized
Kravynn and Trolls. The Kravynn perform all of the
menial or servile tasks. They wash clothes, cook food,
sweep the streets and so forth. The Trolls provide much of
the labor for construction of homes and other building
projects. Minotaurs provide a supervisory function.
During the Age of Order, the Minotaurs developed a small
but highly efficient navy. All ships are built to be capable
of both trading and fighting. The ships are each assigned a
berth by the members of the Great Rotunda and are very
competitive. Young Minotaurs serve on ships as part of
their schooling. By this traveling the young Minotaurs are
exposed to the worlds vast culture.

Government: The Minotaurs are ruled by a democratic


council of the leaders of each town. The towns are called
simply barracks. The Great Rotunda is located in the heart
of the Isle. The leaders of each barrack meet in the circular
chamber. The males sit in a half circle facing the females.
In the center is an arena where disputes are settled, during
the meetings. All decisions are made by democratic vote.
Males and females are completely equal within the society
in all respects.
Military: Each Minotaur belongs to a military group
having either a service and support function or a combat
function. The service and support groups are varied having
tasks, such as logistics, engineering, education, and police
functions. The service and support groups contain
Minotaurs as its leadership, but all actual work is
performed by Kravynn servants The combat groups are
divided into types of soldiers, scout, heavy, skirmisher and
archer. The combat groups are only open to Minotaurs. If
a Minotaur cannot demonstrate sufficient aptitude to enter
the combat groups, the Minotaur is given a position in the
support services.
Weapon: The traditional weapon of the Minotaurs is a
massive two-handed great mace with a smooth ball on the
striking end of the shaft. The Minotaur great mace is called
the Sojourn Mace and the ball striking head represents the
world through which the Minotaur hero will journey.
Religion: Minotaurs have always been followers of the
Five, but in the middle of the Age of Death it became
increasingly popular to deify Minos.
Guildsmen: Most Minotaurs who become Guildsmen go
to Guildhall go before they come of age. Sometimes when
their mate dies they will also go, but mostly they learn their
trade and return as Guildsmen who never marry. Their role
in the society is separate and apart from the normal culture.
Guildsmen Minotaurs have their own governing body
which has a voice, but not a vote on the Council of Minos.
Minotaur
Classification: being (greater), beast (mammal)
Body: 8
Mana: 16
Abilities: body increase I - 100, body increase II - 100,
strength II - 400
Minotaur Appearance
Minotaurs have two horns protruding from their upper
forehead heads. Their skin is medium brown in color. Most
of their face matches the color of their body, but their chins

105

are often a lighter shade of brown.


Minotaur Cultural Skills
Knowledge
commerce - 100, hold breath - 100, navigation - 100, regain
feat (feasting) - 200, region lore - 100, swim II - 200,
weapon cultural (Minotaur great mace) - 0
Rituals & Procedures
bolster body - 200, bolster mana - 200, breather - 100,
buoyant item - 100, spiritual (orations) - 100

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,

under the guidance of Guildhall, replaced traditional Orc


rule by the strong with peaceful elections. A bureaucratic
administrative and judicial system completed their
government.
Orcs grudgingly adapted to this new way of life by
working as farmers, herders, miners, merchants and so
forth, but many Orcs still remembered the days of the
Empire. While the stone rings marking the Circles of
Challenge became overgrown, the Orcs labored through the
Age of Order. In time many Orcs became accustomed to
this lifestyle. They grew fat and wealthy, but in time
population increases and an ever widening gulf between
the wealthy and the poor, began to stress the Orc people.
The Guildsmen of Evermoore in 997 of the Age of Order
permitted Vorath High Cleric of Grotar to release the
Herald of Grotar back into the world. Freed from his
eternal prison, the Herald began to preach the old ways to
the Orc people.
The murder of the Herald by a follower of Xanadu when
he was meeting with the Guildmsen of Evermoore touched
of a series of conflicts that ultimately would allow an Orc
Warrior of little note, name Gorefang, to become the
Emperor of a reborn Orc Empire,
Gorefang became famous when he refused to accept a
forced peace settlement after the Herald of Grotar was
assassinated. The Orc High Council attempted to seize
Gorefang, but he eluded capture and began forming an
army near the town of Evermoore.
Events escalated into open conflict which started a two
year civil war. Plowshares and shovels were traded for
weapons of war. The Guildmen of Evermoore attempted
to intercede, but after a series of political blunders only
ended up increasing the bloodshed and destruction.
The Orc High Council was defeated and Gorefang was
named Emperor. Many of the old ways were reinstated
including the Circle of Challenge for resolving personal
conflicts and legal disputes. Dreadlords were named to
rule, and the society became hostile to the nations around
them.
The Orcs were once again a military power and Guildhall
without a standing army was powerless. The Loremasters
could only wait patiently, hoping that the Guildsmen
leaders of Orc society will remember their oaths to the hall
and not bring the realm to war.

106

Culture: Despite their barbarous appearance, Orcs have


a rich culture filled with stories of heroism and honor. Life
as an Orc has its rules, and even if civilized men shirk from
Orc custom, the rules function adequately to govern this
aggressive race.
All Orcs value strength and physical prowess, but the
traditional Orc believes that might makes right and the
strongest among them should rule. The strong survive to
lead and the weak survive to serve.
The life of the traditional Orc is simple and all know their
place, which is inferior to another who can best them in the
Circle of Challenge. These circles are a means for
determining all facets of Orc life, from establishing who is
better suited to lead, to settling personal grudges, to
resolving legal disputes, to arranging marriages and so
forth.
Soldiers and priests have positions of prominence while all
others fulfill the duties needed to continue their
community. Their society is mostly divided into tribes
organized by family relations. Each tribe generally has a
chief who leads in battle and a religious leader who
resolves intertribal disputes.
Orcs generally do not need to perform household duties or
manual labor. Every Orc family has a number of Goblins
and Ogres dwelling with them to perform menial work.
These green-skinned races look to the Orcs for guidance
and leadership.
Government: Under the reborn Empire, Orc cities are
ruled by Dreadlords. These Dreadlords often earn their
place through trial by combat and hold them by military
force. Each Dreadlord has a staff of Orc wise men and
priests to support them. The Dreadlords have immense
armies with well equipped soldiers.
Each of the Dreadlords swears allegiance to the Emperor.
The Emperor of the Orcs is maintained in position by the
Order of the Fist and the Priests of Grotar. Through
religious and military might the Dreadlords are cowed to
the will of the Empire. The Emperor is nominally the
strongest Orc in the realm.
The Orcs are the absolute rulers of the Forlorne Mountains.
In the Orc homelands, all Goblins and Ogres will follow
any command given to them by an Orc without hesitation,
unless they are already under orders by another Orc.
Military: Orc soldiers are heavily trained for war. They

learn to use most if not all weapons, and most importantly,


they all learn to command Ogres and Goblins. The army
has a precise chain of command, and everyone knows who
takes over next when a leader dies. This often surprises
their enemies, who expect to destroy their army by taking
out the commander, and find the next person in line taking
over immediately.
The Orc army is vast, and comprises users of every weapon
and fighting style. They know they can ill afford to ignore
any way to win a battle. Their traditional battle axe is
considered significant, and many Orcs prefer to use it in
close combat.
The Orc military is divided into Fists composed of five
units of approximately one hundred members. Almost all
Orc units are augmented by Ogres and Goblins who fill out
their fighting force. By combining the physical strength of
the Ogre with the dangerous stealth of the Goblin the Orc
battle line is almost unbeatable in combat. The Orcs also
make heavy use of archer units, mounted weapons and
field fortifications. Warfare is almost a religion to the Orcs
and their military leaders are arguably the best the world
has to offer.
Weapon: The Orc axe is an double bladed axe with semicircular axe heads on both sides of the shaft.
Religion: There is one religion for the Orcs and it is the
worship of Grotar. Other religions, though tolerated under
the High Council, are disallowed to Orcs under the Reborn
Empire. All Orcs in the Forlorne Mountains bow before the
Fist of Grotar or are broken by his might. Orcs will
generally allow the worship of other gods as long as they
acknowledge the might of Grotar.
Guildsmen: Orcs value Guildsmen. They understand
their power and welcome them as it brings greatness to the
Orc people. Guildsmen Orcs are ever more frequently
placed at odds with their oaths to Guildhall. The reborn
Empire will be forced to invade its neighbors. Despite
claims to the contrary, the Orc Empire cannot support itself
internally. As its army continues to expand, the fields are
left unplowed. The Empire will have to march for food or
face starvation.
Orc
Classification: being (greater)
Body: 8
Mana: 16
Abilities: body increase I - 100, body increase I - 100, rage
- 500

107

Orc Appearance
Orcs have green skin.

surrendered Andor without a fight and forced his people to


acknowledge Grotar and the Orcs as rulers of the realm.

Orc Cultural Skills


Knowledge
military - 100, regain feat (stomp) - 200, region lore - 100,
rumors - 100, survival - 100, theology - 100, weapon
cultural (Orc ax) - 0

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.

Rituals & Procedures


bolster body - 200, coloring (blooding) - 200, reinforce
weapon - 200, song (war) - 100, spiritual (competition) 100

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.

During the traditional Spring Festival, Ansaki spoke to his


people of his realizations explaining to them their guilt in
the destruction of Evermoore. He then sacrificed his own
life in front of his people, passing his wisdom on to the
elders of their society who became the most revered
leaders.
The Pythians kept the peace with the Orcs, but when
Guildhall was formed, the Elders and the Young joined
together in agreement that the Pythians would march
against the Orcs. From the swamps came a vast host of
Pythians seeking vengeance for the Orcs trickery and
deceit.
Following the defeat of Grotar and the fall of his Empire,
the elders sought an age of peace, but border disputes with
its northern neighbor, the human kingdom of Andor,
caused problems for the Fens. The conflict began over the
exact placement of the border and concerned a wide strip
of marshland which was claimed by both nations.

In the Age of Death, while the Orcs waged war on the


northern Five Kingdoms, the Pythians attacked and
conquered Andor. The Pythians also aided the Orcs in the
ill fated attack on the Karthydian Desert.

The conflict began in earnest in the year one hundred and


ninety-seven of the Age of Order after a group of Andorian
nobles trespassing on contested land were killed by the
Pythian soldiers. A series of minor conflicts escalated into
a bloody war which only ended when Guildhall intervened
and settled the dispute.

As time passed Ansaki grew to hate Grotar and the age


they had ushered in. He was the god of wisdom and could
see what was done to the world. The Way of the Five was
a path to peaceful coexistence that had kept the world in
harmony for thousands of years, but his people had
allowed themselves to be swayed away from that path.

Culture: Pythian villages are built on or close to water.


Buildings are made of wood and woven grass that rest on
top of great floating piles of reeds. Some Pythians also
build on drier land and these live in buildings built of mud
bricks and straw.

Ansaki became more despondent as he watched the Orc


Empire grow. Death was everywhere. People suffered in
the city streets under the iron rule of the Dreadlords or
were murdered in the country by bandits or mutinous
military units. Those who did not die by violence died of
disease, starvation or natural catastrophe. Ansaki saw the
world in agony and the god of wisdom learned he was a
fool.
When Grotar demanded that Andor be ceded to the Orc
Empire, the pyhtian people wanted to fight, but Ansaki

All Pythian tribes build great stone temples to their god


Ansaki. These temples rise out of the jungles dwarfing all
around it. The largest have more than ten thousand steps
leading up the face of the great temple. The interior of
these temples are filled with scrolls and books. They
contain the wisdom of the Ages and the written words of
Ansaki. A temple is ruled by the high priest of the temple.
Pythians who live close to the coastal waterway survive
primarily on fish and fowl. Those who live more inland
will supplement their diet with vegetables grown in small

108

gardens and animals hunted in the swamp lands. Trade


between inland and coastal villages is very common, but
trade with the outside world is not.
All Pythians learn to use a bladed spears at a young age.
The swamps are home to many dangerous predators and
young Pythians must learn to protect themselves or perish.
The young Pythians do most of the gathering and hunting
to feed their families. They often go out in small groups
and divide their catches at the end of the day. Small
vegetable gardens are mostly tended by the elderly.
Athletic contests are very important to the Phythians.
Pythains will engage in tournaments with their bladed
spears, but they will also have footraces and swimming
contests.
Pythians retain their own currency of polished
semiprecious stones which are found in the swamps and
pearls common to the coastline.
Coastal Pythians normally wear brightly colored clothing
which covers most of their bodies. They do not like
patterns but favor solid colors. Inland Pythians prefer dark
colors which will camouflage themselves in the swamps
and make hunting easier.
Government: The Pythians are ruled by the eldest of their
people who form a village counsel. The oldest council
member is the leader of the council. There is also a
powerful priest class which holds sway over temples and
other holy places of worship. He is charged with the duty
of bringing forth the wisdom of the temples so that it may
guide the village elders in their decisions.
Military: Each village has a band of trained combatants
whose sole purpose is to defend the village. In times of
war, the entire tribe, except the very young or old can be
mobilized. This host will be lead by the band of trained
combatants who will serve as its commanders.
The temples are guarded by elite religious warriors who
are fanatical in their devotion to their god. These temple
guards are often elaborately armored and colorfully
costumed with feather shoulder and head dresses. Each
temple unit has a particular color scheme and pattern that
sets them apart from others.
Weapon: The traditional weapon of the Pythian is the
cutting pole arm. The Pythian weapon has a wooden shaft
with a thin, flat blade of forged metal on one end. The
shaft is decorated with images of important to them, often

depicting the swamp, the night sky or various reptiles.


Religion: The main religion of the Pythians is the worship
of Ansaki. Ansaki is seen as the wisdom of the ages. He
reflected all of the knowledge that has ever been learned.
His sacrifice spread this learning to his people and started
the reverence of knowledge. His temples are built
throughout the swamp and are places of great learning and
reverence.
There is a tradition of sacrifice which was started by
Ansaki in the Age of Death. A person who believes that he
possesses wisdom and desires to give that wisdom to his
people will go to a temple and the scribes will write down
his life and all he has learned. The sacrifice will then walk
up the steps to be killed and have his body burned so that
his essence will float on the air to be breathed by all.
This practice was expanded by the priests during the years
following Ansakis sacrifice. The priests saw knowledge
slipping away from the world and they sought to preserve
it. Pythian priest units would travel the realm searching for
those with ancient wisdom. These they captured and
sacrificed on their temples. During the height of this
practice hundreds were consumed each month. The temple
priests amassed a large amount of knowledge which they
passed on to Guildhall during the Age of Order.
Pythians commonly were a small bone fragment of a revere
ancestor around their necks as a talisman. They believe this
talisman gives them knowledge and protects them from
harm.
Guildsmen: Traditionally, Pythian Guildsmen who
remained in the Ansaki Swamp found their place in society
in the service of the village elders. There were few
Guildsmen in the temples because the temple priests
demanded utter devotion and many Guildsmen found it
difficult to serve two masters. As the Age of Order wore
on, many Pythian Guildsmen began to join the temples and
place the needs of their culture above their oaths to
Guildhall.
Pythian
Classification: being (greater), beast (reptile)
Body: 8
Mana: 16
Abilities: body increase I - 100, body increase II - 100
mush mover I - 200, mush mover II - 100, mush mover III 100

109

Pythian Appearance

Pythians are lizard-looking humanoids. Their skin is light


green with fine edged black scales. They have red, blue,
yellow, green or purple colored hair. Pythians wear tabards
of brightly colored cloth and use dyed feathers to decorate
and adorn their clothing.
Pythian Cultural Skills
Knowledge
regain feat (contest physical) - 200, region lore - 100, swim
II - 200, tracking - 200, weapon cultural (pythian polearm)
-0
Rituals & Procedures
education - 200, healing (sunning spot) - 400, spiritual
(competition) - 100, talisman (bone) - 100

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.

After it became popular within the Orc Empire to fight


Rakkarin in matches for the entertainment of the
spectators, a renewed interest in the Rakkarrins surged up
and the reclusive cat people were sought out and captured.
Orc hunters crisscrossed the plains searching for them. The
Rakkarrins survived by escaping into the bordering
jungles, deserts and mountains. Both the Karthydians and
the Pythians sheltered the peaceful Rakkarrins.
When Guildhall was founded, the Rakkarrins came
forward to help. Their numbers were few, but they served
as scouts and guides. In time the armies of Guildhall drove
the Orcs from the plains and most of the Rakkarrins
returned to their homeland.
The gathered Rakkarrins built a huge city on the border of
the desert and plains and mountains, which they called the
Fertile City. At the Fertile City the Rakkarrins attempted to
recover their way of life. The city grew and the Rakkarin
population increased. Soon the first of the prides left to
seek out their ancestral hunting grounds.
While most Rakkarin dwell nomadically on the vast plains
a number of the larger prides have founded cities. Though
many are small, often no more than villages they serve as
a unifying force throughout the land of the Rakkarrins.

They generally live a nomadic existence traveling in


smaller family groups and gathering with other Rakkarrins
during certain festivals throughout the year.

Each year many Rakkarrins make a pilgrimage to the


Fertile City. This is considered a devout procession and the
Rakkarrins will fast, anoint their hides with holy oils and
perform other honorific observances.

Historical Perspective: During the Age of Life the


Rakkarrins enjoyed the splendor of the hunt and the peace
afforded by the Way of the Five. Although they were
aggressive hunters, they never took more than they needed
to survive and always shared with their fellows who had
less.

Culture: In traditional Rakkarin culture a pride is


essentially a group of mothers, daughters, and sisters, plus
their cubs. The females do not flock to the male that is
strongest. Rather, the males come to them to prove their
worth and fight for the right to have their offspring born of
the pride that the females have built.

The Rakkarrins led a peaceful existence. Even where their


territories encroached on others they were always careful
to remain unobtrusive. The Pythians allowed them to share
their jungles and the Andorians welcomed them as friends
who protected their livestock from predators.

The duties of child rearing naturally fall to the females, as


do those of hunting. Females are therefore very deadly,
physically capable creatures, working as a unit to take
down prey much larger than themselves.

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.

When a male takes dominance of a pride of females, he


serves the purpose of protecting the prides hunting territory
from competitors. The male of the pride changes from time
to time as challenges are won and lost. The male can often
be seen wandering the pride lands to patrol the territory.
The heart of the pride is the group of females. They
therefore have the authority to determine where the pride

110

will hunt in the coming seasons, as they have the skill to


judge whether the territory is viable for hunting. This gives
them profound power over trade and politics, as they will
determine who their neighbors are for several months at a
time.
Rakkarin females form partnerships of two or more, which
will generally last throughout their entire lives. These
bonded groups of females own property and pursue
business interests together. They pass wealth to their own
daughters, nieces, and younger sisters. And they also take
a husband as a group.
The traditional gender roles of pride culture are still
loosely observed, though not necessarily enforced, to this
day in Rakkarin society. The adherence to the ancient roles
varies depending on the community and many modern
rakkarins have monogamous relationships.
Government: The males supervise defense, patrol the
lands and create and enforce the laws under which they
exist. However, their thrones, armies, and great tombs are
built on borrowed coin it could be said, for the males own
nothing. Wealth, property, and estate are all inherited
through the female lineage, mother to daughter, sister to
sister, and so on. They allocate funds for expansion and
construction, feed and arm the militia. The females also
hold judicial power. They sit in judgement in criminal
trials, and have the power to challenge the validity of a
particular law should circumstances call the law into
question.
Military: While the Rakkarrins are generally a peaceful
people, they will never again be caught unaware. They
retain a standing army based in the Fertile City. This
military unit is composed of members of almost every
pride. It is customary for young Rakkarrins to pilgrimage
to the Fertile City after they pass from childhood. At the
city they learn to fight as a soldier in the Rakkarin military.
The Rakkarin military is generally composed of light
skirmishing units, called claws. These units are highly
mobile and completely self-sufficient when on the march.
Their primary weapons are small weapons, such as short
swords or daggers. Their tactics are to confuse and
disorganize their enemy, by using quick probing attacks to
the flank and rear.
As ranged weapons they throw small darts which fall from
the sky like a swarm of stinging bees. The narrow dart
points could easily prick through joints in armor and slits
in visors.

Weapon: Rakkarin are often light travelers, and they


generally prefer easily concealable weapons. When they
were hunted by the Orcs they took to carrying a needlesharp dart which could be easily poisoned. The Rakkarin
throwing dart is a small balanced thrown weapon.
Poisoning is not common these days. The dart has become
the preferred hunting weapon for small game and almost
every child learns the weapon.
Religion: The Rakkarrins have always honored the sun.
When relaxing, a Rakkarin likes nothing better then to lay
in the plains basking in the days warmth. After the fall of
Evermoore and the death of Lumina the Rakkarrins turned
to the worship of the Sun. For them the sun was a
representation of Lumina. When the Orcs were defeated
and the Rakkarrins returned to the plains to build their
Fertile City, it was decided the city was to be dedicated to
the Sun.
Guildsmen: Rakkarin Guildsmen who choose to dwell on
the nomadic plains are given no weight amongst their
people. If they can hunt they are welcomed as hunters. If
not, they are required to fulfill traditional duties within the
family. Rakkarin Guildsmen are more often found in the
Fertile City. Here they are the military leaders and the
merchant class. They sell their wares to the nomadic
families who pilgrim to the city and to commoner merchant
caravans that trade with the Rakkarin peoples.
Rakkarin
Classification: being (greater), beast (mammal)
Body: 8
Mana: 16
Abilities: body increase I - 100, danger sense - 200, mana
increase I - 100, mana increase II - 100
Rakkarin Appearance
Rakkarins are humanoids. Their cheeks and nose have a
distinct cat-like look. Their skin is covered with the pattern
of a traditional cat, such as tiger, leopard and even calico
cat. Different Rakkarin cultures are distinguished by the
color and patterns of their skin.
Rakkarin Cultural Skills
Knowledge
balance - 200, climb II - 200, regain feat (flirting) - 200,
region lore - 100, tracking - 200, weapon cultural (rakkarin
throwing dart) - 0
Rituals & Procedures
dance (graceful) - 100, healing (lair) - 400, song (serenade)
- 100

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Weetles are nimble and dexterous humanoid beings, with


shiny black noses and whiskers on an otherwise humanlooking face, extending from their lumbar region is a long
vestigial tail. The Weetles make their home in the Hollow
Hills.

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.

Historical Perspective: During the Age of Life the


Weetles lived peacefully in the hills until the Orcs invaded.
The Dreadlord Vicyth Kag accepted the peaceful surrender
of the Weetles, but he was a ruthless leader demanding
tribute and wealth from a poor people.

Weetles are also well known for their fondness of shiny


items, which is more an instinctual attraction than a real
desire for wealth. Weetles will often wear their shiniest
token as a talisman to give them luck and to ward of ills.

Being the Dreadlord of the Hollow Hills was not a


particular prestigious position and many of the Dreadlords
continued to oppress the Weetles as if to make up for their
own inferiority as Orcs.

A Weetle's nest, or stash, is an extremely personal thing


and the starting of ones own nest is a sign of maturation,
while sharing one's nest with another is the equivalent of
a pledge of marriage.

When Guildhall began the adventurous Weetles were quick


to lend a hand. Through the efforts of inquisitive Weetle
explorers much lore was recovered.

Government: There is no centralized government in the


Hollow Hills. Each of the shires generally elects a mayor
and a sheriff. While there is almost no crime in the Hollow
Hills, the sheriff is usually responsible for greeting
outsiders and bringing them to the mayor. The mayor will
generally speak for the shire after consulting with the more
influential members of the community. The mayor will
also settle disputes between Weetles. To the Weetle,
government is a very informal thing.

Weetle

Culture: In the Hollow Hills most Weetles live in small


communities where everyone knows each other. These
communities are called shires.
By nature of their small communities, they have strong
family bonds. Weetle families are very close, tight-knit
groups which generally share a nest. Nests consist of a
number of short tunnels connecting various rooms. Often,
an entire extended family will live in a network of tunnels
and cozy nests.
Weetles generally have an inquisitive, easy-going nature.
They, for the most part, feel the constant fighting for
wealth, land and pride is silly, and try to stay away from it
at all costs, figuring there is more than enough for
everyone.
Weetles enjoy traveling and love adventures. They are
natural explorers and spelunkers. Their spirits remain high
even in the most adverse conditions, because they
understand that getting to a place is at least half of the fun.
While Weetles enjoy traveling, they love coming home just
as much. Most Weetles, when they come of age, make their
first journey from the Hallow Hills into the wide world.
This journey is symbolizing of achieving adulthood and
when they return they will build their own nest in the shire.
Weetles are often quite intellectual. They collect items of
interest such as books, maps, writing tools and so forth. A

Military: The Hollow Hills have no military.


Weapon: The traditional weapon of the Weetles is the
Weetle slingshot which is made entirely of wood and
decorated with shiny disks, squares or beads. Weetles
prefer shooting small pebbles picked up from the
meandering brooks of the Hollow Hills.
Religion: Weetles have many different religions, but are
not an overly religious people.
Guildsmen: Weetle Guildsmen are well respected in the
Hallow Hills. Generally, Weetle Guildsmen will often
travel more than the average Weetle, but almost always
retire back to their ancestral home to live out their final
days amongst family and friends.
Weetle
Classification: being (greater), beast (mammal)
Body: 8
Mana: 16
Abilities: mana increase I - 100, mana increase II - 100,
pliant - 500

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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

climb II - 200, escape - 200, regain feat (gossip) - 200,


region lore - 100, scrounge - 200, survival - 100, swim II 200, weapon cultural (Weetle sling shot) - 0
Rituals & Procedures
site (nest) - 200, talisman (polished) - 100

Knowledge

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Some General Information


Magic
Magic exists in the Realm of the Five, but only a few
people out of every ten thousand can access its power.
These people are sought out by Guildhall and trained to
follow a Guild. Only by careful and diligent study can the
secrets of magic be unlocked. Common mundane persons
are not able to use magic.
Magic Lore
Guildsmen can perform rituals, mix compounds, sing
ballads, draw runes of the elder futhark, scribe glyphs, cast
spells and prayers, set traps and fashion items. Each of
these groups have their own specific skills and Guilds
specialize in each to varying degrees. Internal mana is used
to sing ballads and cast spells and prayers, while all of the
other lore requires specially prepared base substances.
The common skills of the realm have always been known.
Healing, hunting and other skills necessary for survival
were taught to all even during the times of the Five Gods.
A small, very limited group of magical skills were taught
by the Five to the Five Sworn. These skills included basic
healing, immobilization sp&ps and item creation. The lore
was defensive and constructive.
The skills of restoration and spiritquest were not known
during the Age of Life . Heraldic orders did not exist and
there was only one driving group The Way of the Five.
None of the harmful skills existed; damage specific sp&ps,
raising undead, and the all the injurious paths of magic
were totally unknown to this peaceful world.
Near the end of the Age of Life, when the Orcs, Klactons
and phythians became dissatisfied with the status quo
many Five Sworn on both sides began researching skills
that could be used against each other in battle. Many of the
skills of battle possessed by Guildsmen owe their creation
to this dark time period.
This knowledge entered the world and ultimately lead to
the destruction of Evermoore, and one thousand years of
destruction known as the Age of Death. This was a time of
death where blighted magics tore the world apart. In this
time of violence and death, survival was all that mattered
and the skills that destroyed the world became harder to
learn. The education necessary for these advanced skills
was impossible and the knowledge was lost.
After one thousand years of upheaval the world began to

right itself. Guildhall was founded to end the Age of Death.


In the beginning the Guilds had less than 15,000 status
worth of skills. The lore was simple and the Guild Syllabi
contained mostly healing and defensive skills. The Age of
Order dawned and it was a time of Law and Order.
For almost 1,000 years there were no changes to the
Syllabi, but then fishermen dredged a ritually sealed box
from the Lake of Evermoore. The Herald of Grotar was
release from the box by the Guildsmen of Evermoore, and
the Divine Avatar ritual was reintroduced into the world.
Guildsman Altar Shariz, Cleric of Karthis, founded the
Inn at Evermoore. Alec Brinken, the Chairman of the
Guildhall Historical Society guided much of the
excavations. Through his efforts and those of the
Guildsman at Evermoore Thanos, Mortis and other beings
of legend were released into the world. As more
Guildsmen came to the Evermoore Market Days work
continued, and their investigations revealed much lost lore.
The first major discovery of lore was the creation of
Heraldic Orders which was added to the Cavaliers Guild in
1999, but much more would follow. In 1002 of the Age of
Order, because of these discoveries, the Guild syllabi were
expanded. Eight years later, in 1010 a second major
expansion occurred. Each Guild gained in power and the
sheer volume of skills increase exponentially.
Mana Nodes
The force of magic, called mana, collects in areas called
Nodes. These areas are very rare and hard to find. Nodes
exude a neutral balanced energy when they form, but the
nature of the energy will change with their environment.
Nodes surrounded by good, wholesome activities will
develop a positive demeanor, whereas nodes that are
exposed to dark thoughts or violence develop negative
energies.
All nodes can develop properties. Guildsmen with sense
can determine these properties with a quick examination.
Some nodes will heal or cause wounds by exposure, others
will resurrect the dead or even create undead. The effects
are generally in line with their type and how they were
created.
The following is a list of the nodes found in the realm of
the five. Hallows and neutral nodes are very common,
allotropes and blights less common, execrations and

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miasmas are uncommon, and cursts are very rare.


Allotrope
Allotropes are nodes connected to the elemental forces of
earth, wind, water, and fire. The color of an allotrope
varies from medium green, light yellow, medium blue, and
red depending on the primary elemental force. Allotropes
are often associated with natural places (waterfalls,
volcanos, rock formations) and natural calamities
(eruptions, earthquakes, floods). They can also interact
with various kinds of beasts. The name allotrope comes
from the different physical forms in which an element can
exist.
Blight
Nodes where the primal energy is necromantic are called
blights. These nodes exude a spooky, pernicious energy
that makes the world seem dreadful, dying place. The trees
and plants are often dead, or dying. There are plenty of
insects, living and dead, with insect husks all around.
Blights attract undead who can usually remain in a blight
unaffected by daylight.
Blights are identified by faint purple and black sparkles,
flecks or lines. They form from dark thoughts or acts
derived from anger, lust, jealousy, hate and so forth.
Generally, death is involved in the creation of a blight.
Mass murders will trigger commonly trigger blights,
sometimes a killing by a jealous lover or even a tragic
accident will create a blight.
Curst
A curst is a node infused with demonic energy. The
primary color of a curst is maroon. Cursts are associated
with nightmarish visions and chaotic thoughts. They
exudes feelings of chaos, oppression and wantoness. Cursts
can develop from hedonist or decadent activities, as well as
psychotic violence and extreme brutality. They are
gathering places for insane persons, criminals and demon
worshipers.
Execration
Execrations are nodes of profane energy. They are
identified by faint silver and black sparkles, flecks or lines.
These nodes exude a dangerous force that compels people
to prejudice, denunciation and the complete detestation of
others. People entering an Execration feel subtle anger and
growing hate. Execrations can be used to motivate people
against others. Dark faiths will use them for religious
buildings. Immoral military leaders will give briefings on
Execrations to raise the bloodlust of their troops to
uncontrollable levels. The landscape almost always exudes

a loathing power. The name execration come from the


pronouncement of great loathing and hate created by the
unholy energy.
Hallows
Hallows a nodes of holy energy. They are identified by
faint silver and white sparkles, flecks or lines. These nodes
exude a peaceful energy that makes the world around them
seem to sparkle with goodness. People entering hallows
feel a great reverence. Hallows are often used for religious
buildings and cemeteries, hence the term hallowed ground.
The landscape almost always feels serene. The name
hallow comes from the feelings of peace and love created
by the holy energy.
Miasma
Miasmas are negative energy nodes where the primary
mana flow is withering magic. These are areas of
enervation, sucking the life out of people. The light in a
miasma is never bright enough and everything has a
withered appearance. A miasma is often marked by gnarled
trees, browning grass, the smell of stagnation and a feeling
of loss. The primary color of a miasma is beige. Miasma
form from acts derived from guilt, sorrow, fear,
unrequented love and so forth. Miasmas commonly form
over time. The feelings of an abused woman or child, the
betrayal of cherished trust, or unfulfilled desires can all
help turn a node into a miasma.
Neutral
Neutral nodes are balance nodes having equal proportions
of all types of magic. They have small sparkles, flecks of
lines of every color of magic. Neutral nodes produce no
feelings in the observer or changes to the landscape.
History
During the First and Second Ages all of the Nodes in the
world were hallows. The world was a good, wholesome
place, created by the holy energies of the Five. At the end
of the Second Age, when the Crystal City of Evermoore
fell and bloodshed and death covered the land almost all of
the Hallows were polluted by the hatred.
Negative nodes formed throughout the realm. The use of
necromancy and unholy magics to create undead and dark
gods aided the development of blights and execrations.
Maismas formed and allotropes were very common. The
cult of shivakas sprung up in the shadows, their ancients
turning nodes into cursts and attempting to bring shivakas
into the world.
In the Third Age, called the Age of Death, these dreadful

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mana energies swept the realm, evolving the beasts of the


world into magical monstrosities that could use magical
powers. Rats grew to become cadaver rats and crows
became storm crows. Terrible creatures, such as these and
others, were a plague on the world. It was a terrible time,
when everyone suffered the wayward flows of mana.
When Guildhall overthrew the Orc Empire and restored
order to the world one of the great tasks was to return the
perverted nodes back to Neutral nodes or Hallows. Their
first edicts were to stop the use of certain magics that
increased the proclivity of harmful nodes. When the
Clerics Guild was formed they were denied the use of
unholy energy and the divine avatar ritual was not allowed.
The necromancers guild was allowed to raised undead, but
could not group them into necromantic orders. Also, the
necromancers were not allowed to use pure necromantic
energies in combat, instead they studied withering magics.
As the Fourth Age, the Age of Order settled in, the peace
of Guildhall slowly renewed even the darkest blight. By
the end of the first mellenia of the Age of Order there were
not many dangerous nodes left in the Realm of the Five.
All of the dark places had been cleansed by good feelings
and peace.
In 996 A.O. the clerics guild gained the ability to create
divine avatars when the Herald of Grotar was freed from
imprisonment by the Guildsmen of Evermoore. Over the
next ten years the Guildsmen of Evermoore recovered
more lost lore. In 1010 A.O. guild skills were substantially
expanded. The clerics guild gained the use of profane
magic The necromancers guild gained the power to group
their undead into necromantic orders.
Many fear the addition of these excluded magics into the
guild charts will bring danger to the realm again, but others
disagree and claim the right to learn all magics no matter
how harmful or dangerous. To them right to learn is more
important than the right to use, because the right to use can
and will be legislated by governments to control its affects.
Only time will tell if these magics cause the age to change
bringing forth the Fifth Age and the end of all.

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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the first baptism ritual.


The Gods of the Realm
There are primarily two groups of gods: The Old Gods and
the New Gods.
The Old Gods where the creators of the realm. Noctis,
Lumina, Karthis, Solnus and Natallis came into the Realm
taking mortal form and living among their children. They
were worshiped until the beginning of the Age of Death,
when three of the New Gods rose up to destroy them.
The new gods were created during the end of the Age of
Life when the peoples of the realm began to turn away
from the teachings of the Five. During the Age of Death
most people worshiped pantheons of gods and many New
Gods were created.
During the early part of the Age of Order people blamed
religion for the destruction of the realm. The followers of
Xanadu hunted New Gods and after the last was killed,
religion became little more than ideologies to believe in.
At the end of first millennia of the Age of Order, the
Divine Avatar ritual was re-discovered. People once again
turned to faith as a rallying point, and unrest and troubles
began once more.
The Way of the Five
The Way of the Five was laid down by Noctis, Lumina,
Karthis, Solnus and Natallis during the Age of Life. It was
the first religion of the realm.
The Way of the Five teaches balance, harmony, freedom,
law, and love. It asks its worshipers to live together in
peace, accepting the differences which make each of us
unique and trying to resolve conflicts without the need for
violence.
The symbol of the Way of the Five was the pentagram.
Each pentagram was the color representing Natallis,
Lumina, Noctis, Solnus or Karthis depending on whom the
wearer served or worshiped.
Natallis. The followers of Natallis serve the natural world
and celebrate its marvels. They worship in sacred groves
deep within the woodlands. She is the patron of farmers,
huntsmen, Druids and Rangers. Her color is brown. Her
symbols are the oakleaf, the tree or the earth. In the Age of
Life, her Sworn Servants were called Warders. Her
physical form died during the fall of Evermoore

Lumina. The followers of Lumina celebrate life, accepting


the journey from childhood to old age as part of the cycle
of life. They value death as giving meaning to life. They
worship in beautiful temples which face the rising sun,
often connected to temples of Noctis. She is the patron of
children, peacemakers, and Clerics of life and goodness.
Her color is yellow. Her symbols are the sun, the dove, the
wind or light. In the Age of Life, her Sworn Servants were
called Beaconers. Her physical form died in the final
weeks of the Age of Life.
Noctis. The followers of Noctis accept death as the end of
the natural cycle of life, which allows for youth again
when one is reborn. They celebrate life as a time for love
and the forming of meaningful relationships. They worship
in beautiful temples which face the setting sun, often
connected to temples of Lumina. He is the patron of poets,
dreamers, leaders, the elderly and Necromancers. His color
is white. His symbols are the moon, the quill, the skull or
a shadow. In the Age of Life his Sworn Servants were
called Reavers. Noctis vanished after the fall of
Evermoore.
Solnus. The followers of Solnus celebrate order, truth and
justice. They worship along riverbanks and on high
ground. He is the patron of magistrates, soldiers with a
just cause, Wizards and Cavaliers. In the Age of Life his
Sworn Servants were called Crusaders. His color is blue.
His symbols are the scales of balance, the crossed sword
and shield, silver chalice or water. His physical form died
during the fall of Evermoore. He was slain by Grotar
beneath the gates of the Crystal City.
Karthis. The traditional followers of Karthis celebrate
freedom, individual expression and positive change, but
after the fall of Evermoore the followers became more
concerned with the darker side of chaos and the entropy of
the world. While Karthis was once celebrated in the streets
during festivals and fairs, after the Fall of Evermoore he
was generally worshiped only in solemn places. He was
once the patron of jesters and fools, but in the Age of
Death he was seen as the harbinger of the black robed
zealots who dwell in the desert which bears his name. His
servants were once called Jesters, but after the Fall became
known as Illriggers. The Illriggers traveled the Realm
killing those who caused the fall. The color of Karthis is
red. His symbols are the chaos star, ruby chalice, ruby
dagger, flaming sword, jesters cap and fire. The physical
form of Karthis was believed to have been destroyed in the
battle of Ash Shir, but prophesy foretells of his return to
usher in the Age of Chaos.

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The New Gods


During the end of the Age of Life and the early Age of
Death the Diving Avatar ritual was used to give New Gods
physical form. The knowledge to perform this ritual was
lost to the world, primarily through the actions of Xanadu
and the Order of the Rack who systematically destroyed all
those with the skill. However, near the end of the first
millennia of the Age of Order three fishermen discovered
the artifact prison holding the Herald of Grotar who after
being released by the Guidlsmen of Evermoore returned
knowledge of this ritual to the world.
The following is a list of the prominent new gods from the
Age of Death. These gods had awesome power, being
composed of thousands of people and made in a time when
magical flows were stronger they could shake the world
when they moved. All were either slain, destroyed or faded
from the world by the middle of the Age of Order.
Ansaki: Ansaki was the revered god of the Pythians, who
led his people against the Five. He was a god of wisdom
who realized that destroying Evermoore was a terrible
mistake. He ended his own life, sacrificing it so that his
people could gain his wisdom. He died in the year 196 Age
of Death.
He is worshiped at the tops of great stone temples, where
followers must climb thousands of steps to reach the
summit. On the altars sacrifices are made to the wisdom of
Ansaki. Ansaki is the wind moaning across the bayous and
rustling the leaves of the willows and swamp oaks.
Ansakis symbol is the sycamore tree.
Eldin: Eldin was created in Holt as the first god of the
Humans. He was a product of his time, created to wage war
on the Orcs and free Humans from the tyranny. The
Humans who created Eldin had a great hatred of other
races, especially the Orcs. The Eldinite religion falsely
relates that Eldin slew Grotar, but was stabbed in the back
by a traitor as he left the field in the Battle of the Foothills.
Eldin died in the year 31 of the Age of Order.
The following of Eldin has always been strong in Holt. The
Soldiers of Eldin are often derisively referred to as Blood
Soldiers, because of their white surcoats emblazoned with
the symbol of Eldin, a red cross, known as the Blood
Cross. The religion teaches Eldin is the one true god and
that humans are the greatest race.
While the Church of Eldin is strongest in Holt, it has
followings in several other Human nations. Most notable
is the Highlands, but they also have a small following in

Dale, Asgarn, Lundelle and even Mongoria. With the


exception of Lundelle, they have no real power beyond
their spiritual position in the areas they inhabit.
Eveya: Eveya was the new god of the Elves, whose short
and tragic life would change the race forever. Eveya and
her unborn child, later named Unity, were created by Elves
led by Allyssandra Silverleaf, who was a Sworn Servants
of Natallis, near the end of the Age of Life. Eveya was
known as the Goddess of the Harvest. She preached that
honest work produced good crops. Her worshipers were
not only farmers and herders, but also craftsmen and
laborers who embraced her philosophy which they adapted
to mean honest work for honest pay. Eveya taught the
working castes to be content and happy for the ability to
build and create was the greatest gift of all. Unity was born
and then murdered in his crib. His death started the Elven
civil war, which ended with the defeat of the working class
and death of Eveya. She died in the year eight of the Age
of Death.
Grotar: Grotar was the god of the Orcs, adopted by the
Ogres and Goblins. He teaches that Orcs are the greatest of
all races and should dominate the realm. His worship was
prevalent in the Age of Death, but fell out of favor during
the Age of Order until it experienced a resurgence of
popularity at the end of the first millennia. Grotar and
Eldin fought a great battle during the Age of Order, killing
each other in the Battle of the Foothills. Grotars symbol is
the Orc Fist of Power. He died in the year 31 of the Age of
Order fighting Eldin in the Circle of Challenge.
Minos: Minos is the god of the Minotaurs whose exact
nature is unclear. Some say he was created as an Avatar by
Minotaur soldiers near the end of the battle of Evermoore,
others say he mysteriously appeared out of the mists in
order to lead the Minotaurs to safety. A small sect of
Minotaurs believe Noctis sent Minos to save them in
reward for their loyalty for they were the only race of
greater beings who marched to the aid of the Five and the
Humans of Evermoore. The form of Minos is that of a
towering Minotaur wearing black plate armor and wielding
a huge two-handed sword. After the Fall of Evermoore, he
led the Minotaurs to the Isle of Minos, laying waste to all
that stood in their way. He was killed by Orcs and Pythians
on the beach as his people escaped to the Isle of Minos.
He died in the year nine of the Age of Death.
Shivakas: Shivakas was a bulky winged monstrosity who
sat on a pile of skulls. His followers are mostly commoners
who believe that by eating the hearts of Guildsmen they
can gain immortality. The worship of Shivakas is outlawed

118

in the Realm of the Five. It is not known when Shivakas


was created. Although worship of Shivakas became
popular in the middle of the Age of Death, there were true
rumors of his worship in earlier times. There is even some
doubt that he actually existed or that he was a new god,
because some suggest he was a being from another realm,
or even a demon.
Tharkana: Her form was of a giant female Klacton. She
was the goddess of the endless northern wastelands of ice
which bear her name. Tharkana was a harsh goddess for a
harsh climate. She demanded complete reverence from her
followers and drove them with a single minded goal to find
a new homeland. She died in the year twenty-four of the
Age of Death, murdered by her own people.
Xanadu: Xanadu was known as the Slayer of the Gods or
the Mistress of Pain and Pleasure. Her changing form was
that of the most beautiful woman imaginable by the person
in her presence. She was created in the Age of Death by
disillusioned followers of Noctis who blamed much of the
state of the world on the new gods and the religions of
false prophets. Xanadu was created to destroy the new
gods and all who serve them. Her task was to cleanse the
realm of all new gods and destroy the lore used to create
them.
Xanadu saw the new gods as usurpers who destroyed the
Age of Life for their own goals. She believed that in a
world without gods mortals could more easily find their
own path in life. Xanadu seduced the priests of other gods
into her bed and then slew them in passions embrace,
snapping their spines with her powerful legs. Her followers
preach that more than one thousand false prophets fell to
her wicked charms. She is credited with destroying the
knowledge of the ritual used to create new gods and giving
the world to mortals.
Followers of Xanadu preached that each person should
place their faith in themself. The religion teaches that
mortals do not need gods to lead them. They teach that life
is meant to be lived not in the service of a deity, but in the
service of one of the prime paths: pleasure, pain or death.
Each path seeks to understand one of these aspects of
living, but the religion believes that all three make up the
sum life. A follower of Xanadu will explore and indulge
these three aspects to get the most out of his life.
The symbol of Xanadu is a torture rack, and her followers
claim that Noctis will set Xanadu free if the ritual to create
new gods is used in the realm again. Xanadu was served by
the militant group the Servants of the Rack, who were

dedicated to the destruction of new gods and of all those


capable of creating them.

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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leadership training as the core of their apprenticeship.


After Cavaliers complete their apprenticeship they earn the
right to be called Ser. They are the only people in the
realm who are called by military title Ser. The title Ser
applies to men and women sets the Cavalier apart from all
others military titles.
All Cavaliers should belong to a Heraldic Order. There are
many Orders in the land and all of these value chivalry and
honor. A Cavalier may choose to follow one of the Orders
of Guildhall by petitioning to the First Cavalier who is
the leader of the Order. He is supported by Cavalier
Commanders. Only Cavaliers may hold these positions
within an Order.
A Cavalier may freely change Orders. It is usual for a
Cavalier to change Orders many times throughout his life.
There is no dishonor in it. To change Orders, the Cavalier
merely announces his desire, resigns his place in the old
Order and then petitions into the new Order.
Although most Cavaliers choose an Order, a Cavalier can
remain unsworn, but this is rare. These Cavaliers are called
Black Cavaliers, because of their black surcoats and
shields. They are often looked down upon by their brethren
and are often challenged to combats of Honor. Wearing the
black infers the Cavalier believes that other Orders are not
good enough for him. A Black Cavalier cannot gain the
benefits of a Heraldic Order.
Generally a Heraldic Order contains commoner soldiers
and other Guildsmen. The commoner soldiers make up the
backbone of a fighting order. They are usually trained by
warriors and lead by low ranking cavaliers. A military
organization cannot fight without support services. They
need healers, battle mages, enchanters, scouts, and
someone to make the weapons.
Heraldic Orders are primarily military organizations, but
they also represent the social standing of the cavalier. A
Cavalier with a large group of retainers is much more
valuable to his liege. The goal of every Cavalier is to
induct members into his Order. These are the forces that he
will command on the battlefield.
When a non-cavalier joins an Order, they must be inducted
into the Order. These members must memorize the codes
tenets and wear the surcoat and the symbol of the Order.
They are then trained in military procedure and planning
and learn to fight as part of the Order. They may then gain
the benefits of being a member of the Heraldic Order.

Orders fight and train as military units, under the command


of the Cavaliers. The same organizational strategy is used
for both large and small Orders. The First Cavalier
maintains personal command assisted by his Cavalier
Commanders, while lower ranking Cavaliers compose the
officer core. Warriors work with the officer core to lead
and train the fighting units. Other Guildsmen within the
Order work with the officer core, but generally maintain
control over their spheres of influence, such as the healing
circles, supply lines, scouting and espionage.
There are more than a thousand active Orders within
Guildhall and this number changes daily. Almost every
nation, town and even some wealthy persons have their
own local orders. Guildhall maintains a complete roster of
all Orders and their First Cavaliers.
The following is a list of the larger national and worldwide
orders in the realm. Some of these Orders will have local
branches lead by a First Cavalier of that community. There
is sometimes slight variation of doctrine between branches,
but if the deviation becomes too great the leaders of the
Order will review the local branch.
Order of Andor: The Order of Andor are sworn to the
King and Queen of Andor. Their symbol is a white dove in
flight, as such, they are often called the Knights of the
Dove. Though their symbol appears to be one of peace,
they are a battle-hardened lot, due to their constant wars
with the Pythians. Their primary color is light blue and
secondary color is white. There motto is: All for one, one
for all. They are based in Andor.
Order of Ansaki: The Pythians founded this Order in the
Age of Order to right the wrongs of the Age of Death. The
Order is devoted to serving the wisdom of Ansaki. They
rarely leave the fens and most in Guildhall consider them
religious fanatics. The symbol of the Order of Ansaki is a
Cypress Tree. Their colors are green and brown. Their
motto is: The wise walk with weapons. Their Tenants
are: Wisdom, Warfare and Watchfulness. They are based
in the Ansaki Fens.
Order of the Black Hand: The Order of the Black Hand
traces it lineage back to ancient times when Mortis and his
Reavers traveled the countryside searching for those who
would betray the Five. Mortis was the Black Hand of
Noctis. Following the fall of Evermoore, Mortis, his
Reavers and the Reaversworn continued their war against
those who served the new gods. The Order of the Black
Hand grew directly out of these conflicts. The Order has
survived down into the Age of Order and continues to

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remain powerful. Its membership is secretive and elitist,


but members are rumored to be in every city. The symbol
of the Order is a black open hand on a white field. Its
colors are black and white. They are based on High Peak.

is Brown and secondary color is black. Their motto is For


the Glory of Guildhall. Their Tenants are: Order,
Justice, Fraternity, Hospitality, Truth, Honor and Love.
They are based on the Isle of Lore.

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 Holt: The Order of Holt owes its fealty to the


King of Holt. The Order has two factions. The first are the
traditional Cavaliers of Holt, the second are those
Cavaliers of Holt who have sworn service to the deity
called Eldin. The traditional symbol of the Order of Holt is
a black cross, but the worshipers of Eldin choose to wear
a red cross. The former are known as the Followers of the
Iron Cross, while the latter are called the Followers of the
Blood Cross. Their primary color is white and secondary
colors are black or red.

Order of the Fist: This Order was founded by the Herald


of Grotar in the final years of the Age of Life. It is an
ancient Order filled with the power of tradition. During the
Age of Death the Order of the Fist kept the Empire strong.
After the defeat of Grotar, the Order fell on hard times. For
many years, it was nothing more then drunkards dreaming
about past glories. However, when the Herald of Grotar
was returned to the world its membership blossomed.
Within a short time two powerful Orcs, General Brock and
later Colonel Crimson, the Hero of the North, rebuilt the
Order and the Order of the Fist was once again a mighty
force in the realm. Their colors are red and green on a grey
field. Their symbol is the Fist of Grotar. Their motto is:
Fist of Grotar. Fist of might. Their Tenants are: Power,
Glory, Discipline, Honor and Death. They are based in the
Forlorne Mountains at the Temple of Grotar.

Order of Karthydia: The Order of Karthydia was


founded by Thanos and the Illriggers of Karthis. Its
membership is dedicated to the heralding of the Age of
Chaos. The symbol of the Order is the star of chaos
overshadowed with the pentagram and the words, In this
sign we conquer. The colors are black and red. The Order
of Karthydia has a number of supplemental Order, the
largest being the Ruby Chalice Sect. The high priests of the
desert belong to this secretive Order. Another is the
dangerous Ruby Dagger Sect. This supplemental order is
a mysterious brotherhood of assassins. Both the ruby
chalice and the dagger were used by Karthis in the
ceremony he performed before going to face the invading
armies at Ash Shir. The symbols of these supplemental
orders are the ruby chalice or dagger flanked by two chaos
stars. The motto of the Order of Karthydia is In this sign
we conquer. They are based in the Karthydian Desert.

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

Order of the Rack: The Order of the Rack was formed by


the Goddess Xanadu to aid in her mission to rid the world
of gods. They were a brutal Order dedicated to their task
refusing to be deterred even by Guildhall. When the last
new god was slain and Xanadu vanished from the realm,
the Order of the Rack disbanded having completed their
task. They will, however, return to resume their bloody
work should new gods once again walk the realm. The
symbol of the Order is the torture rack. Their code is:
Death to the gods and let mortals lead the way.
Necromantic Orders
Necromancers are not military leaders in the fashion of
Cavaliers. They do not earn the honorific title, Ser. They
specialize in the manipulation of unlife which leads to the
creation of undead, which can be grouped into magically
servile military units.

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While living people maybe recruited to serve with the


necromancer and his horde of undead, the magic that ties
necromantic orders together is very different than a
heraldic order. The necromantic order arises not by the
inspiration of the leader, but through the erosion of the
followers will. The necromantic order is created to bind
the living and dead together through subtle necromantic
compulsion.
The heraldic order inspires concepts of chivalry and honor,
while the necromantic order with its hordes of shambling
undead, tortured souls and trapped spirits is often viewed
as creating terror, hatred and tyranny. Necromancers
leading hordes of undead across the land is not the image
that Guildhall seeks to portray, so it is unlikely that
Necromancers and their tainted orders will ever gain a
legitimate military role in Guildhall.
This lore is considered very dangerous which was why
Necromancers were not allowed to legally create
necromantic orders until 2010 A.O. when political
maneuvering within Guildhall reorganized the syllabi of all
thirteen guilds. Concessions were made, bribes offered and
backroom deals concluded to allow the Necromancers this
lore by the narrowest of margins.
Many Guildsmen were furious with this grant of power to
the Necromancers, and the danger it poses to the world.
They fear the blighting of magic again, and with legitimate
concern. It is a proven fact that large groupings of undead
will harm the world in drastic ways. Many believe that the
mad march of death conducted by Demandred and
Morgodia against the Orcs did as much harm to the world
as the attack on the Five by the Orcs, Klactons, and
Pythians.

The necromancers other option is to establish his Order in


areas without people or in areas without a strong
commoner government. The latter is troublesome, often
resulting in conflict and the eventual prosecution of the
necromancer.
Order of the Lash: The Order of the Lash was created in
Lundelle but quickly spread to other nations, and despite
prosecutions by commoner governments the Necromantic
Order continues to grow. The members have sercret
clandestine meetings and conceal their undead soldiers in
catacombs and cypts in almost every nation. Violent
clashes with commoner authorities have erupted, tarnishing
Guildhalls reputation. To become a member of the Order
one must be whipped to death. Dead commoners are raised
as soldiers with their families receiving payments until
they are destroyed in combat, whereas Guildsmen are
restored to life and become officers. The symbol is a
brown whip with thirteen lashes in a blood red field. Their
colors are brown and red. The code is: You cannot beat us
down. The motto is: Hear the whips crack!

The Eternal Spirits


When the Five created the realm, they chose certain spirits
to serve them and gave them the power to be reborn to the
realm. These eternal spirits were gathered by the Five and
bonded in pairs to each other and to one of the Five. These
eternal spirits were called the Five-Sworn and they would
be reborn through the Ages in service of the realm.
The Five taught their sworn servants how to do wondrous
things by manipulating mana to heal, create and enchant.
Each of the five groups were given names; the Beaconers
served Lumina, the Jesters served Karthis, the Reavers
served Noctis, the Crusaders served Solnus, and the
Warders served Natallis.

Laws that prevent necromancers from creating undead for


personal protection have been repeatedly been struck down
by Guildhall. Necromancers may use their lore, but the
raising of necromantic armies is illegal in every commoner
nation throughout the realm and necromancers who do so
risk local prosecution that will be upheld by the Courts of
Guildhall.

Throughout the Age of Life the Five-Sworn traveled the


realm ensuring peace and prosperity to the land. When
their physical bodies died, these eternal spirits would be
reborn back into the realm to continue their work,
remaining constant in a changing world and forever
keeping the Way of the Five.

The long existing loophole in this prohibition is that land


owned by Guildhall is exempt from all Commoner Law.
Thus, necromancers can create their Necromantic Orders
legally in places controlled by Guildhall provided they do
not become large enough to create a necromantic haze or
begin to corrupt the world.

In each life, after certain ceremonies were performed, the


reborn souls would remember their past and learn from
their mistakes and successes. In this manner, the eternal
spirits would walk through the Ages in the service of the
Five. The dream seemed perfect, but the Five-Sworn did
not have the vision of their gods. They were mortals who
could not overcome their own lusts and desires.

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At the end of the Age of Life some of the Five-Sworn


turned from the Way of the Five and followed their own
paths undermining the Way of the Five and spreading lies
and hate for not other reason than their own dissatisfaction.
There was discord between the Five-Sworn, and a great
war turned the realm from life to death, but one thousand
years later, it was the same eternal spirits who having
learned from their mistakes gathered together to create
Guildhall. United again, they ended the death and turned
the age from death to order.
The same eternal souls are reborn to walk the realm as it
rushes toward the Age of Chaos. They are the heros of this
world and will rise to positions of power and prominence.
The actions of these heroic souls spirits will either save the
realm by sustaining the Age of Order indefinitely, or turn
the age to chaos thereby destroying the realm forever.

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.
The Five Kingdoms

The Five Kingdoms were founded during the Age of Life


as the Human followers of the Five settled on the eastern
edge of the realm. These lands were plundered during the
Age of Death, but rebuilt after Guildhall succeeded in
pushing back the Orcs.
Holt: Holt is the northernmost of the Five Kingdoms and
possesses a powerful military. Its fortified keeps defend the
Five Kingdoms against the hordes of Goblins and Ogres
dwelling in the Forlorne Mountains. Its military is the
largest and best trained of any nation in the realm. The
Capital of Holt is Dresden.
At the end of the first millennia of the Age of Order, Holt
is ruled by an elderly king. His eldest son, Justin, heir to
the throne, is a radical worshiper of Eldin. There is a great
fear that if Justin took the throne, he would engulf Holt in
a religious war. The Kings second eldest son, Lewis, is
engaged to marry Christiana, the beautiful daughter of Ser
Garth, the Lord of Iron Keep and the First Knight of the
Order of Holt.
Dale: The Dale is a rich and fertile land located to the
south of Holt. Its capital is a large village named
Greenfield. The Dale has no standing army of its own, but
each town has a small volunteer garrison. The Order of the
Dale patrols the western border, providing warning and
supporting the towns who are targeted by Orc sorties into
the Dale seeking to raid their food stores.
At the end of the first millennia of the Age of Order the
Dale is ruled by Queen Elisabeth. She has a niece, Elaine,
whom she is grooming for the throne. They are the last of
their line, which has stretched back from before the Age of
Death. Rumors abound that the Queen and her niece are
servants of the ancient god Natallis. If this is true, it may
explain the uncommon fertility of the Dale.
Coventry: Coventry is the most central of the Five
Kingdoms. It is often called the land of thieves. There is
corruption everywhere. Its Capital is usually Bristol, but
this can change, as does everything in this nation.
The nobles are the hereditary rulers of the land but they
have no real power. They are at the mercy of the
corporations who have arisen to control this industrial
nation. Noble families are hired by corporations to rule
towns and provide legitimacy to the governments. Nobles
are forbidden to have their own soldiers. Rather the
corporations pay mercenary companies to serve the nobles
and act as a police force. However, the mercenary
companies are often as corrupt as the corporations who pay

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them.

hordes of Goblins and Ogres. In the heart of the mountains


is the fabled Temple of Grotar.

The corporations were founded early in the Age of Order


by moderately wealthy family groups. They began to exert
influence on trade and shipping and invested heavily in
manufacturing. Through devious ploys, schemes,
propaganda and false advertising they were able to upset
the nobles, remove all taxation and rise to prominence in
the nation.

West Range: The West Range is the traditional home of


the Beardons. The Beardon capital city is an immense
fortress called Glittersum Hall.

One thousand years later, these corporations have become


wealthy beyond the dreams of their owners. They are so
powerful that they control all aspects of life. Each family
of investors zealously guard their wealth and positions on
the boards of directors of their corporations.

East Range: The East Range is a dark place of wild jagged


peaks and deep caverns give plenty of hiding spots to the
Kravynn and Trolls who moved there after the Fall of
Evermoore. Flame and ice hounds appeared there during
the Age of Death. The flame hounds are very common on
the lower peaks, while ice hounds run free on the snowy
tops. Kravynn have been known to domesticate both
beasts.

Lundelle: Lundelle is located south of Coventry and is


called the Land of a Thousand Gods. The people of
Lundelle have a god for everything and every situation in
life. They build large temples, expending large amounts of
time and effort worshiping their many gods.

South Range: The South Range of the Forlorne


Mountains is barren and dusty on the west. These crags are
occupied by desert dwelling Humans. The eastern face of
the mountains is muddy and wet and is the traditional
home of a number of Rakkarin cultures.

As one would expect there are many Clerics in Lundelle.


They work for the religious rulers helping to spread the
word of whichever god is currently in fashion. The Clerics
provide the miracles necessary for the rulers to stay in
power.

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.

Andor: Andor is the southernmost of the Five Kingdoms.


It has a large army and fights limited skirmishes with the
Pythians of the Ansaki Fens. Despite its conflict with the
Pythians, Andor is the most stable of all Kingdoms. It is
ruled by a King and a Queen and a large court of nobles.
The people of Andor are proud and place great weight on
culture. Their nobility are refined well dressed and quite
wealthy.
At the end of the first millennia of the Age of Order Andor
is ruled by King Louis IX and his wife Queen Carlotta.
They are well-respected leaders, who work hard to
encourage trade with the Pythians and to support world
peace. King Louis IX is a vocal supporter of Guildhall in
a time when Guildhalls power appears to be waning
amongst the mundane nobles.
Forlorne Mountains
The Forlorne Mountains are a vast mountain range
covering a quarter of the land mass of the realm. They are
home to many different creatures.
North Range: The North Range of the Forlorne Mountains
are the ancestral home of the Orcs who lord over the

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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The High Peak of the Age of Order is merely a bleak and


barren monument to what was once a glorious age and a
beautiful dream. Climbing to the top is said to be
impossible.
Isle of Minos
This is the home of the Minotaurs. The island is
surrounded on all sides by cliffs. There are only a few
harbors with beaches where ships can be landed. The
Minotaurs have created a powerful civilization on the
island. Sprawling cities surround the few harbors. The
interior of the island is temperate and filled with lush
vegetation. With the mountainous interior of the island are
numerous dwellings and even smaller villages that have
grown up around mining facilities.
Karthydian Desert
The Karthydian Desert was named after the god Karthis. In
the desert, the sands are always changing, shifted by the
ceaseless blowing of the wind. Life there is harsh and
demanding.
The Ruins of Ash Shir are a holy site where pilgrims travel
to each year. It marks the final battle between Karthis and
an invading army of Orcs and Pythians. In that battle
Karthis transformed himself into a god of fire and
consumed the army with flame. He was never seen again.
The Obsidian Tower was built in the Age of Death by
Thanos and his followers. During the Age of Order it
served as a holy site, but after the return of Thanos it
became home to the red robed Karthydians who prepare for
the Age of Chaos.
Northern Confederation
Although referred to as a Confederation, it can hardly be
called anything more than a loose agreement not to wage
war on each other and instead conduct it against others.
The barbarian nations of the north, Asgarn, Eiren,
Mongoria and sometimes the people of the Highlands work
together for their mutual benefit against the Five
Kingdoms.
Plains of Tharkana
The cold and icy windswept plains of the north are the
home of the Klactons. In this desolate place the wind
howls continually and snow blows almost year round.
During the summer the days are long, but in the heart of
winter the darkness settles in for what seems to be an
eternity.

Economics

As the influence and power of Guildhall increased in the


early days of the Fourth Age, it became apparent that a
system of currency was needed. Guildhall began printing
silver and gold coins. These coins became known as
'shields' and 'crowns' because of their design. The silver
coins are the 'shields' and the gold coins are the 'crowns'.
Two silver shields are equal in value to one gold crown.
As Guildhall continued to expand, its Guildsmen carried
these coins to the furthest reaches of the realm. There are
still a few other kinds of coins in the realm, but they are
not used as currency and Guildhall is actively melting them
down into their standardized currency.
Primary Exports
Beardons
West Ranges: Iron ore, silver, gold, diamonds, emeralds,
jewelry, weapons and armor, beers
Elves
Elder Trees Valley: Baked goods, herbal medicines, wood
carvings, nuts, wines
Sea: Fish, salt, shell fish, ropes
Underrealm: Silver, quartz, rubies
Humans
Five Kingdoms
Andor: Wine, fruit, perfumes
Coventry: Manufactured goods
Dale: Corn, grain, pork, beef
Holt: Maple syrup, minerals, silver, wood
Lundelle: Apples, cherries, cotton
Great Plains: Furs, jewelry, leather, pottery
Karthydian Desert: Cloth, glass, rugs
Northern Confederation
Asgarn: Fish, whale oil
Eire: Potatoes, turnips, carrots
Highlands: Wool, mutton, cheese
Mongoria: Paper, tea, silk, spices
Klactons
Plains of Tharkana: Ice
Minotaurs
Isle of Minos: Chocolate, marble, molasses, lead
Orcs
Forlorne Mountains: Weapons, wood, wool
Pythians
Ansaki Fens: Coffee, mahogany, oranges, shells, sugar

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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.

Holidays and Celebrations


Holidays and celebrations are especially important to
commoners. Commoners living in small villages usually
live a life of toil and labor. Their only break from this
endless drudgery is in their holidays. This also is a time of
matchmaking, when the young people from the village get
to know each other, and parents can assess potential mates
for their children.
Guildhall Inns celebrate holidays when their Market Days
fall close to the Holiday.
January
First Day: This holiday celebrates the first day of the new
year. It is marked by lengthy parades, feasting and grand
displays of pyrotechnics. Many of the townsfolk wear
elaborate costumes in these parades. Often, individual
cultures will also serve traditional meals designed to bring
luck throughout the coming year. The Celts are especially
noted for their First Day feast, often consisting of Ham and
Cabbage.
Founders Day: This day is celebrated as the traditional
signing of the Constitution which formed Guildhall in the
realm. In some towns this is marked by the Guildsmen
reaffirming their allegiance to Guildhall by publically
reciting the Guildhall Oath. Guildsmen make pilgrimages
to the Isle of Lore where huge masses, in honor of order,
are offered by Clerics.

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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Fools Day (Karthis): This is traditionally a day of


harmless pranks and fun. It was proclaimed by Karthis
during the Age of Life. Fools Day is never an excuse to
break Guildhall Law.
May
May Day (Natallis): The spring festival is marked by
feasting held in honor of Natallis or other nature gods.
Spring Pole Dancing: Spring Pole Dancing is the
traditional celebration of Spring. Natallis is worshiped by
selecting a tree which is cut down stripped of branches.
The participants then dance and weave ribbons around the
trunk. In some towns the Spring Pole is preserved from
year to year, to prevent needless destruction of forest. The
decorated pole is left on display through the Month of
May. At the end of the month the pole is carefully
unwrapped and the Spring Pole is hidden away until the
celebration the following year.
June
The Festival of Sallis (Sea Elves): On the Festival of
Sallis, the leader of each Sea Elven vessel says a blessing
over the water. This is believed to give the water magical
healing properties, as well as to placate the water to ensure
smooth sailing. The Sea Elves make wreaths of flowers to
toss into the water, in remembrance of the dead. All able
Sea Elves make a point to swim in the water, and babies
and the sick and aged are anointed with water pulled from
the sea. Many Sea Elves also save vials of this blessed
water, believing it a charm against future bad luck and
illness.
Summer Solstice (Lumina and Noctis): The longest day
of the year, the Summer Solstice is used to worship the
union of Lumina and Noctis. Some villages plan evening
celebrations and dances using Luminas light. This day
also has a solemnity to it, for while the days afterwards
grow shorter and darker heading toward Noctis winter.
Grand tournaments of martial skill are often held on this
day.
September
Harvest Day (Natallis): This holiday is used to mark the
beginning of the fall season, and the start of the Harvest. It
is a daylong celebration marked by song and dance along
with games. Traditional games include sack races, feats of
strength, particularly throwing farm tools like axes, and
baking contests. The celebrants thank Nattalis for her
bounty, and ask for her aid in surviving the coming winter.
This holiday is especially celebrated by Low Elves, some
of whom choose this as a day to worship Eveya.

Fall 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 Fall 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. Nattalis makes
her presence known through the change from fall to winter,
and Noctis is seen through the dying of the leaves. Lumina
is thanked for the hope of new life come Spring. Followers
of the Five may hold festivals in their honor, or organize
tournaments and competition days.
Harvest Dance: Almost every community has a harvest
dance during the September Market Days. The Dance
begins close to midnight and includes traditional fold
dances, the favorite being the square dance.
October
The Hallow Eve (Noctis): The Hallow Eve is a time to
remember the dead. Many commoners believe that this is
the one night of the year they can see and speak with the
spirits of their ancestors. They leave out food for them, and
often speak to them in the hopes their dearly departed can
hear. Some Guildsmen still retain a similar belief, and seek
to remember those who have gone Beyond on this night.
Jack-O-Lantern Carving: After the destruction of
Evermoore, Goblins began carving pumpkins to keep away
the restless spirits of those slain in the siege who still
wandered the Forlorne Mountains. The tradition spread
throughout the Realm and many cultures carve Jack-OLanterns during the Hallow Eve.
Dead-Rising: During the month of October the veil
between the world of the living and dead is the weakest.
Sometimes necromantic energies can give rise to the
spontaneous animation of corpses so all bodies must be
carefully embalmed during this season. Sometimes spirits
can even slip from the void back into their bodies.
November
Election Day: Throughout the realm, wherever democracy
has once again taken root, people vote on their leaders for
the following year.
Masked Ball: Almost every community has a masked ball
during the November Market Days. The Masked Ball
begins close to midnight and everyone who attends wears
sculpted masks made of porcelain, paper-mache, leather,
feathers or similar material.

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Burrow Day (Weetles): On Burrow Day, all the Weetles


in a family will sit down together at a great meal to
celebrate the successful harvest. The Weetles will often
give thanks for the food and for good fortune during the
year, as well as share wishes for the future. A Weetle
without any family will inevitably be taken in by another
Weetle family, as they celebrate their sense of community.
This is also the last big gathering before winter sets in;
then many commoner Weetles will spend most of winter
napping and saving their energy for the busy spring ahead.
Many other races have adopted their own version of this
Weetle holiday.
December
Winters Solstice (Lumina and Noctis): The largest
celebration of the Yule season occurs on the winter solstice
which is shortest day of the year. The Five celebrated it to
acknowledge that spring will be coming again and that
soon life will be reborn. The days will begin to get longer,
and this is seen as part of the union between Noctis and
Lumina. This is a time for midnight masses and bardic
festivals to honor the Lord and Lady of Evermoore.
Decorated Yule Trees: During the Age of Life the great
Boulevard of Evermoore was a tree-lined street. Each year,
during the season of Yule, the Five and their servants
would decorate these trees with lights. The people of
Evermoore and the Realm then hung symbols representing
their families, groups, nations and so forth on these trees.

The whole world came together for the lighting, singing,


dancing and feasting that accompanied the festival. When
lit the lights reflected off of the crystal walls of Evermoore
and the whole city became a prism rebounding light which
could be seen across the realm. This practice continues
today in most towns who decorate a Yule tree in their town
square. Some people even have them in their homes.
Yule Dance: Almost every community has Yule Dance
during their December Market Days. The Yule Dance
begins close to midnight.
Kringle of Karthis: Not long after the Orcs shattered the
Crystal City and General Takar became the first Dreadlord
of Evermoore there was a Servant of Karthis who remained
in the foothills of the Forlorne Mountains. He did not flee
to the desert with Karthis, but rather he stayed behind to
keep the traditions of the Five alive. He was a big man,
with a deep laugh and a flowing white beard. Each year in
the season of Yule, he would dress in a heavy red coat,
with a floppy red hat and carry a huge sack of toys for all
children, Human and Orc who dwelled in the Orc-occupied
city of Evermoore. He traveled from rooftop to rooftop to
avoid Orc patrols. He entered the homes through the
chimneys. His tradition continues to this day and is
practiced throughout the realm. People dress up in his
costume and give gifts to children throughout the season of
Yule.

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pursuance.

Economics, Skills & Equipment


Money
Guildhall controls all currency. There are only two kinds
of coins printed on the Isle of Lore. The silver coins are
called shield and the gold coins called crowns. Two silver
shields are equal in value to one gold crown. People in
remote areas generally use barter as forms of payment.
Nations are not allowed to print their own coins.

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) &

RS&S Rank III: Sowulo -compound (poison or narcotic)


effect, Teiwaz -compound (disabler or hazard) effect,
Uruz- damage, [specific], Laguz - feat (all surprise feats),
Mannaz - feat (swallow/seize).
RS&S Rank IV: Hagalaz- any trap effect, Thurisaz - no
responsive feats effect, Jere - restrain effects & turn to
statue, Isa - immobile effects & turn to statue, Gebo - obey
and serve effects.
RS&S Rank V: Naudhiz - injury (vital), Othala - injury
(vision), Perdhro - injury (hearing & vocals & smell and
taste), Odin - injury (body & mana), Raido - injury (limb).

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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dispel, energy, free thought, regrowth, vitality


Disabler: anti-regen, atrophy, blindness, deafness,
disinfectant, disorient, fatigue, insulate, irritant, lame,
lethargy, mana bane, mind mute, nausea, softness, solidify,
slicken, surface stay.
Enabler: adhesion, ambulate, anchor spirit, dangersense,
fortitude, heightened senses, hover, insight, invisibility,
oxygenate, spatial location
Hazard: acid, cold, earth, electric, heat, wither
Infection: body-loss, compulsion, mana-loss, rotting,
skill-loss
Narcotic: altruism, amnesia, bliss, bloodlust, clumsiness,
contrariness, extroversion, generosity, greed, hallucination,
heroism, histrionics, honesty, introversion, paranoia,
remorse, reticence, romance, sleep, stuttering
Poison: death(day), death(hour), death (minute), destroy
form (day), defoliant, insecticide, injure body, injure mana
Toxicant: burn-out, magefare, warfare

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

affecting the limbs and organs within the chest cavity.


These procedures require the necessary tools and
machines. For example, most advanced surgeries require
a respirator and these would be made with cloth bellows
and wooden parts.
Psychology: Psychological treatments are diverse and
reflect a deep understanding of cognitive processes.
Life Granting Skills: Bringing a person back to life is
not easy. Sadly, most people stay dead. Only persons with
strong connect to the realm are able to be restored to life.
These are people with heroic potential, strong beliefs
and/or unwavering devotions. [All player characters have
heroic potential and are thus able to be restored to life if
they chose.]
Dead persons meeting the above requirements of heroic
potential can be resuscitated within 15 minutes of death or
restore life with magical means so long as spirit remains in
the body. Sometimes resuscitate, if started within 3
minutes of death, will restore life to a normal person.
Exodus: Most spirits go into the void immediately after
exodus, and it is very rare for a spirit to be able to stay in
the realm. These are people with heroic potential, strong
beliefs and/or unwavering devotions. [All player characters
have heroic potential and are thus able to remain in the
realm as spirits if they chose.]
Spirit Quest: The base chance to spirit quest is dependant
on the persons rank. Commoners, apprentices and Rank 1
Guildsmen have 90 percent base chance to spirit quest.
Rank 2 Guildsmen have 80 percent, rank 3 have 70
percent, rank 4 have 60 percent, and rank 5 have a 50
percent base chance to spirit quest. Certain locations and
skills will affect this chance.
Cure Rate: The cure rate for a compound infections is
either 50 percent chance, 75 percent chance or 100 percent
chance. When a compound is made the creator selects how
hard it is to cure. There are terrible natural infections and
diseases in the realm that are much harder to cure. The
Void Plague that swept the realm in 1008-09 Age of Order
is a good example.

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

130

through mundane processes. These mundane processes


were perfected during the later Age of Death as the world
was moving toward Order. The advent of Guildhall lead to
stable economies which created a market for goods. In this
Age of peace mana was once again mastered and scientific
advances were made, but by the first millennia of the Age
of Order uncertainty in the world deterred further
advances.
Transportation
The common method of overland transportation is walking
or oxen-drawn carts. There are no horses. Old pictures
show a horse-like animal called a unicorn, but such animal
is believed to have become extinct in the Age of Death.
Transportation on rivers is generally accomplished by
sailing rafts or small galleys, while full-rigged sailing ships
are used for ocean travel.
Power
The people of the Realm of the Five have learned to
harness the power of wind, water and steam, but the most
common form of power used is mana. Most people still use
man-power or animals to accomplish most tasks. The
windmill is generally used for millwork. Steam is still
uncommon and is primarily used by Beardons and the
industrial centers of Coventry. Mana is used by Guildsmen.
Knowledge
The learned people of the Realm of Five have a deep
understanding of their realm. The traditional scientific
disciplines of astronomy, biology, chemistry, forensics,
geology, mathematics and so forth, are highly developed,
as are the social disciplines such as theology, history and
law. The Realm of the Five has no knowledge of
computers or photography. The knowledge of electronics
and mechanics are limited to simple circuits and basic
machines using levers, pulleys, screws, springs and gears.
Manufacturing
The Realm of the Five has not mastered the art of
interchangeable parts. The manufacturing processes
generally require each part to be made separately to ensure
proper fit. The materials available for use also limit the
kinds of items to be manufactured. The major resources
available for manufacturing processes are metals, natural
rubbers, hides, wood, stone and natural fibers. Most of the
manufacturing in the realm is performed by mundanes
using common skills.
Military
The majority of the soldiers in the Realm of the Five use
steel weapons and either plate or chain armor, but other

less advanced technologies are still common in some parts


of the realm where crude stone weapons, bronze weapons
and leather armor are used. Heavy weapons, the ballistae
and catapults, are used against troops. Castles are the
primary method of defense, however, large siege engines
and towers can effectively breech their walls. Mana is used
to create explosive traps and bombs. Calvary is not
generally used. Occasionally large, aggressive animals
(such as boars) are used for mounted warfare, but they are
too dangerous and expensive for most forces to keep in
suitable numbers.

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

ball and chain


gag
manacles, arm
manacles, leg
rope
rope, sturdy
rope, unbreakable
stockade
Tools
axe
bar
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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, Bows, Mounted


ballista, heavy
ballista, light
ballista, medium
catapult

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)

Weapons, Bows Ammunition


arrows for bow
quarrels for crossbow
balls (stones) for sling
cold, electric, & heat arrows
cold, electric, & heat quarrels
cold, electric, & heat balls (stones)
Weapons, Thrown (Reusable)
balanced thrown, large
balanced thrown, medium
balanced thrown, small
javelin, large shaft
javelin, medium shaft
javelin, small shaft
natural thrown, large
natural thrown, medium
natural thrown, small
spirit tether
Weapon, Thrown (Items)
atlatl
sling
Weapon Add-On Items
carriage
ballista pintle and mount
Weapon Upgrades
buoyancy compensator, critical damage increaser
(melee), critical damage increaser (ranged), damage

133

dampener, depletor, inertia increaser (melee), inertia


increaser (ranged), powered grip, surprise damage
increaser, unconscious upgrade (melee), unconscious
upgrade (ranged)
Transportation
Pets and Mounts: ant, bear, boar, goat, fish, horse, lizard,
snake, scorpion, spider, wolf
Vehicles: boat (row, sail), canoe, chariot, raft (wooden),
wagon
Artifact Items
These items were created by the Five and their FiveSworn during the Age of Life. The knowledge to create
these items has been lost to the world. Degradations to
magic caused in the Age of Death has made using these
items nearly impossible and using artifacts require the
highest level of skill in mana manipulation. Only
Loremasters can learn skill item skills.
Some artifacts are stored in Guildhall Museums, but
many more are located throughout the world. The
Guildhall Historical Society maintains records of
rumored locations and will disclose these locations to

Loremasters seeking specific artifacts, but be warned the


adventures to recover these items can be very difficult.
Ability Item: adhering bands, bounding bands, hovering
bands, invulnerable specific damage disk, liquid tubes,
movement bands, respiration band, secrets band, strength
band, wound block.
Feat Items: assassinating weapon (melee), killing
weapon (melee), killing weapon (ranged). Knocking out
weapon (melee), knocking out weapon (ranged), parry
disk, dodge disk, negate disk, phase disk, shell disk,
toughness disk.
Knowledge Items: information, medical, examination
Power Items: beast aversion, beast dominion,
conjuration aversion, conjuration dominion, damage,
depletion, health, immobilization, injury, item, mana,
mental dominion, mental manipulation, mental terror,
spirit, undeath aversion, undeath dominion

134

the realm.

The Time Line

Minotaurs choose to dwell in the Valley of the


Rainbows.

The Myth of Creation


Destiny moves . . .
The Five Elements awaken.
The Five name themselves.
The Five create the realm.
The Five give life and death to the realm.
Flora and Fauna are created.

Humans settle in the eastern part of the Realm, while


Orcs claim the Forlorne Mountains.
Elves settle the western forests of the Elder Trees Valley
and the Beardons settle in the western ranges of the
Forlorne Mountains. A smaller group of Humans claim a
portion of the Western Plains.

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.

Weetles settle the Hollow Hills of the southeast and


Rakkarrins settle the Fertile Valley of the southwest.
Pythians settle the southern swamps and tropical
rainforests. Humans expand north laying claim to the
mountainous highlands and the isles of the northeast.

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.

A small group of humans move into and claim the desert


of the southeast.
The slow-moving Klacton queens are forced to settle in
the only remaining part of the realm and are
disappointed by what they receive for their home.
Recorded time starts with the founding of the City of
Evermoore and begins the next age.

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.

The Age of Nature


The Five enter into the Realm and show their children
the meaning of a virtuous life. They create a world of
peace and love where all beings live together in the
Garden of the Gods.

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.

Humans create the Chalice, the first item conceived and


created by a mortal beings in the realm. Each of the Five
drink from the Chalice blessing it with holy powers.
The Five teach arcane lore to those who swear service to
the Way of the Five. They are called Five-Sworn and
they will be rebirth through the Ages in the service of the
Five.
Massive migrations begin from the Garden of the Gods
as the children of the Five move out to settle portions of

1000 The coronation of Noctis and Lumina as the Lord


and Lady of the realm.
1001 The humans of the east adopt a feudal system to
govern their lands. Each nation selects a king who agrees
to unite their nation with the other nations thereby
forming the Five Kingdoms.

135

last time all of the Five-Sworn gathered in peace and


love. Harog (Noctis) attends as best man to Aradawn.
Meave (Solnus) stands with Selene. The wedding party
is composed of Five-Sworn, and everyone who is anyone
throughout the realm is in attendance.

1007 The leaders of the Highland cities elect the first


High King of the Human Highlands.
1008 The various peoples north of the Highlands unite
into a country called Mongoria and name an Emperor to
govern themselves.

Rumors of other religions arise. The Orcs move away


from the Five and worship Grotar, the true god of the
Orcs who preaches might as right and grants power to
the strong. The Pythians and Klactons begin worshiping
their own true gods.

1012 Orcs institute the Circle of Challenge as a method


for determining governmental leadership and settling
legal disputes. They are the last race to proclaim leaders
and declare themselves as a nation.
1997 Rumors of the Cult of Shivakas are heard. The Five
search for the winged, horned creature that entered their
realm, but find nothing. Many people turn to worshiping
this entity whose priests promise magical powers and the
gift of immortality.
1998 Tensions between the mining and the crafting
Beardons break into a physical confrontation. Miners use
their tools as weapons as the Crafters try to dig their own
mines after miners refuse to supply raw materials
without a greater share of the profits. The realm is
horrified as this conflict develops into a potential civil
war, but the Five-Sworn intercede to prevent open
hostility.

2001 It is revealed that the Cult of Shivakas is trying to


use the flows of mana in the realm to create a powerful
manifestation of the dread demon god.
2002 The Five-Sworn move against the Cult of Shivakas
exposing its lies. The priests of Shivakas are captured,
but Shivakas is never found. The cult following quickly
disappears, but its impact on the realm remains.

2995 Aradawn (Beaconer) and Selene (Beaconer) are


married. Their wedding reception is often cited as the

Allysandra (Natallis), Thelandria (Solnus) and other


Elves try to resolve the brewing trouble between the
segmented levels of their society.
After confronting Harog and on the road home, Mortis
(Noctis) is attacked by a group of Orcs who killed a
scholar traveling with him. The truth, which was never
revealed, was that Mortis killed the Orcs in anger and
then killed the scholar himself to hide his crime.
2996 Harog begins calling himself the Herald of Grotar
and announces that he has created a ritual that can be
used to create a god. The Orcs build a temple to Grotar
in the heart of the Forlorne Mountains. The Herald
preaches that Grotar will come soon to break of the yoke
of the Fives tyranny.

2000 The Five celebrate two thousand years of


civilization, but the festivities are marred by the Cult of
Shivakas.

A Prelude to the Fall


2990 After three thousand years under the peaceful
guidance of the Five some of the races are discontent.
Their populations have swelled and their cities are
crowded. Food is not as plentiful as it once was. There is
no room for expansion as all land has been claimed and
some find the old ways of peace and love outdated.
Instead of honoring the Five they start to gather power to
themselves for their own reasons.

Aradawn and Selene try to resolve conflict between


Northern Confederation and Five Kindoms over the
Asgarn sea raiding.

Demandred (Noctis) discovers necromantic magic and


uses it to animate Eloise (Noctis) the wife of Mortis who
died of sickness. The Five are outraged and Demandred
is banished. His wife, Morgodia (Noctis), goes with him
into exile.
2997 The Five have a great conference with the FiveSworn. They cannot agree on what is to be done about
the new gods.
The Guard of Evermoore is created and Aradawn is
chosen over Mortis for the position of Captain of the
Guard. Aradawn seeks a peaceful resolution in keeping
with the Way of the Five.
Mortis is insulted. He sees Aradawn as unwilling to do
what needs to be done. Mortis desires to kill all those
who defile the Five by creating their own gods and to
purify the realm of their derision.

136

Harog calls a meeting of non-humans which is attended


by many. He gives out the ritual to create new gods. An
alliance between Orcs, Pythians, and Klactons is forged
when the Harog offers these races the ritual to bring their
own gods into the world. All three races begin to
organize their people into a military force.
2998
Harog creates Grotar.
The Pythians create Ansaki and the Klactons create
Tharkana
Eveya, the pregnant goddess of the Harvest, is created by
a group of working Elves who feel the need for a religion
to touch their own simple lives.

Noctis became mad with grief and refused to see


petitioners. He secretly left the city with Mortis and the
body of Lumina. He traveled to High Peak, the most
powerful Node in the realm, and attempted to reverse the
ceremony. He failed.
Harog was sent by Grotar to speak with Noctis, but was
prevented from entering the palace by Aradawn under
orders to admit none. Aradawn did not even know Noctis
was absent the palace.
Harog attempted to force his way past and in what
became the catalyst for the end, Aradawn slew his
former friend, the Herald of Grotar. As Harog died he
whispered, Tremble Old One Grotar comes . . . It was
said that these words echoed over the lake of Evemoore
and rattle through the Forlorne Mountains calling the
Orcs to war.

Mortis becomes the Black Hand of Noctis as he openly


travels the land slaying those who choose to worship
new gods, causing a rift between the Reavers and the
other Servants who favor peaceful solutions.
Eveya, gives birth to Unity, a male Elf child who is
prophesied to end the caste system, thereby making all
Elves equal.

Natallis gathered her chosen followers in the wooded


grove where she opened a letter given to her by Lumina.
The letter read simply, Do you believe me now? After
reading the letter, she wept and then carefully burned the
pages. She and Solnus then performed the ceremony that
gave her essence and essences of her most loyal Warders
to Solnus.

2999 The clouds of war hang heavy on the horizon.


Unity, the child of Eveya is murdered in his crib. The
Elven people are embroiled in a great civil war. A group
of Elves leave the forest to escape the bloodshed and
will later become known as the Sea Elves.

The Fall of Evermoore


For his treason, Meave (Crusader) and other Five-Sworn
imprisoned the body of the Herald of Grotar within an
artifact box intended to prevent his rebirth into the
world.

Lumina began seeing visions in her reflecting pool. She


spoke often of the Fall of Evermoore and the shattering
of the Crystal City. She became more despondent as the
situation grew more grave. Noctis was fraught with
worry and distracted from his duties when the realm
needed him the most. The brothers bickered, sometimes
fighting in earnest over what was to be done. Natallis
preached balance urging both tolerance and limitation.
Solnus proposed a plan, in secret to the other Five, he
suggested they gather power together to become an
Avatar of the Five. By combining their lives and essence
together they could defeat any threat. Noctis was furious,
and refused to even speak of a plan that took the life of
his love, Lumina. Karthis just thought the whole thing
silly. He blew a kazoo, at his brother and scamper off to
plan another party.
The body of Lumina was found floating in her reflecting
pool by Selene (Beaconer) the wife of Aradawn. Lumina

was the strongest of the Five and knew what needed to


be done. Lumina voluntarily transferred her power to
Solnus, drowning her as part of the ceremony, so that he
could use her power of life to defeat Grotar.

Outraged over the fate of the Herald of Grotar, the three


most powerful nonhuman races united against
Evermoore and the Five. The Orcs, chanting Tremble
Old Ones, Grotar comes, led hordes of goblins and
ogres from the Forlorne Mountains. They were joined at
the gates of Evermoore by armies of Pythians and
Klactons. All three armies laid siege to the Crystal City.
The Highlands respond to the call for allies from
Evermoore, but their march was blocked at the east pass
by soldiers from the Five Kingdoms loyal to the New
Gods. Many highlanders are slain and they are forced to
return to the Highlands.

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

seemed an eternity. Solnus had the combined power of


Lumina and Natallis. Solnus whispered, I do not wish to
kill you. There can still be peace Grotar, filled with the
power of thousands, laughed, And that is why you shall
die! Grotar struck down Solnus and the world was
changed forever.
Karthis and his Jesters realized too late that a siege was
no reason to have a party. People speak in hushed
whispers that Karthis was wearing a party hat with bells
and blowing a horn as he watched his brother fall. They
say the horn fell from his hands and he rushed from the
wall to his brothers side. Karthis carried Solnus from
the field into the empty palace.
The fighting raged. Gantor died in battle trying to hold
the gae as Karthis walked past with tears raining down
his face. Meave along with the heroic Mail (Crusader)
died in the fighting on the eastern wall. Brianna
(Warder) died in the grove.
Aradawn died on the west wall defending the breach. He
was the last man standing in the gap against an army of
Orcs. He held the breach until his sword shattered and
was then overrun. It was said that steel would break
before the will of Aradawn.
Selene reached the wall in time to see Aradawns sword
shatter and watch as he was dragged down and slain. She
tried to get to his body, but she was captured by Takar
(Solnus) an mighty Orc general who was fulfilling a
pledge.
In the palace, the Jesters stood by as Karthis cradled his
dying brother in his arms. Those watching say that as
Solnus died something changed in Karthis. The god of
laughter stood and tossed away his hat. He would never
again play the Fool. The god of tricks, who loved to
laugh and play, had grown dark and embittered. He had
become a god of vengeance and entropy, awaiting the
coming of his Age. His Sworn Souls, from that day
forward, would be called Illriggers. Karthis burned a
fiery path through the invading armies and led the
survivors from the shattered Crystal City into the desert
that would later bear his name.
The bodies of the Beaconers, Crusaders, Warders,
Reavers, and Jesters who died at Evermoore were hung
on crosses that reached from the shattered city of
Evermoore to the Temple of Grotar.
Selene and a few other prisoners on their way to
138

execution to entertain Grotar, but they were rescued by


Demandred and Morgodia. Shortly after Selene gave
birth to twins, a girl and a boy.

trained human troops, aided by small groups of


Rakarrins and Weetles and humans from the north press
the Orcs.

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.

Tharkana expresses her displeasure and demands that the


Klactons be given the Valley of Rainbows as previously
agreed. Rumors that the Klactons are massing on their
borders sends an Orc army to the north where is begins
to construct a series of fortifications.

In rapid succession the armies of Lundelle and Holt are


defeated by the Orcs who spend the next few months
destroying all resistance to their rule in the Five
Kingdoms and obliterating all references to the Five.

A massive Klacton host marches on the Orcs. Countless


hordes of insect-like Klactons flow like a tide over the
greenskins. The Orcs are driven back by the endless
multitudes of Klactons.

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.

The Fist of Grotar strikes the Plains of Tharkana creating


the Seven Days of Darkness. Astronomers claim it was a
meteor strike, but the Orcs consider the destruction as a
sign that the realm was meant to be ruled by them.

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 Klactons are in complete disarray. Many of the


brood queen directing the lesser Klactons are killed and
their army crumbles, but Tharakana will not accept
defeat. The lines stagnant and the war become a bloody
battle with Klactons dying by the thousands on the walls
of Orc fortifications.
There is a great troll uprising in the Five Kingdoms
which cripples their industry and military. Trolls leave
their service and make a new home in the east range of
the Forlorne Mountains.
2 The Orcs break their treaty with the humans of the
Five Kingdoms and attack the Dale. Their betrayal is
driven by the need to feed their starving people. The
peaceful farming nation is conquered in less than a week
by the Orcs, and much of the stored food is brought into
the Orc Empire. The remaining Five Kingdoms attempt a
peaceful solution, not wanting to believe that the Orcs
truly desired to conquer the realm.
The Orcs attack Coventry which quickly falls adding its
industrial might to the Orc war machine. Holt, Andor
and Lundelle unite in an effort to defeat the Orcs. Initial
defeats soon give way to promising gains as the freshly

Tharkana continues the Klactons war against the Orcs.


She will not stop even though it is destroying her people.
The Orcs take control of the Hollow Hills after the
Weetles surrender to the rule of the Dreadlords without a
fight.
The Orcs destroy an army of plains people and lay waste
to the Fertile Valley. The Rakkarin refuse to surrender,
but some flee to the desert and continue a guerilla war
against the Orcs.
4 Tharkana is slain by evolved Klactons who sided with
the discontented Hive-Queens tired of seeing the best of
their broods sent off to die in an impossible war. Peace is
made with the Orcs and Grotar is recognized as the
nominal ruler of the Klacton lands. The Orcs are now
free to begin their conquest of the remainder of the
realm.
Grotar negotiates a treaty with the Beardons and they
agree to supply the Orcs with weapons and supplies
139

during their campaign against the Elves who remain


loyal to the Way of the Five.

to be used in wars in other parts of the realm. Damage is


so severe in some sections that many of the Elves can no
longer walk among the branches of the trees.

The Underrealm becomes a true second realm as the


Elven tunnels beneath the roots are expanded to meet the
hives of the Klactons and the mines of the Beardons. The
Underrealm stretched across the entire northwest portion
of the realm and developed its own trade and
government.
5 Demandred and Morgodia begin their march to the
Temple of Grotar. Demandred magically binds Mortis to
his will. Selene and other Five-Sworn march with the
army, but are horrified by Demandreds necromantic
power.

8 Sharu Kinslayer becomes second Orc Dreadlord of


Evermoore. He works secretly to protect the Way of the
Five and their teachings of lore.

Mundane animals begin to grow larger and some develop


extraordinary powers. The Seven Days Darkness, the use
of mana for violence and Demandreds necromantic
horde twisted the flows of mana beyond tolerance
producing a host of dangerous creatures, and horrible
storms of errant mana.
The army of the dead reaches the Temple of Grotar, but
is surprised by priests of Grotar who have created holy
magics. Demandred releases Mortis and send the
surviving Five-Sworn away to safety. Demandred and
Morgodia make their final stand with the undead to give
the others time to flee. In the end, they are standing back
to back, him with his magic, and she with her blade, a
top a pile of Orc corpses until they were overwhelmed.
6 The Elven campaign begins. The Elven forests are so
tenaciously defended by the Elves that the Orcs adopted
a scOrched earth policy to destroy them. Their goal was
to burn the ancient Elder Trees that provided the Elves
defensive bastion.
Seeing the devastation of the forest, the Deep Elves
agreed to aid the Orcs both to save their forests and on
the promise that rule of the valley would be theirs after
the war was won. Beardon units join the Deep Elves in
their attempt to oust the High Elves from power.

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.

Under the protective shadow of Sharu Kinslayer a group


of Humans founded the secretive Order or Evermoore.
These Five-Sworn and their descendants remained in
Evermoore, protecting all that belonged to the Five,
including the dragons of High Peak.
Mortis is trapped and defeated in the East Pass of the
Forlorne Mountains. Many of his followers are slain.
Mortis escapes and fades from the forefront of history.
10 Grotar negotiates a second alliance with the Pythians
to invade the Karthydian desert and to destroy Karthis.
Ansaki does not support the plan, but the Pythians
participate as Ansaki does not forbid it.
The Orcs launch an offensive against the northern
Human nations. Edinburgh in the Human Highlands is
taken by the Orcs. Late in year, Inverness, the last free
city of the Highlands, is conquered by the Orcs. The
High King is killed in a final glorious charge. Such was
his heroism that the Orcs allowed the kings corpse to be
carried from the field and placed in the crypt of kings.
The MacBan clan and other loyalists fade into the
remotest wild Highlands swearing that they will never
rest until the High King is restored to the throne. Their
descendants plague the Orcs throughout their
occupation.

7 The High and Low Elves are conquered by the


combined might of the Deep Elves, Beardons and Orcs
from without. The defeat the elves of the Elder Trees
Valley is complete and the Elven Senate is disbanded.

11 Mongoria falls to the Orcs. Throughout the war the


child-emperor leads his troops into battle. Following his
defeat he takes his life ending his dynasty.

The Deep Elves are betrayed and a Dreadlord is placed


in charge of the valley. Much of the old growth forest is
felled by the Orcs to make fortresses and siege engines

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.
140

Under the star of Karthis we shall conquer becomes


the motto of the Karthydian Empire.

13 After three years of preparation a huge army of Orcs,


Pythians and enslaved soldiers from throughout the
realm attempt an ill fated attack into the Karthydian
desert. They are destroyed by Karthis in a mysterious
battle at the city of Ash Shir.
In another great betrayal the Orcs, seeking to rule the
enitre realm threaten their Pythian allies with war. Grotar
meets Ansaki and Ansaki cedes away Andor and swears
fealty to the Orcs. Many Pythians are not happy with
Ansakis decision, and the god begins to die. His
peoples lack of faith is weakening him. Ansaki orders
the construction of an immense tomb in the heart of the
swamp.
15 Ansakis tomb is finished and he dies passing his
knowledge to his people who gain his wisdom and
understand his decision to bend before the Orcs.
Overwhelmed by their love for him, and regretting their
disdain that caused his death, the Pythians begin building
temples to Ansaki. Their goal is to build one hundred
temples in one hundred years.
The March of Thanos
500 After 500 years of Orc rule, the world chaffs under
the yoke of Orc tyranny. Followers of the Five
worshiping in secret, begin reaching out to each other.

556 The armies of Thanos surged forth from the desert,


liberating the Fertile Valley. The plains people join the
beduin host. Andor is retaken. A revolt occurs in Holt.
The whole Northen Confederation rises up.
Thanos marched to Evermoore and laid siege to the holy
city. He built massive stone fortifications and a great
Temple to Karthis. The Orcs within Evermoore,
maintained a stoic defense, and for two years the battle
raged.
557 In the fall, Grotar traveled south with a mighty army
of Orcs and Thanos was defeated. The Bediun hero and
his soldiers were entombed by a few survivors in the
fortification that in later years became known as the
Tombs of Thanos.
558 Following the defeat of Thanos, the rebellion in
Holt was put down and the Orcs solidified their Empire
through brute force. Thousands die under the Orc sword
beginning the darkest time in the history of the realm.
Anyone even suspected of speaking out against the Orcs
is tortured and killed.
560 Mortis again disappears into obscurity.

525 Thanos is born in the Karthydian desert. When he


was born a priest had a vision that Thanos would lead
the army of Karthis to victory.
550 Thanos becomes well-known throughout the
Karthydian desert for preaching that the time for
mourning had ended and that the Five should be
avenged. He sees the world as ready to rise up against
the Empire. Thanos begins uniting many of the desert
clans.
Mortis and a thousand Knights of the Black Hand ride
from obscurity to burn Orc government buildings
throughout the realm. Grotar and the Orcs hunt for
Mortis and his men across the realm, but do not find
them.
Followers of the Five come out of hiding and join with
the Black Hand. Uprisings appear throughout the realm,
but the Orcs quickly and bloodily put them down.
555 Thanos forms the first Karthydian Empire. His
followers throw down the black of mourning and were
red robes to represent the bloodshed that is coming.

The League of Guilds


990 For almost one thousand years the realm has
suffered under the tyranny of the Orcs, but the Followers
of the Five begin to gather again speaking of Ages
turning and Eternal souls reborn.
995 The Follows of the Five begin to reconstruct lost
lore, and magical skills used by the Fivesworn in the Age
of Life are rediscovered.
The League of Guilds is formed by the reborn souls of
those sworn to the Five. Five Guilds are initially created:
Warlocks, Clerics, Wizards, Druids and Cavaliers. Their
members are mostly Humans, Minotaurs, Weetles and
Elves, with a lesser number of Rakkarrins. The other
races are admitted only on an individual basis. The
members travel the land looking for lost Lore.
Mortis is found and convinced to aid in the creation of
Guildhall. He reforms the Order of the Black Hand and
gives his knowledge to Guildhall.
996 Bards Guild was formed with the help of the Van
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Dorn Family. The Bards are admitted into the League of


Guilds.

time when persons suspected of being Orc sympathizers


are tortured and slain by the nobles who are reasserting
their authority.

The Guild of Cavaliers help develop the Warriors Guild


to specialize in melee combat and the Rangers Guild to
specialize in military scouting and insurrection.

4 The Beardons betray their Orc masters for entrance


into Guildhall.

In Holt, the Humans create Eldin. He was a warrior god,


with an indefatigable spirit and unyielding will. Holt
rose up in rebellion as Eldin promised to free Humans
from the Orc Empire.

5 The Pythians are granted admission to Guildhall in


exchange for sharing the vast knowledge of lore
contained in their libraries. The Guilds are greatly
improved with this knowledge. The Order of Ansaki is
created and Pythian soldiers march against the Orcs.

The Artisans are admitted to the League of Guilds.


997 The Runecasters and Alchemists are admitted to
the League of Guilds.
The Orcs are defeated in the battle of Dresden.
Subsequent victories by Eldin and his followers drive the
Orcs out of Holt, inspiring the world to revolt.
998 Rogues are admitted to the League of Guilds.
999 Necromancers are admitted as an eleventh hour
entry. They argued their admission very persuasively, If
you dont let us into your league, youll have to fight
every enemy twice, if you ever want to unite the realm.

The Wars of Order continue as the armies of Eldin push


into the Highlands. Many of the Highlanders embrace
Eldin and welcome the armies of Holt. Many Highland
nobles swear allegiance to the King of Holt and fight
side by side with Eldinites to drive out the Orcs.
One of the more colorful of the Highlanders to take arms
in the name of Eldin is Rastan MacVayne. He chose as
his banner the Eldinite Cross with a flayed Orc hung on
it.
6 The Orc Dreadlord Nuntor Grack peacefully
surrenders the Citadel on the condition that his family
and his soldiers and their families be allowed to dwell in
the Highlands as expatriates. He denounces Grotar and
the destruction of the Age of Life. He claims his troops
will fight against other Orcs to help free the Highlanders.
With the help of Nuntor Grack, who proclaims himself a
worshiper of the Five, the northeast is laid open for the
armies of Highlanders, Eldinites and Guildhall.

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.

7 Mongoria, Eire and Asgarn are freed from Orc rule.

1 After a year of training Guildhall marched forth. The


Order of Guildhall is formally organized, and thousands
join under its banner.

The Northern Confederation is born as the nations of


Asgarn, Mongorian, Eiren and portions of the Highlands
pledge mutual support.

The armies of Eldin march from Holt to free the Dale. A


host of Minotaurs lands on the coast to free Andor.

8 The Klactons are admitted as general members into


Guildhall and their armies join with the armies of
Guildhall. The War of Order drags on.

2 Xanadu, the slayer of the gods, is created using the


essence of Noctis. The followers of Xanadu begin to
search out and destroy all with knowledge to create an
avatar of a god.

With the aid of the Klacton hosts the Elven lands are
freed from the Orcs.

3 The last Orc fortification in the Five Kingdoms falls to


the Armies of Order. The beginning of the Purges in the
Five Kingdoms, which last for a year. A dark and bloody

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.

142

Eldin faces Grotar in the Circle of Challenge and both


gods kill each other. The deaths of Eldin and Grotar is
the official ending of the Wars of Order. Peace was
signed between the Orcs and the armies of Guildhall.

211 Beginning of the border skirmishes between Andor


and the Pythians. It is revealed that the Pythians have
been capturing Andorians to use a sacrifices in their
blood rites.

Mortis was betrayed and imprisoned by the High


Priestess of Eldin and her preachers after he and his
Reavers aid in the defeat of the Orcs

235 Andor constructs the Swamp Line. A series of walls


and fortifications garrisoned by the Order of the Dove
were created under the pretense of stopping Pythian
raids beyond the swamp, but in reality they were a
starting point for Andorian attacks into the swamp. The
fortifications exacerbate the hostilities.

50 The last person with the knowledge to create a new


god, Slyvar Slithe, a Pythian temple priest is slain by
Xanadu and the Order of the Rack. The world is declared
to be a world of mortals.
53 Xanadu disappears. Her followers say that she will
return again if the New Gods are reborn and religion
threatens the realm.
Troubles in the World
100 Highlander Robert McCrum attempts to claim the
throne of High King of the Highlands.
101 Civil War in the Highlands occurs between
Highlanders who worship Eldin and support the King of
Holt against those who wish a return of a Highlander
High King. The MacBean clan is largely responsible for
its instigation.

236 The Pythians destroy one of the border keeps and


Andor invades the swamp. Their army suffers a crushing
defeat and the Pythians launch an invasion of Andor.
Lundelle sends a large contingent of troops to aid Andor.
240 The Andorian-Pythian Conflict officially begins as
Pythians sack numerous cities in Andor.
245 As the northern Five Kingdoms agree to send troops
to aid Andor. Guildhall intercedes to stop the fighting.
Guildsmen on both sides force their leaders to cease
continued aggression and sign a treaty.
250 The Asgarn people begin raiding the coastline of
the Five Kingdoms with increased frequency.

Guildhall steps in to stop the war before it spreads to


involve Holt, which could then escalate to involve the
Northern Confederation and Five Kingdoms.

Certain Highlander clans begin raiding the properties


held by highlanders who support Eldin. There are some
raids into the northern portions of Holt.

The Highland Council is formed of nobles and the


Highland Council is proclaimed the official ruling body
of the Highlands. This council is composed of all
influential nobles. It is made clear that the Highlands are
not ruled by Holt.

260 The Five KIngdoms frustrated by increased Asgarn


raiding appeal to Guildhall. Guildhall attempts to settle
the dispute, but the Asgarn Guildsmen are unable to
censor their people who believe sea raiding to be their
cultural heritage.

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.

260 Asgarn sea raiding continues throughout the coast


of the Five Kingdoms. The Five Kingdoms, lead by Holt,
declares war on Asgarn and threatens to invade the isle if
coastal raiding is not immediately stopped and
reparations made.

196 One thousand years after Ansakis death the


Pythians begin construction of new Temples to honor
Ansaki. Their population has expanded and more
villages are needed. They begin to build villages on the
outskirts of the Fens.

261 The powerful Holt military invades the isle of


Asgarn for the purpose of eliminating the threat to world
wide shipping.
262 Some anti-Holt Highlander clans attack Holt
supporting the treaty of the Northern Confederation
which binds the Asgarns, Highlanders, Mongorians and
Eirenmen together. The Highlands erupt in a civil war as
143

those Highlanders friendly to Holt and Eldin begin to


fight with those who are not.

287 After years of lobbying the other members of the


Northern Confederation a number of Highlanders rebel
against Holt rule. They are supported by Confederation
troops who cross into the Highlands from Mongoria.
Holt is hard pressed to keep the Highlands and issues a
call for aid from the Five Kingdoms.

263 The invasion of Asgarn begins to falter as Holt must


defend their own borders from Mongoria and their
holdings in the Highlands. The Five Kingdoms send
troops to support Holt and the war escalates.

288 Coventry, Lundelle, Andor and the Dale send troops.


The Highlands become a battle ground.

265 Guildhall intervenes and a treaty is signed ending


war. The treaty forbids sea raiding by Asgarn and
requires the Asgarn government to make reparations and
punish sea raiding.

293 Guildhall stops all shipments of supplies to the


nations involved in the fighting. All Guildsmen in these
societies demand that the mundane leaders cease
hostilities.

The treaty stops the fighting between the Northern


Confederation and the Five Kingdoms, but the battle in
the Highlands continues as Highlanders fight
Highlanders.

293 The Order of Guildhall is expanded to lead a


standing army of mixed heritage which will fight to
support Guildhall and keep the peace of the realm. It is
based in the Valley of the Rainbows.

270 Holt suddenly sends troops into the Highlands. The


King of Holt insists that this is not an invasion, but that
he has been invited by Highlander nobles who are
seeking his aid against their countrymen who are
persecuting them.

294 Hostilities cease under threat of force by Guildhall.


The nobles who control their nations realize that they
cannot stand up to a Guildsmen supported military. The
Peace of Guildhall was established.

Before the world can react the two pronged invasion,


from the north and south, supported internally by loyalist
Highlanders sends the Free Clans who fought against
Holt reeling and within a few months the Highlands are
substantially controlled by Holt.

The Highlands were to remain in control of Holt because


there were a larger number of Eldinite Highlander nobles
who wanted to remain loyal to Holt.
Clan MacBean, the Black Watch, Highland centric
heraldic orders and others fade into the remotest
Highlands.

271 The Free Highland council continues to direct


guerrilla efforts against Holt and the loyalist
Highlanders.
275 The Free Highlands Council is disbanded, but the
MacBean clan continue to fight. Duke of Inverness
Robert McCrum claims High Kingship in a final effort to
unit the clans. He receives little support.
Holt subdues the last resistance. The Highland clans who
accepted the King of Holt are allowed to rule their own
lands. Clans refusing to accept Holt rule are governed by
appointees of the Holt Crown who are generally loyalist
Highlanders.
By the end of the year only the MacBean clan continues
to fight.
276 The nations of Eire, Mongoria and Asgarn pressure
for the occupation of the Highlands to be ended. Holt
withdraws its military, but the country remains in the
hands of those loyal to Holt.

300 Guildhall has finally achieved domination of the


realm and all nations are forced to coexist peacefully or
cede their autonomy to Guildhall. Guildhall law takes
precedent over all other laws. However, national laws
may still be enforced so long as they do not conflict with
those of Guildhall. The realm was ordered in the name of
peace and that peace lasted for six hundred years.
504 The last Dragon was skinned and eaten in the
Roasted Dragon Inn at Evermoore. The ancient Order of
Evermoore, protector of the dragons, is disbanded in
disgrace by its last member, the elderly Ser Penta
Halcion.
510 Depressed economy of the Valley of Rainbows
drives people from Evermoore into bigger cities.
517 The Roasted Dragon Inn closes in Evermoore.
Everyone believes that Evermoore will fade into

144

memory.

young Orc warrior who travels to join Crimson. He


distinguishes himself and rises quickly in the ranks of
Crimsons army.

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.

Altar Shariz mentors an orphan child named Raheed


who is in the care of the Karthydian Church. After
discovering the boy is arcane, Altar sends Raheed to
Guildhall for training as a Druid.
992 Doctor Willet Ivy first discovers that the protect
aura or shield around the realm is weakening. He brings
his findings to the Council of Lore, but his papers are
lost in the bureaucratic shuffle.

969 Altar Shariz is born in the Karthydian desert, the


son of the bandit leader Siad Shariz.
985 Altar Shariz is accepted into Guildhall as an
apprentice Cleric where he befriends Isabella, an
apprentice Bard. Deadalus is studying to be a
necromancer and Kendric Kane a Runecaster. Also
apprenticing at this time, was an Orc named Gorefang, a
Deep Elf named Darius Ryaln, a High Elf named
Ayrsta, and the first Ancient Path Follower to attend
Guildhall Grendal the Bull.

994 Altar Shariz becomes the youngest Loremaster in


the history of the realm.
Altar Shariz is named High Priest of the Karthydian
Faith. Many see him as too young to hold the position
but he quickly moves to win over his opposition.
Gorefang is transferred to the capital city as an aid to
General Tuskar, the wealthiest and most powerful of the
Orc generals.

986 Claude Van Dorn is banished from Guildhall for


murder. He escapes before his skills can be purgated.
987 A number of hive-queens lead their hives in a
Klacton attack on the Orcs. These Klacton hive-queens
refuse Guildhalls orders to cease hostilities. When the
evolved Klactons attempt to stop the hive-queens, they
are slain. The hive-queens press a vicious war on the
Orcs.
Guildhall is powerless to intercede as trade sanctions are
ineffectual. Klactons have little need of base materials.
They fight using wave tactics and keep coming until they
are dead.
Altar Shariz completes his apprenticeship and returns to
the desert where he becomes a Cleric of Karthis and
wears the Black Robes of Mourning as is the custom of
the priests.
990 Colonel Coal Crimson becomes the hero of the
north, when he lures the main Klacton army in a dead
end valley and grinds them to pulp. He is honored by the
Orc High Council and when they offer him a reward for
his actions, he responds affronting the civilized council,
Orcs are born for battle, reward me not with your trifles
or your titles, but send me north where I am needed to be
an Orc.
Many Orcs hear this story. Among them is a Gorefang a

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

145

bringing Grotar back into the world. Gorefang, a young


warrior with the Orc army vows revenge.
In June Peter DeBay, the eldest son the merchant
Edward DeBay, accompanies a group of Guildsmen to
kill a horrible monster in the ruins of an old town
meeting hall.
In July the Orc High Council instructs the Orcs to cease
their attacks on the Inn at Evermoore. Gorefang refuses
to comply with the Orc High Council. He overthrows the
leaders of the Orc detachment in Forlorn Mountains
outside Evermoore and then amubushes and murders all
the Guildmaster of Evermoore who are coming to attend
the treaty signing.
In August Dr. Willet Ivy, a renowned researcher, comes
to investigate the appearance of the strange water
monsters. Working closely with Charter Sponsor Altar
Shariz and the town of Evermoore, Dr. Willet identified
these creatures as shaggottes an ancient threat from
another realm. This proves his theory that the shield
around the world is weakening.
For the rest of the year, Gorefang continues to attack the
Guildsmen of Evermoore because he feels that the Orc
High Council is going to let those who attacked the
Herald of Grotar go unpunished. Gorefang is declared an
outlaw by the Orc High Council.
998 In March the Guildsmen of Evermoore discovered
the presence of another group of otherworldly beings
called the Servantors who were agents of the Tyranti.
In May Peter DeBay becomes the first apprentice of the
Inn at Evermoore when he apprentices to the Cavaliers
Guild.
Gorefang continues to attack the Guildsmen of
Evermoore in an effort to obliterate those who attacked
the Herald of Grotar. He appears to be recruiting large
number of Orcs, goblins and ogres to his banner. Despite
attempts by the Orc High Council to bring him to justice,
many Orcs in the Orc Confederation see him as a hero.
Throughout the year Gorefang grows in power and then
in December Gorefang did the unthinkable. He launched
a surprise attack on the Orc High Council when they
were gathered for the traditional Yule Feast at the
Temple of Grotar. The entire Orc High Council and one
hundred of the most powerful tribal chieftains were in
attendance were taken hostage.

In December 998 the Guildsmen of Evermoore


discovered that the Servantors were building a temple to
the Tyranti. Inside this temple, the Servantors would
open a portal which would allow the Servantors and
Tyranti to enter into the realm in mass. The realm would
be enslaved or destroyed. The shaggottes aided the
Guildsmen to destroy the temple, thereby saving the
world.
Altar Shariz steps down as Charter Sponsor of
Evermoore and begins a life of politics. Using the fame
gained by defeating the Tyranti he campaigns for a seat
on the Council of Lore.
999 Evermoore begins to have a series of new Charter
Sponsors who meet with tragic fates.
Gorefangs bloody Yule Tide coup dooms the Orc
people to a bloody civil war that rages throughout the
year. Both sides seek the Orc Scepter of Rule which
found its way to Evermoore.
Two Orc armies descend on Evermoore. General
Crimson led the army in support of Gorefang, while
General Brock remains loyal to the Council.
In April General Crimson slaughters the Guildsmen of
Evermoore, but fails to recover the Scepter of Rule. The
Guildmasters of Evermoore send the Scepter of Rule to
Guildhall for safekeeping. The scepter arrives at the Isle
of Lore by secret courier.
Loremaster Altar Shariz is elected to the Council of
Lore as one of the five Cleric Keepers of the Council.
The fame he has achieved as Charter Sponsor of
Evermoore has catapulted him into the world spotlight.
He is the youngest ever to serve on the Counsel of Lore.
1000 Without the Scepter of Rule the Orc civil war
continued to rage. Neither side could get the upper hand.
Some suggest that Gorefang was using the civil war to
bleed out a perceived weakness in the Orc people. Others
believe Altar Shariz convinced his friends to sway the
Evermoore Guildmasters into sending the Scepter to
Guildhall to prolong the war in hopes of destroying the
Orcs ability to make war.
In July the Church of Cultivation was officially founded
by the Primary Cultivator, former Shaggothologist
Zappan. The church gained a number of converts amidst
the poor and street peoples, but often ran afoul of local
authorities as rumors of mind control and physical
146

intimidation fueled investigations by local authorities.

Ser Agrivar Brightblade murders Altar Shariz at the Inn


of Evermoore on 20 November in an ill gotten plan to
save the realm by stealing the Sword of Karthis. Ser
Agrivar unwittingly sets in motion a series of events that
would lead to the rise of the Karthydian Empire.

1001 By the start of the year it was clear that Gorefang


was going to win the Orc civil war. Guildhall did not
want to see a totalitarian regime rule the Orcs, but there
was little to be done. Over the protests of Altar Shariz
and others, Guildhall voted to return the Scepter to
Evermoore with instructions to give it to one of the
sides.

Altar Shariz flees Evermoore defying the order of the


Guild Council. He is charged with Contempt and the
Magistrate of Evermoore places a bounty on his head.
Fighting at the compound leaves Guildsmen dead at the
hands of Altars Beduin guards. Altar is a criminal in
the eyes of Guildhall. The Council of Lore removes
Altar as Cleric Keeper

In June after three hours of deliberation, the


Guildmasters of Evermoore voted to give the scepter to
General Crimson the agent of Gorefang.
Gorefang, Outlaw of Evermoore, is named Emperor of
the Reborn Orc Empire and pardoned for all crimes
against Evermoore by the Council of Lore. The Chief
Justice of the Court of Guildhall resigns in protest.
The Orc Empire has lost more than half its fighting
force. It is in no position to make war on the world. It
will be more than a decade before the Orcs are a threat to
the world.
1002 Thanos begins assembling an army at the Obsidian
Fortress. Day and night the fortress rang with the fall of
hammers as the smiths labored to make the weapons
needed for his war. Agents of Thanos began portraying
Altar Shariz as a dog loyal of Guildhall and not to the
people of the desert.

Guildhall surrenders to the Tyranti force Soldiers one


week later. The All-Seeing Eye of the Tyranti is hung
over the Crest of Guildhall in the Chambers of the
Council of Lore.

1003 Shaggottes and Tyranti via for control of the


Realm of the Five both offering the Guildsmen of
Evermoore empty promises.
Raheed, the young protg of Altar Shariz, takes over as
Charter Sponsor of Evermoore.

1004 The Guildsmen of Evermoore kill the nexus


shaggotte with whom they were negotiating. The
shaggottes vow to destroy the realm.

In December, the Guildsmen of Evermoore refuse a


treaty with the Tyranti, even though the Shaggottes are
going to destroy the Realm.
1005 The Inn at Evermoore is attacked by Tyranti force
Soldiers 20 February and the Guildmasters surrender the
inn. The Guildsmen of Evermoore are divided into
groups of those who serve and those who labor. The
Guildsmen are forced to help build a machine that create
a shield that will protect the realm from Shaggotte
attack.

Research by Doctor Willet Ivy aided by the Guildsmen


of Evermoore prove the existence of the Realm Spire. A
device created by the Five to seal off the realm from
otherworldly attack.

Thanos continues building his Army of Karthis.


Everyday more black robed Karthydians take the red. As
a priest of the black robes, Altar Shariz campaigns
against Thanos, but is seen now as a puppet of Guildhall.

Altar Shariz escapes his pursuers and reaches safety in


the desert where he gathers his followers around him.
Thanos seeing Altar in political trouble openly threatens
Altar by sending his red robes attack Temples of
Mourning when the black robes dwell. The Black Robes
retaliate plunging the two factions into a religious battle.

In March, a group of Guildsmen from Evermoore attack


the Tyranti and kill the technicians building the shield.
The Tyranti, unable to complete the shield without their
technicians are forced to abandon the realm. Their rule
over Guildhall is very short-lived.
The religious war in the desert continues. Many beduins,
terrified by events in Evermoore, see the world as ending
soon and take the red robes. The army of Thanos swells
and he marches against Altar Sharizs army of black
robes which is now hopelessly outnumbered.
Raheed resigns as Charter Sponsor and goes to the desert
where he intends to help Altar Shariz fight Thanos.

147

While in the desert, trapped by a sand storm, Raheed


begins to lose hope, but saves himself by riding a giant
sand scorpion to water. At the death mines of Kavan
Sanse, Raheed frees the prisoners if they will ride with
him The criminals, having faced death in the mines, are
accepted as riders by the sand scorpions.

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.

The Guildmen of Evermoore fail to find the Realm


Spire. It is believed that a Guildsman of Evermoore stole
one of the items, a small brown ring, that was needed to
find the spire and save the realm.

1006 The new year opened with a terrible tragedy. The


Deep Elves attack the High and Low Elves and civil war
engulf the Elder Trees Valley. The Deep Elves, safe in
the underrealm, were not really affected by the shaggotte
attack and they planned to rule their surface dwelling
brethern.

Most of the commoners in the world belive the end is


coming. Riots rage everywhere, and in the desert
Thanos massive army catches up to Altar Shariz who
makes a stand in an anceint Temple blessed by Karthis.
His army is completely encircled, besieged and trapped
by Thanos and his zealots who seek to embrace the Age
of Chaos.

After a few months of civil war, Marlia Ryaln leads the


Deep Elves to victory over the High and Low Elves. The
New Elven Order persecutes anyone who objects to the
totalitarian rule of the Deep Elves. Reports of war-time
atrocities horrify the realm.
Around the world Commoners blame Guildhall for the
destruction of the Elves and the troubles in the world.

In June the shaggottes attempt to destroy the realm. The


Elder Trees Valley is struck by massive bomb dropped
from a portal high above the sky. The shaggotte attack
kills more than one quarter of the high and low elven
populations. The valley is in ruin,a dn the skies of the
world dance with fire.

Prince Justin of Holt, Jarl Gunther of Asgarn and other


self-serving Commoner leaders ally with Marlia Ryaln
to promote the destruction of Guildhall.
Allies of Guildhall, like the Queen of the Dale, the
corporations of Coventry and the priests of Lundelle
remain loyal to Guildhall.

A day later, Thanos marches out to meet Altar Shariz.


Thanos has made it clear that he intends to personally
kill Altar and add his troops to his army. Instead, Altar
Shariz walks onto the field wearing red robes. Behind
him the sky is blood red and filled with fire light
reflected from the burning of the Elder Trees Valley
thousands of miles away.

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.

Altar Shairz convinces the masses that he is the rightful


leader of the faith, and is embraced by both armies.
Thanos and Numia have no choice but to join Altar as
his underlings. Many believe that Altars resignation
from Guildhall, his flight from Guildhall Justice and
Evermoore, his defense of the Sword of Karthis, and
long known devotion to the Karthydian faith were key
elements in his stunning reversal of fate.
Raheed, arrives reborn as the Blood Scorpion, with a
massive army of criminals and killers. He swears his
allegiance to Altar Shariz, and taking the robes of red he
swears revenge on Guildhall and especially on those in
Evermoore who treated him so callously.
Over the summer and early fall the Guildsmen of
Evermoore struggle to find another way to locate the

In June Kendric Kane is appointed the head of the


Guildhall Historical Society and comes to Evermoore to
begin researching the Fall of Evermoore. In September
he conducts a seance where he meets the spirit of a
young woman named Celeste.
Altar Shariz brings the sultans under his power by
marrying Esmeralda the daughter of the wealthiest man
in the Karthydian Desert.
In November Kendric Kane aided by the Guildsmen of

148

Evermoore find the Hat of Karthis. The hat is placed on


display in Guildhall and Kendric Kane becomes one of
the most famous people in the realm.

that a Void-Thing of dark essence could potentially enter


our realm and consume all life.
Rumors are confirmed that Kendric Kane is in love with
a spirit that has taken the form of an accursed undead.
The spirits name is Celeste and she helps the Guildsmen
of Evermoore find the Sword of Aradawn which will be
needed to slay the Void-Thing.

In December Ser Abraxas, a knight of the Black Hand


arrives in Evermoore. He is attempting to organize a
group of Kravynn into a fighting force and asks the
Guildsmen of Evermoore help him recover a Kravynn
lore tome. To the horror of all, the tome contains
obliteration and other powerful skills.
1008 The year opens with Altar Shariz being crowned
Emperor of the Karthydian Desert. He is now in
command of the most powerful nation in the realm.

1009 In February the Void-Thing enters the realm and


begins sucking magic from the world. The Guildsmen of
Evermoore defeat the Void Thing, but not before the
flows of mana are heavily disrupted. Many lore skills
cease to work.

In February a Kravynn army marches toward Evermoore.


The force originated in the Western Range of the Forlorn
Mountains where they had been hiding since the Age of
Death. They came to recover the lore tome and learn its
knowledge.

The tear in the Void is closed and the world is saved.


Celeste remains on this side of the breach and Kendric
Kane takes a one year sabbatical from his position as
Chairman of the Guildhall Historical Society to show her
the wonders of the realm.

The Guildsmen of Evermoore struggled to defeat the


Kravynn. In the end, the tome is destroyed and the
Kravynn army withdraws back to the Western Range of
the Forlorn Mountains.

The Guildsmen of Evermoore spend the year repairing


damage done to the realm, destroying creatures that
slipped into the world during the tear and searching for
information that could repair the damage to the world.

After a series of new discoveries during the spring and


summer Kendrick Kane is acknowledged as the greatest
historian in the realm, but rumors begin to circulate that
he is conducting seances to gain his information.

In October the Guildsmen of Evermoore travel back into


the Shadows of the Mist to a time after the Fall of
Evermoore and recover lore which provides the key to
repairing the damage to realm.

In August a strange plague starts appearing around


Evermoore. Purple blotches form on the skin followed
by death. The plague soon spread throughout the world.

1010 The information discovered in the past by the


Guildsmen of Evermoore allows the Loremasters to
rewrite all of the guild syllabi ushering Guildhall into a
shining new age.

In October Kendric Kane announces to the Council of


Lore that his seances has caused a tear in the void and

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