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By John Borgese, Gilbert DuRapau Jr, and Matthew Tarulli

Credits Acknowledgments:
Development, Design, Writing: John Borgese,
Gilbert DuRapau Jr., Matthew Tarulli All of our Kickstarter backers for helping this
Additional Writing: Jonathan Edwards become a reality.
Editing: James Kwapisz
Cover Art: Leandro Furlanetto To our family and friends who shared our
Interior Art: Patricio Clarey, Jonathan dream through the ups and downs. Your
Edwards, Leandro Furlanetto, Leslie Lee, Phillip support and sacrifices can never be thanked
Simpson
enough.
Layout: Matthew Tarulli
Playtesters: Crista Ceribello, Lane D’Alessandro,
Nicole Festa, Michael Miller, Diana Muniz,
Joleen Rega, Jeremy Shaub, Matthew Stanbro,
Chris Uhlig, Modoc

Special Thanks to our ODAM Insiders:


Arctic, Chronowraith, Keith, Pandakage,
Christian, Lael, Tim, Martin, Alok Baikadi, Mark
Burke, Timothy Cassidy Jr., Adam Cooper, Dane
Batema, Lane D’Alessandro, Chris Guyott, Sloane
Hanuman, Kevin Hdugins, Duncan Hecht, Clifford
Herndon, Kris Holt, John Kahane, Dillon Komarnycky
Michael Miller, Aidan O’Rourke, Michael Pietrelli,
John Rentas, Tyler Roehning, Jared Sanders, Jeremy
Shaub, Astor Sigma, Matthew Stanbro, Jason Wilcox,
Zach
hZ

Copyright © 2016 ODAM Publishing LLC


Standard Edition ISBN 978-0-9965321-3-6
Special Edition ISBN 978-0-9965321-4-3

All rights reserved. Reproduction without the


written permission of the publisher is expressly
forbidden, except for character sheets and other
game materials, which may be reproduced for
personal use only. The mention of or reference to
any company or product in these pages is not a This book is the result of years of hard work and
challenge to the trademark or copyright concerned. plenty of Conviction spent by the authors, their
This book is a work of fiction. Names, characters, families, and Kickstarter backers. If you have
places, and incidents either are products of the au- obtained an illegal copy of this work, BREAK THE
thor’s imagination or are used fictitiously. Any DOUBT and obtain a legal one from
resemblance to actual persons, living or dead, www.odampublishing.com
events, or locales is entirely coincidental.
Table of Contents
Chapter One: Introduction 5

Chapter Two: Kingdoms 15

Chapter Three: The Mortal Races 63

Chapter Four: Character Creation 111

Chapter Five: Attributes & Skills 119

Chapter Six: Legacy 141

Chapter Seven: Spells 265

Chapter Eight: Rules 313

Chapter Nine: Crafting 337

Chapter Ten: Dreamweaving 369

Chapter Eleven: In & Out 385


“Red sky, Blood sky
Tell us why
Up above the dead remain
Will you not free them?
Young Gods, just gods
Tell us why
You grant us your gift
Yet the devout drift
Red sky, blood sky
Tell us why
The clouds climb high
Will you not part for them?”

-ancient Human prayer

4
Chapter One: Introduction
Dreamscape: Laruna is a tabletop RPG that can Magic story and provides information to help translate
be used two ways. It can be played as a stand alone ODAM Waking World characters into the Legacy
fantasy tabletop RPG where players can take on the Cearers of Dreamscape: Laruna. It also explains all
roles of mighty heroes imbued with the legacy of god- of the things Anima can take into the Waking World
magic. from Laruna. This includes new Remnants, Artifacts,
Alternatively, Dreamscape: Laruna can be used Magical Abilities, Passive Aspects, and Animus
as a Dreamscape supplement for the game Of Dreams identities.
and Magic. When used in conjunction, Dreamscape:
Laruna serves as a dream setting that players can
visit and experience while they sleep. What’s more, WHAT IS LEGACY?
they can bring some of the magic of Laruna back
with them into the Waking World when they awaken. In Dreamscape: Laruna, players take on the role
You can learn more about Anima, their war with The of people who have inherited a special kind of magic
Doubt, and Dreamscapes in the Of Dreams And Magic called Legacy. This extraordinary magic power was
Core Rulebook. the byproduct of a mad wizard’s quest for godhood.
This book is divided into two sections. The Fortunately for the people of Laruna, the wizard
first section, which is the majority of the book, is Alshara was stopped by his apprentice Forenon.
specifically about playing in the land of Laruna. It Afterward, Alshara’s stolen god-magic was crudely
includes everything you need to know about making thrust back into the land and now random people
characters and having adventures in Laruna, whether across Laruna are being born with a fraction of this
or not those adventures have any link to an outside power.
ODAM story. Inheriting great power is only the beginning
The second section of the book, referred to as for the players of Dreamscape: Laruna. This power
the “In and Out” section, is meant for players using manifests in specific ways, mimicking the tendencies
Dreamscape: Laruna as part of an Of Dreams And of the many heroes who once wielded it in the past.

5
One player may take on the role of a person Corruption. Over time this corruption will transform
who has inherited power over the elements, while the creature into an entirely new, powerful lifeform
another may be born with the ability to summon called a Kreesh.
great beasts from other worlds. Kreesh are the result of Legacy completely
Having access to such power creates overwhelming a living creature. Having completely
complications in its own right, but just as the player transformed from their former appearance, a
characters have randomly inherited Legacy, so too Kreesh is saturated with Legacy and often extremely
has the land of Laruna randomly infected other dangerous. Their size or level of intellect may vary
aturees and p
creatures laces as well.
places considerably, butt th the na nature
re of Le Legacy
ega acyy assuress ththey
hey
all have one thing in co common;
omm
mmon; th they all
hey all hunger
l hu unge fforr
gerr fo
the
t e lives
th ves of Legacy
liive Legaccy Cearers.
Cea
e re
r rs
rs.
WHA
HAT
AT ARE KR
ARE EESH?
REESH This
Th truth
tru has
uth h as sentt LLaruna
arun na iinto chaos.
nto cha While
aos. Wh
Whil ilee
il
Legacy
Le y Cearers,
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rs,, su
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ch as p player
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haracteers, h
ha have
avve
When
Whe
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sha
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cre
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ed what
wha at is nnow
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alled access to wondrous
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us p power
ower er b because
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acy
cy,, hee ddesigned
esig
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or hhimself.
im
msellf. Hi
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o Legacy,
L ga
Le cy, Kreesh
gacy Kr are eequally
qual ally
ly ddangerous
angero rouus aandn
nd
wass never meanmeantantt toob bee in ccontact
onta
on t ct with h otother
othe
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heeneeverve popossible.
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T
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Larru
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itse
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l ct betw
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egac
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ac Ceaeare
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and Kreesh
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Because
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ng creat tu
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ca devas
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6
THE AGES OF LARUNA Tired of this process, the Elder God returned to
his dreams with the intent of capturing his favorite
The land of Laruna was once paradise without creations and bringing them over to the place he
compare. Intently the young gods would listen as knew when he was awake. Once there, these slivers
the Elder Dreamer spoke of this place that only he of dream would be shaped into children. They would
could comprehend. Wonder and envy would fill them fill the space with their gifts and tend to the Elder
whenever he spoke of it. God as it slept. Six wonders were given shape.
He told them tales of the rich fields, wild forests,
and beautiful seas. Curiosity flared in these Young Gods Sadreen was the essence of light, she brought
when he spoke of the marvelous creatures that called warmth to the void.
Laruna home. Nomai was both wild and vibrant, she bred beast
Great beasts lurked in the depths of the oceans. and earth alike.
Beautiful fae spun magic like the gods. Mighty dragons Arliman was the darkness, shifting shadows and
ruled the sky. sweet secrets.
Vayne was the voice, full of the Elder’s words and
Before all things, there was a single entity - the thoughts.
Elder God. Older than time, it grew weary of the Yarliat was justice, purity of judgment and
nothingness that was the universe and chose instead execution.
to dream. Brilliant colors, life and death, and all Madruk was destruction, catalyst of change.
manner of wonders sprung to life, pleasing the Elder
God. While it dreamed, there was no shortage of
majesty or splendor in the universe. When it woke,
all that it had created would vanish, returning to the
ether of its mind. The Elder God was displeased with
this.

7
The Young Gods would watch over the Elder alongside their progenitors for dominance over the
and marvel at the magnificent things it would dream. land and were met by opposition every step of the
There in the dreams they could see an enchanting way.
land and wondered how they might experience it. Many races, creatures, and beasts vanished
Vayne, the voice, taught them how they could work from the face of Laruna during this age. The conflict
together and catch this dream. They crafted a globe, between the Titans ravaged the world and few beings
a dreamcatcher, and crowded round the Elder’s bed could stand against their power.
and stole from him a dream—a land they named So extensive was the conflict between Titans that
Laruna. the dragons, greatest among all Larunian creatures,
descended from the sky. They brought terrible fire
and powerful magics against the titans. The draconic
THE AGE OF PURITY onslaught was so effective the Titans were forced to
turn the entirety of their attention towards their new
The Land of Laurna’s history began when the enemy.
young gods secured it safely in the dreamcatcher. Though the savagery of the dragons initial
For historians, this marks the beginning of the First assault was effective, it was merely an opening salvo.
Age. During this time, the Young Gods are said to Once the Titans united against the dragons, the war
have watched the land in wonder, marveling at the of all wars began in earnest. Entire regions were lost
amazing things they witnessed. Though no one can be to fire and several great beings, Titan and dragon
sure how long this lasted, it remains a favored topic alike, lost their lives. It was one such death that
of sages and bards alike. Laruna was pure, untouched caused the final escalation in their conflict.
by the Young Gods and a paradise without equal. It
is said that there are dragons and unknown creatures DEATH OF HARASHAGAN
beneath the sea who can still recall the splendor of
the First Age, but it has mostly passed into myth. Harashagan was a kingly dragon who rallied his
unruly kin together with a skill and zeal unmatched
by any other. Fierce, brave, and proud, Harashagan
THE AGE OF TITANS was idealized by other dragons and universally
respected. Valiantly, he fought at the doorstep of a
The Young Gods loved Laruna, and so wanted to sacred grove and refused to yield to an overwhelming
control it, as is always the case when love turns to Titan assault.
desire. They created the Titans, who as their emissaries Harashagan’s death had a profound effect on
sought to control the land, but the mighty Dragons the dragons. As one of the Skylords, Harashagan
would not be ruled. Their feud tore Laruna apart and had existed since the beginning. He was unmatched
threatened us all. It was only by the strength and by anything on the face of Laruna as he had been
sacrifice of the Garaith that this war would end, so a born purely by the will of the Elder God. The other
new Age could come to pass. Skylords saw his death as an unacceptable atrocity
and immediately set a plan in motion to change their
-Garaith Scholar war tactics.
United in their grief, the dragons forsook their
A growing envy had taken root among the young protective impulses and scorched the land of Laruna
gods. Each had come to recognize Laruna as the in half, meeting and exceeding the Titan’s destructive
Elder’s greatest creation, and they were eager to care ways. Great portions of land were destroyed and
for it and see it persist beyond the Elder’s awakening. crumbled into the sea. The remaining territory
There within the dreamcatcher, as a part of was divided by a huge barren wasteland, a now
Laruna, the Young Gods had an opportunity to create bisecting ashen strip many miles in width and length.
something eternal as the Elder had, as well as earn Retreating to the east, the dragons set to work on
its respect with their improvements. creating a brood of their own. The brood would help
Much like the Elder had done with them, the keep the Skylords from consistently engaging the
Young Gods each took a portion of Laruna’s wonder Titans in person, decreasing the possibility of further
and shaped it into children that they would call losses like Harashagan.
Titans. Conflict among the Titans and their creators The damage done by the Skylords, however,
followed shortly after. These godlike creatures fought gave the Titans and their creators pause. The

8
possibility that these creatures not only could, but The decision had already been made by the
would, do such horrendous damage to the Elder Elder God that the Titans would be directly removed
God’s dream was unimaginable. This forced the from Laruna and the Ashik would be spared this fate
Titans to give thought to how they would survive if they would cease fighting on the Titans behalf.
such ruin and still have a land worth fighting for. The Ashik agreed, and at the Summit made it
Much like their creators the Titans decided known that their devotion belonged not to the service
to breed children for the express purpose of of the Titans but rather to the preservation of Laruna
withstanding dragon-fire and marching unrelentingly itself.
towards victory. Their hope was that an army of Unlike the Titans, the dragons were presented
servants resistant to dragon-fire would dissuade the with a choice: they could choose peace and remain on
Skylords from doing such catastrophic damage to the Laruna, or they could be destroyed. The choice was
land as it would no longer benefit their war effort. made less obvious by the caveat that if the dragons
When the Titans and their children, the Ashik, chose to remain on Laruna they had to sacrifice
finally marched across the burnt lands to the east their knowledge of god-magic. All that was required
they were greeted by dragons and legions of their for this choice to be offered was for the Garaith to
Garaith creations. accept peace and cease fighting for their draconic
The war of the Second Age reached a fevered masters. The Garaith were shocked at the leniency
pitch that threatened to ruin the last of Laruna, and clear favoritism being shown for the dragons over
perhaps even destroying the Dreamcatcher. Filled their enemies. The Elder God was willing to let their
with grief, the Young Gods decided they could no creators live if they would only give back the god-
longer risk letting the war continue. They turned to magic he had bequeathed them. In the face of the
the Voice and begged the Elder God for assistance. impending annihilation the Titans were facing, the
At the Voice’s command, the young gods held Garaith concluded they would lay down their arms,
the Dreamcatcher to the head of the sleeping Elder giving the dragons the option to remain on Laruna
God and watched as an endless host of Descendants with diminished magical prowess.
entered Laruna and waged war against titans and
dragons alike.
Armed with seemingly limitless numbers and THE AGE OF MAN
the power of the Elder God, the Descendants crushed
both wounded armies, restoring peace to Laruna for Watching the utter destruction of their children
the first time since the beginning of the Second Age. at the hands of the Descendants was a humbling
experience for the Young Gods. They had sought
THE SUMMIT the Elder’s approval and instead earned its wrath.
Vehemently the Young Gods implored the Voice,
Created for the express purpose of being able to begging for the Elder to give them a chance at
stop the Great War, the Descendants were given both redemption. Their wish was granted.
martial prowess and keen minds by the Elder Gods. Speaking for the Elder, the Voice informed the
After a sudden initial military onslaught, Descendant Young Gods that Laruna was no place for god-magic—
diplomats were sent through both Titan and Dragon Arga’sheel, in their tongue. They would be given a
lands to find a way to bring about peace rather than chance to hold influence over Laruna and prove the
further destruction. It was through the children of merit of their gifts in a different way, but first they
these terrible warring creatures, the Garaith and the would have to take a vow.
Ashik, that peace would be found. Even though they Each of the Young Gods would take a bloodoath.
were created for war, both races saw a need for peace, They would mix their blood, then cover the
though each for very different reasons. dreamcatcher with it, taking an oath not to interfere
A vast floating island was created to hold the beyond what the Elder sanctioned.
Summit, a grand negotiation between representatives The Young Gods did as the Elder requested and
of the Descendants, Garaith, and Ashik. The Garaith once the bloodoath was complete, the first humans
would speak for their own people, independent of appeared in Laruna. Confused, the Young Gods
the dragons they served, and the Ashik would do the listened as the Voice explained the Elder’s wishes.
same, forgoing any ties to their Titan masters.

9
“I have set upon Laruna a people untouched
by Arga’sheel. They will be given protection by the THE AGE OF ALSHARA
Descendants as well as an education. They will be
taught about each of you and your gifts. You will “Kingdoms rose, civilizations grew. This time is
choose a portion of your gift to bestow upon them if marked by the eventual rise of the Oathbreaker Alshara.
they should desire it. He who would try to break the blood red sky and let
Each human will learn the Rite of Fealty and, the souls of the departed finally return home. Alshara’s
should they desire of their own free will, may cult grew in such strength that he was able to build
undergo this rite to earn your blessing. In this way, and defend great pillars designed to steal the Arga’sheel
we will let the humans choose whom among you is from Laruna and her people. This age would end with
greatest.” a dead Alshara, his cult in shambles, and both the land
In the time that followed, humans reached far and its people suffering in the absence of magic.”
and wide across the land of Laruna. They learned
many things from the Descendants and those who - from Forenon’s Folly, ancient Descendant text
survived the Second Age. Kingdoms rose and entire
civilizations were shaped by the choice each person In the time since the departure of the
made during their Rite of Fealty. Humans learned Descendants, mankind had met with hardship. Absent
well the arts of magic and war, but so too did they were the unassailable guardians that once looked
learn and master a myriad of other things. Politics, after them, and many of the native races of Laruna
art, religion, and music were but some of the many proved vengeful. Having seen their world ravaged by
things humans spread to the far corners of the land the meddling of the Young Gods, humans became a
under the Descendant’s protection. With their place perfect target for their collective ire, as the Bloodoath
secured, the Elder God recalled the majority of the guaranteed the Young Gods could no longer interfere
Descendants, and with them also took all remaining with Laruna, save through human hands.
Arga’sheel from Laruna. The human kingdoms soon found enemies
in many places, and entire civilizations were
The Descendant’s Choice reduced to ruin during this period. Much of what
the Descendants had taught humans proved useful
in maintaining a presence in the world, yet even
When the Elder God issued the command with the Young God’s blessings, they were woefully
for his army of Descendants to leave Laruna unprepared to deal with some of the threats looming
and return to him, many of them pleaded to in a wild, magic laden land like Laruna.
remain. They had grown to love the land they Even with the fae-folk of Moolsheel sharing their
spilled blood to reclaim and after caring for vast knowledge of magic, humanity as a whole grew
humanity over so many years, leaving them desperate in its need for further assistance. Despite
alone and without their protection struck many the growing number of prayers they sent to the Young
descendants as an abandonment of their duties. Gods, no answers followed. The Bloodoath rapidly
In an act of benevolence, the Elder God became a hated limitation that kept mankind from the
offered the members of his army a choice. protection of their deities. Even their dead forefathers
They could answer his call and return to him, were said to drift through the skies as large clouds
or choose to remain in Laruna as mortals. waiting to pass through the Dreamcatcher into the
Those who remained would be stripped of their loving arms of the gods.
Arga’sheel and reduced to a mortal life, only to Be it circumstance or happenstance, seers and
return to their deity’s presence after death. soothsayers throughout the human kingdoms began
This offering is commonly referred to as telling of a new prophecy. It spoke of a human
“the Choice,” and Descendants often reference boy who would be called the “Oathbreaker.” His
it as a sign of their people’s devotion to the magic would be so great that he would shatter the
safety of both Laruna and Humankind. Bloodoath so people could once again have their
prayers answered. When a human child named
Alshara was born, prophets from kingdoms near and
far came to see him, and humans all across Laruna
rejoiced that their hero had come.

10
Alshara lived a life of privilege and devotion. He and that power was sent to Alshara’s primary ritual
was granted access to the finest of educations, and site for his own sorcery.
was tutored in the many magical traditions of the Using this vast stolen magic, he empowered a
mortal races. It quickly became obvious that his skill physical representation of the Arga’sheel and started
with magic was unmatched by any mortal alive. the task of binding it to himself.
While the prophecy stated Alshara would shatter Before the binding could be completed, Forenon,
the Bloodoath, his understanding of magic lead him Alshara’s apprentice, had seen enough. Despite the
to the conclusion that doing so would be disastrous. scorn of his people, Forenon had faith that the human
Rather than break the Bloodoath, Alshara would Alshara may someday succeed and so tutored him
peer beyond it to gain access to the knowledge he’d through his formative years to gain his trust. He
require to become the hero so many others believed stayed with Alshara and turned his back on his people
him to be. By leaving the Bloodoath intact, he could to ensure that when the moment came when Alshara
act without fear of repercussion from the Young Gods. would change Laruna into his playground, someone
And so, Alshara set his plan into action. In would be there to stop him.
addition to his magical knowledge, Alshara began to Forenon betrayed his master moments before
consolidate his political and military power. In time, he could fulfill his destiny. The many towers across
a cult of followers flocked to his banner. Known as Laruna crumbled with their creator’s death, and his
the Towermen, these servants furthered Alshara’s cult of towermen was promptly crushed and scattered.
purpose by acting as his own personal army with all
the righteous fire of religious zealots. Throughout
the kingdoms the Towermen erected large tower-
like structures to serve as places of operation and
found no shortage of funding or support wherever
they went.
As Alshara and his cult grew in power, he
became less and less of a public figure. Instead,
he relegated minions to make most of the
announcements regarding his progress towards
breaking the Bloodoath. Chief among his followers
was the Descendant Forenon Emol, Alshara’s
apprentice. Eventually, Alshara interacted with the
kingdoms of man exclusively through Forenon.
Now left to his own devices, Alshara learned the
Young God’s word for power: Arga’sheel.
With this knowledge, he decided that the best
possible outcome was for him to use this discovery
to reach godhood and simply answer the prayers of
mankind himself.
The process of creating a physical representation
of the Arga’sheel proved taxing. Godtongue was not
meant for mortals and Alshara spent years of his
finest work creating this representation. His plan was
to harness the magic power of Laruna to fuel it and
then bind it to himself, cementing his godhood status.
The genius and madness of Alshara’s work
was not truly revealed to the outside world until all
across Laruna each of his towers became ablaze with
magical energy.
Working as a sort of great syphon, the towers
began executing their true purpose, draining magic
for miles around. Every person, place, and thing
caught in the huge lattice the series of towers created
was simultaneously drained of all magical residue,

11
1 1
Alshara was dead and his cult of
The Age of the Void towermen crushed. This news struck
differently in the many kingdoms,
“The age of the void. During this time, and the towers crumbling did not
Forenon the Betrayer informed the immediately restore magic to Laruna
leaders of the kingdoms that he as it once was. Panic and conflict
would find a way to set right started spreading as countless
his dead master’s wrong. There kingdoms, human or otherwise,
is a period of suffering, of came to grips with the realization
course, as Laruna deals with that magic, as it once was, no longer
the difficulties of having no existed. Alshara’s towers had done
magic. The age ended when unimaginable damage to the land
the Betrayer finally announced itself and in the absence of magic
that he was powerless to truly many rivals quickly set about their
restore what his master had enemies hoping to press a newfound
broken.” advantage.
-Morrow, Human Fresh conflicts were born and
Sage old ones revived as the Age of Void
proved to be a terrifying and
bloody period.

12
Years after the fall of Alshara, several of the what they could do seemed instinctual, requiring no
land’s greatest rulers were summoned to an audience formal training.
by Forenon Emol. Having been missing since the In time, these children as well as any born
tower’s collapse, Forenon met with the rulers and thereafter with such marks would be known as
gave his account of what happened the day Alshara Legacy bearers, for it was said they carried a piece
died. He also explained what he had done to try and of the Arga’sheel with them—Alshara’s Legacy to the
repair the damage. land of Laruna.
Forenon told the rulers that no mortal could This was not the only sign that Arga’sheel had
completely destroy the Arga’sheel Alshara had created. returned to Laruna. Strange magical anomalies,
Instead he took it apart piece by piece and melded it which came to be called Nexi, started appearing. It
into parts of the land. In time, Forenon claimed that is believed that these Nexi are a result of Laruna itself
magic would be restored to Laruna, though even he reacting to the unnatural presence of the Arga’sheel,
could not predict exactly how different it would be. attempting to expel the god-magic. Wherever a
He announced to the rulers that he would be leaving Nexus would appear the nearby environment and any
them to this new world, and that they would know creatures that came in contact with the Nexus, would
the Age of the Void was over when not only magic become twisted and corrupted. Those that remained
had returned but the presence of Arga’sheel as well. in contact with a Nexus would eventually become
so corrupted that they changed into completely new
beings: Kreesh. Not only were the Kreesh impossibly
THE AGE OF LEGACY powerful, they also seemed drawn to mortal Legacy
Cearers.
“Now is an age of wonder. They call it Alshara’s Legacy Cearers quickly banded together out of
Legacy, and it’s sent our world into chaos. Power, true necessity to fight off these powerful monsters, but
power, is now in our hands. just as new Legacy bearers were born each day, so
Anything is possible, as anyone can be born with too were new Kreesh.
this Legacy. Merchant or peasant, king or slave, anyone Legacy Cearers of all five mortal races can now
can change our world and we need them to, as this be found in every corner of Laruna. With the might
Legacy is not ours alone. All manner of beast have of the Gods, they hold great sway over mortal affairs.
been corrupted by it, giving rise to Kreesh—devastating Some have come to lead, some have become heroes,
devils saturated with god-magic. and others succumb to villainy. Many have fallen
Forget the old kingdoms of men and the judgments at the hands of Kreesh before their Legacy could be
of the Descendants. Let the ancient feud of Ashik and played out in full. This newfound conflict between
Garaith be put to rest. Leave the stain of our people’s Kreesh and Legacy Cearers is at the forefront of all
past stay in the darkness where it belongs. Now is the of Laruna’s affairs, and is set to define this age and
age of Legacy, and we must save ourselves from this ages to come.
crisis. Nothing else matters.”

- Mesmolut Preacher LARUNA TODAY


After the Age of Void, special children of the In current times, Laruna is a world of conflict.
five mortal races were born with powerful marks. After a harsh period without magic, people initially
These marks were said to be a sign of the Arga’sheel’s rejoiced the arrival of Legacy. They believed Laruna
return, heralding a new age of magic and prosperity. was being saved as the mortal races could once again
In truth the claims were at least half correct. stand on their own two feet against the many dangers
Sporadically newborns all across Laruna were being their world had to offer.
found bearing magical glyphs, each corresponding They quickly began turning their stockpiled
to a particular part of the Arga’sheel that Alshara arms and military strength against their old rivals.
had fashioned so many years ago. While magic had Conflicts that had been forgotten during the age of
simultaneously begun returning to the land of Laruna, the void immediately flared up. Old hatreds sprung
these children and their marks possessed power back to life.
beyond the ordinary. They could perform powerful
feats once accomplished only by the greatest warriors
and magi of ages past. Stranger still was how all of

13
Unfortunately the world soon revealed that These various receptions lead to significantly
there would be unforeseen complications with Legacy. different life experiences between Legacy Cearers.
While kingdoms were busy scrambling for the aid of While some enjoy lives of privilege and honor, others
legacy bearers in their newly resumed wars over faith, are exiled or executed outright for the perceived
borders, and ideology, a new threat revealed itself. threat the create. Regardless of the reaction, Legacy
The presence of Nexi and Kreesh has been felt unanimously has a strong impact on a young person’s
everywhere. Entire towns have been destroyed by the life, right from the moment they draw their first
mighty beasts, and armies have been ruined trying breath.
to suppress them. Furthermore, corrupted creatures
can prove to be difficult problems for many towns COMING OF AGE
to deal with.
This has given rise to Legacy bearers banding One thing is certain, Legacy Cearers possess
together into guilds of their own, devoted to extraordinary potential. Due to their Legacy’s ability
dealing with problems they are uniquely qualified to seamlessly integrate new knowledge into the
to handle, these guilds work to close Nexi, weed out Cearer, no formal teaching or education is required
troublesome corrupted creatures and stand against for an eventual mastery over god-magic.
Kreesh. Kings’ ransoms have been paid to such guilds Though not compelled in anyway to do so,
to stop particularly dangerous Kreesh, generating no Legacy Cearers are instinctively aware of not only
small amount of animosity between normal mortals their capabilities but also their ability to steal
of some areas and the Legacy bearers they depend Legacy from other bearers as well. Stealing Legacy
on to survive. strengthens their own power, granting them
Slowly Legacy bearers are becoming more progressively more substantial ability and forcing
commonplace. It has gotten to the point where it’s them to adopt the behaviors of heroes who previously
normal to hear of at least a few in every region of belonged to their Legacy.
Laruna while several more silently exist concealing This evolution of power can bring turn even
their birthright. It’s virtually unheard of to travel a lowly peasant into a dominant force in Laruna.
anywhere in the land without witnessing the How Legacy Cearer’s handle their gifts and choose
ramifications of Legacy. to develop
devvelop them
m whilee shape
sha p the lives
ape livees off countless
countleesss
Now Laruna is a world of conflicts,t , both
ts th new
eww people
p ple who
eop who call
all Laruna
cal Laru
Larunaa home.
na hom
me.e.
and old. Kingdoms vie for power and territory,
rrit
itory, gui
guilds
uild
ldss
compete for coin and glory, and everyoneone strug gglles
e
struggles
esh
sh.
with the never ending difficulty of Kreesh.

THE MARK OF LEEGACY


GACY

Being born with Legacy causes the he iinfant


nfan
nf ant to
exhibit a ”mark”. A physical representation
tati
ta tion o off th
thee
person’s Legacy, each mark is specificc to to a single
sing
si gle
Legacy and can manifest anywhere on the he n newborn’s
ewborn
ew rn’ss
body. This mark glows faintly with legacy
cy popower and
is difficult to miss.
How a child born with a mark is received
recceived
re ed can
vary greatly. It is common to hear people sp speak
spe eak
the phrase, “Where they go, Kreesh follow,”
ollow,” wh which
hicich
makes clear reference to the fact that Legacy
egacy C earers
ea
Cearers
inevitably draw the attention of Kreesh.esh.. Foror new eww
parents, or their communities, this can be a tterrifying
erriify
er fyin
ingg
concept, especially if the community has previously
as previviousl sy
suffered at the hands of Kreesh. In contrast
ntra ast
s to fear,
many regions and cultures celebrate the he bibirt
birth
rth of a
marked child, considering such a thing as a he heralded
eraldeded d
affair worthy of cheer.

14
Chapter Two: Kingdoms
Laruna is a land of many peoples, each carving Similarly, a settlement could be eradicated
their own path through the ages. Though the rise by war or Kreesh, leaving many with outdated
of Legacy is a hallmark of the land, it is far from information assuming it still exists. For ruling
its only defining trait. Places of power remain from bodies, clergy, or tax collectors, current and accurate
ages past and many of Laruna’s landmarks possess knowledge of the land is paramount for proper
rich histories of their own. Perhaps most prominent administration. As for travelers, understanding where
in the current age are the marked territories of the current borders lie, what the customs of a local people
many kingdoms and nations that call Laruna home. are, or which roads pass through dangerous territory
These groups, as well as their conflicts and growth could literally be a matter of life and death.
have as much of an impact on the land as the land Laruna is a vast land and the means of traveling
has on them. In truth, many of these civilizations it are many. Steeds such as horse and great bird
have existed since a time before Legacy even arrived are used for most travel needs, specifically those
in Laruna. Their size, strength and influence is an remaining within a single region.
integral part of Laruna, and to know them, and their
people, is to know Laruna. Approximate City Populations by Size
Common cartography indicates major
settlements, borders and roads, but plenty of Post/Settlement: 1-100
inconsistencies or omissions are to be expected on Village: 100-1000
all but the most expensive maps. Town: 1000-5000
With many large kingdoms or nations in open Small City: 5000-10000
conflict, many things are often subject to change. A Medium City: 10000-20000
traveler could cross large swaths of land to find that Large City: 20000-30000
their destination is no longer in the hands of the same Metropolis: 30000+
ruler.

15
West of the Tyris tol Gry

16
IIn
n th the
h west, the Kingdom of
KINGDOM OF HODRAMEKUS
DRAMEK
KUS M
Mo olshe
Moolsheel maintains a positive
rela
re
relationship
lati
t with Lord Hodramek
Without question, Hodramekus
kus
u iiss th
the
he and
an d helps to maintain the safety
heart and soul of the human kingdoms,
doms
do m, of the
th forest borders.
standing in defiance of all external
nall Naraffain in particular
opposition as well as the contraryy find
fi n the tenets of Hodramekus
finds
ideology of its fellow neighbors.. abhorrent.
ab
a b Open hostilities are
A radical, liberal kingdom that inne
inevitable though current border
believes every man and woman positioning
po
p o has avoided it thus
of any race must earn their place, far. Ranath has publicly made
fa
including humans themselves. s.. ttrade with Hodramekus but
Offering a society of freedom an and
nd rrefuses to openly accept or
cosmopolitan cultures, Hodramekusmeku
me us decry
d their way of life.
stands on the edge of the Tyris tol GryGrry
and remains locked in a perpetual u l wa
ua warr ARMIES AND MILITIA
with the Mesadrin Empire. Citizens
zens ssee ee
themselves as brave, free thinking,
ing
ng, and Cities host their own militia
resilient. to keep the peace, which
is handled by the lord in
CUSTOMS AND LIFESTYLE
ESTYL
LE charge. Standard outfitting
fo
for militiamen is a leather
Due to its diverse populationio
on ma made dee armor
ar
rmo and short swords, with a
up of many races and cultures, s, ccitizens
itizzen
it ens cchoice
hoice few archers to man posts and
of Hodramekus are identified byy se sev
several
veral watchtowers. The kingdom’s
characteristics that make them m stand d army is monitored by Lord
ive fastt
out against other places. They live Hodramek carefully. It is a
paced lives where their lofty dreams
reams cavalry
ca
a oriented army, using
collide with the competitive masses
es that lightly
ligh
li gh armored swordsmen to
call this kingdom home. Citizens nss see cover
cove
co er the large borders of the Tyris
ies can
Hodramekus as a place their families tol Gr
Gry
Gry. Cavalry commanders are had
aspire to greatness if only they can
an hus
hustle
u tlle picked
pick
pi c ed b by the king as he is renowned
their way to success. It’s a special
ial br
breed
reed o off for
for hihiss eexcellent grasp of such tactics
people who choose to live life in a land other
d oth ther
er from h his
i early days as a border warlord.
is
commoners consider a “meat grinder”;
rind
nder”;; they Cultural
Cu ult diffusion has led to a
work hard, and the unfortunate even
ven diee yo yyoung.
un
u ng. versatile
versattil
ve iea and capable army that utilizes
Those who can take the pressure, figfight
ght ffor
or the
their
heir
ir stra
st
strategies
atteegi
giese and weaponry sometimes
place in the “Kingdom on the Sands.”
annds
ds.”
.” S Should
hould
ho onlyy sseen
eeen in other regions. Descendant
they bring excellence of some kindd tto
o th
ttheir
eiir na
n
name,
me,, scouts
scou
sc outss o offer
f great spotting advantages,
they may find themselves trading ngg their ir for
former
rmer while
whil ilee Garaith macemen are able to
lives as commoners for new ones fit fo forr a kiking.
king
ng. break
brrea front lines of heavy assault
troops.
troo
BORDER CONFLICTS AND
D RE
ELATIONS
LAT
ATIO
ONS

Hodramekus is normally at pe peace wi


with
th Izu
Izumo
umo
in the south and Highland in thee nnorth.
orth MeMesadrin
esa
s driin
is a constant threat from the east, although there
is an area between Hodramekus and Lowland Post
called the “Dead Zone,” where no creatures have ever
been reported to enter from the sands side. The Twin
Posts keep wild forest beasts from passing through
and attempt to keep an eye on any entrants from
Akramosh.

17
After braving the terrain and finding a plentiful
source of quartz and other gems, the camp began to
MAJOR CITIES grow into a bustling city.
Standing at the edge of desert, Sol was the
HODRAMEKUS (CAPITAL) first city to carve out space into the area without
being immediately pushed back or slaughtered by
“unknown terrors.”
The citizens of Sol consider this tiny piece of
Ruler: King Hodramek claimed desert a point of pride, displaying to the
Size: Metropolis world that they, and thus Hodrakmekus, are capable
Army: King’s personal guard, large of greatness where others have failed. This city would
standing army, large militia. eventually become a shining beacon of defiance
Goods: Arts and crafts, against the threat of the Mesadrin Empire and the
military training, grain. horrid creatures of the sands.

THE MESMULOT THREAT


Mesmulot have long coveted the city of Sol and
The center of the territory, and the largest Human despised the arrogance of the humans. After decades
city west of the sands. The city of Hodramekus was of warfare, Sol was forced to take extraordinary
built off the western spur of the River Rue, utilizing measures to protect their city. Rumored to have
the lush floodplains in the area for farmland. Lorded been created with the largest and purest quartz
over by King Hodrakmek, this bustling metropolis is a crystal ever mined, a permanent orb of sunlight was
bastion of freedom and progressive ideas. Although a magically placed atop the city, inside Sol tower. This
predominantly human population, this city more than magical orb keeps Sol in perpetual sunlight. Unlike
any other is considered a melting pot of the varying normal sunlight, these rays are powerful enough to
cultures of Laruna. cause physical harm to any Mesmulot entering the
Guided by the ideal that all people must city. This unique construction has made Sol virtually
prove their worth, regardless of birth or station, unassailable by the Mesadrin Empire, and has served
Hodramekus attracts all types of visitors who seek to to enrage them even further.
have a fair and equitable chance at life and happiness. Redeemers are able to visit Sol through use
While there is a great melding of cultures, of an enchanted medallion. These Mesmulot can
it is also possible to find many districts where petition the governing body for visitor (or residence)
specific races gather, giving birth to areas such as status and while wearing these “Sun Tokens” may
“Stonetown,” “Scaletown,” and “The Shade.” stay perfectly safe within Sol’s light.

SOL

Ruler: Lord Grake Ismarin (Lightbringer)


Size: Large city
Army: Small standing army, large militia.
Goods: Quartz, rare gems.

The city of Sol was originally founded centuries


ago at the end of the eastern branch of the River Rue.
The closest point to the Tyris tol Gry with fresh water,
enterprising humans set up camp in an attempt to
mine for precious materials in the desert.

18
18
19
FAEWOOD
MINOR CITIES
LAKEVIEW
Ruler: Mayor Aldaris
Size: Village
Army: None
Ruler: Trade Master Byron Goods: Hides, Makora wood.
Size: Medium city
Army: Small militia, paid mercenaries.
Goods: Freshwater fish.

The village of Faewood serves as the foremost


intermediary between Hodramekus and the Fae
Situated on the great Lake Hathis in northern kingdom of Moolsheel. The citizens have a deeper
Hodrakmekus, Lakeview is a prosperous trade city, understanding of Fae culture and practices, and
receiving goods directly from Maport and distributing are quick to educate travelers of such. Moolsheel’s
them south into the rest of the territory. The forest provides a supply of hides, and the magical
freshwater lake provides the city with a bountiful energies of the woods will occasionally provide trees
supply of fish, and the culinarians of Lakeview are infused with Legacy, allowing for the collection of
renowned for their skillful preparation of them. Makora wood. The Queen of Moolsheel tightly
rations the supply, making sure she gets appropriate
compensation via goods from Hodramekus.
WINARD
IRONSPEAR
Ruler: Lord Brackenstone
Size: Town Ruler: Warden Rathburn
Army: Small standing army, large militia. Size: Town
Goods: Silver. Army: Medium militia, trained hunters.
Goods: Makora hides, exotic
animal meats, furs.

Located in the pass between the western hills


and the Tyris Tol Gry, Winard is the “Gateway” to
the south. The focal point of this town is its massive
keep, built to protect against constant assault from Ironspear breaks the standard mold of
the Mesadrin invaders who wish to march south into Hodramekus in that the citizenry are rugged and stoic.
the heart of Hodramekus. Winard is also charged While they do incorporate many of the progressive
with providing protection to the traders of Lakeview, ideas of the capital, the constant dealing with the
who stop here to resupply their caravans, disseminate forest creatures and incursions from Naraffain
goods, and continue their trek into the capital. A has created a harsh, defensive populace, wary of
nearby silver mine in the western hills provides a strangers or fools who are unprepared to deal with
steady supply of valuable income for the territory. the nearby wildlife.
Oftentimes these individuals will get in the
way when trying to help, or draw out a dangerous
beast from a failed hunt. This leads to some of the
population feeling that they should not be welcoming
to outsiders. Besides patrolling the border and
preventing beasts from entering Hodramekus proper,
Ironspear is also responsible for sending necessary
supplies and troops to the Twin posts as needed.

20
LOWLAND POST
KINGDOM OF NARAFFAIN
The founding family of Naraffain can track its
Ruler: Commander Jax lineage back to the 4th age. When magic was gone
Size: Post and humans were beset on all sides by vengeful
Army: Very small standing army. enemies, the Narafs were a talented, uncompromising
Goods: none. family of smiths who provided innovative and quality
equipment to the masses. Often referred to as the
“first family,” the Narafs set the tone for the titular
kingdom.
Naraffain is a harsh, militant society that places
Southern border post on the edge of Agramosh human supremacy above all things. Its cities are
and the Tyris tol Gry. This post consists of a small populated by slave masters who consider dealing
fort and a barracks capable of sending out multiple with non-humans a grave offence. Their buildings are
patrols at once. One half of the ‘Twin Posts’. constructed from stone, made with cold, oppressive
designs.
WESTERN POST CUSTOMS AND LIFESTYLE
People of Naraffain celebrate camaraderie and
achievements that further the kingdom’s military
Ruler: Commander Blake strength. Their festivals celebrate their subjugation
Size: Post of non-humans and ownership of these slaves is
Army: Very small standing army. considered a source of social pride. This spartan
Goods: none. society is always prepared for war, possessing well-
trained troops and a large slave force. Their King
rules
rule
ru es wi
with
ith aann iron ffist,
ist,
t, a
and
nd h
has
a a
as absolute
bsolute au
bs authority
uth
t or
o ityy on
alll matters.
al matter
ma erss.

On the border of A Agramosh


gram
gr amososh
h an
and thee
western forest. Other hah
halflf of the ‘T
‘Twin
n
Posts.’ The Twin Posts ts send patrols
continuously east and we west to make
sure no hostiles enterr up tth through
hrou
ugh h
the southern border. Like Lo Lowland
owland
Post, this location consists
ists o
is off a sm
small
fort and barracks.

21
BORDER CONFLICTS AND RELATIONS The city of Five Points is the recently proclaimed
capital of Naraffain. Located in the center of the
Naraffain’s only persistent military conflict is kingdom, it collects the resources from all other cities
at the southern border. Izumo has proven unusually in order to fuel the twisted King’s desire for power.
resilient over the course of their past wars and the The sadistic ruler Molgraine uses Naraffain’s
fact is troubling to the King. Currently at a state of stone quarries and slave population to create
truce, Naraffain has instead focused its effort inward unprecedented architectural feats and giant stone
hoping to further strengthen its war capabilities walls which surround the city. The latest project is
before unleashing them upon external foes. The called The Citadel of Five Points, and is the largest
real conflict of Naraffain is the task of vigorously castle fortress that Laruna has ever seen.
defending its borders at their furthest extent. Passage Even partially constructed, the citadel is an awe-
of non-humans flies in the face of their unbending inspiring site, with the king choosing to reside in its
views, causing them to devote tremendous resources depths before construction is finished. The primary
to regular border patrol. This is an ongoing expense focus of King Molgraine is to create an intimidating
as it requires well outfitted soldiers and healthy bastion of security for humans, while enslaving the
mounts, particularly during times of the Grand rest of the races of Laruna. The populace is dominated
Telling in Agramosh, where large groups of Ashik by slave masters who treat their non-human slaves
travel uncomfortably close to the Naraffain border. like property.

ARMIES AND MILITIA OLD NARAF


City militias are abnormally large throughout
Naraffain because of the large slave populations.
These militia are well outfitted, well trained, and Ruler: Lord Antor Serper
well paid. Size: Large city
The army of Naraffain is an exceptionally well Army: Large standing army, large militia.
balanced war machine. Capable of advanced siege Goods: Fish, trade goods.
weapon construction, tremendous iron and smithy
output, the infantry regiments run the gamut from
like chainmail wearing foot soldiers, to heavy
platemail adorned knights. Use of exceptional tactics, Old Naraf was the capital of the previous
high quality equipment and sacrificial slave labor dynasty that ruled Naraffain. One of the first human
makes the army of Naraffain one of the most feared cities, it was founded in-between extending branches
standing armies in all of Laruna. The only notable of the Grand River.
lack of strength is the inherent distrust the king has The city rose to prominence several centuries
for magic, leaving few high caliber advisers or battle ago, assisted by its ability to fortify structures and
mages in the kingdoms employ. walls against invasion with heavy stone provided
from nearby quarry towns like Greytown.
Positioned toward the end of the Western Trade
MAJOR CITIES Route, Old Naraf not only has access to the most
varied selection of trade goods on this side of the
FIVE POINTS (CAPITAL) Tyris tol Gry, but is a steady producer as well.
While the influx of traders and outside ideas
are consistent, there is one thing that remains true
in Old Naraf as it does in all of Naraffain. Humans
only. Even the most prominent non-human traders
Ruler: King Molgraine (Sora’Somin) know to turn back on their route before reaching the
Size: Metropolis edges of Old Naraf, lest they wish to become slaves.
Army: King’s personal guard, large
standing army, large militia.
Goods: Military training, slaves, weaponry.

22
STONEHOLD Magistrate Ladsner is in charge of ensuring a
constant stone delivery to the capital, and is quick to
remind the King that fresh troops and supplies are
always needed in order to prevent stray Wildland
Ruler: Lord Richter beasts from disrupting the mining process.
Size: Medium City
Army: Medium standing army, large militia.
Goods: Horses, trade goods. RAT’S POST

Ruler: Slave Driver Rolph


Along the southern edge of the Grand River lies Size: Village
Stonehold, a fortified border city used as a staging Army: Small standing army.
point for invasions into Izumo’s territory. This Goods: Oone.
strategic location gives Naraffain access to a small
supply of horses from Nevalon. Over time, Naraffain
has exerted its control over the western bank of the
river here, allowing them to capture clusters of the Rat’s Post is the southeasternmost village in the
free range animals. kingdom of Naraffain. The King takes the protection
Currently Lord Richter has orders to seize any of his borders seriously, and Rat’s Post was originally
advantageous opportunity for an incursion into founded as a military camp in order to exert influence
Izumo, whether by land or river, as King Molgraine on the encroaching Izumo nation.
desperately wishes for direct access to the ocean for Being so far from the original capital’s influence,
his Kingdom. residents of the camp quickly realized that more
profane activities would be overlooked, as long as
MINOR CITIES the commander of the post turned the other way.
Over time the dregs of normal society migrated
GREYTOWN here from the other, more conventional cities, finding
like-minded individuals with whom to engage in their
debase pursuits.
Assault, theft, and murder are commonplace, as
Ruler: Magistrate “Bowback” Ladsner Slave Driver Rolph’s only concern is filling his belly
Size: Town with meat and wine.
Army: Small standing army, medium militia. One of the most disturbing elements of Rat’s Post
Goods: Stone. is the secretive Rock Hard Gang. These marauders
travel to nearby Agramosh, hunting down Ashik in
order to steal the precious gems from their bodies.

Greytown is in the northeast corner of


Naraffain, bordering the forest and mountains. The
massive quarries here mine stone for the structures
throughout the territory.
The name itself is derived from the constant dust
clouds in the air, giving the slaves and parts of the
town a sickly grey coating.
The slave drivers here work the slaves harshly,
well knowing that the next compliment of fresh
bodies is always only a short time away.

23
I
In
reece
rrecent
centt
times
tim
ti mes th the
he
kingdom’s
k ingd dom’ m’ss
territory
t rrrit
te itor
o y hahas
er
eroded
rod
oded substantially
sub
u sttan antial ally
lyy
as the
he precept
pre
r ceptt of of
glorifying
glor
orif
ifyi
y ngg worship
wororsship
sh p
of the
he Young
You
oun ng G Godsod
ods
taken
has ta
take
ken sesevere
veree hits
eve hit
its
ts
i other
in oth
ther ccultures.
ultu
ul turerees..
The knig
Th knights
ight and
htts annd
sentinels
n inels off H
sent Highland
ig
ghlan
hland d
aree cons
a
ar considered
nsider ed old
ered d
fashioned
fa shioneed relics
ash reliics byby
most
m
mo st other
oth
her
er kkingdoms,
ingd dom ms,,
whose
whos
wh stringent
osee stringenentt beliefef inin
honor
hoonoor and
and duty
d ty is
du is considered
consideered
too
o rigid
too rigi
rigidd for
or modern
fo mo times.
timmes.

CU
USTOMS
STO
OMS AND LIIFESTYLE
AND FESTYL
LE

Foremost
Fore
Fo r mostt amo among
mongng g HHighland
ig
ghllanand cu customs
ust
s oms a are
re th
tthe
he
montthly “T
monthly
m “Trials.”
Trial
alls.
s ” The
The churches
cch
hurrch
chees ofof the
th
he Young
Younung G Gods
odss vvie
iee
for thee af
fo affe
affection
fecti
fecttion
on of tthehe p public
ubli
lic by hos
hosting
sting
g ccompetitions.
om
omp
mpepeti
t tionns.
These
T
Th esse ga
g
games
mess us
me usua
usually
ualllly testt som
something
om
metthi
h ng tthat
hat iiss sseen
hat
ha eenn as
a source
so
ource off pr pri
pride
ide fo for
or a papart
particular
r iccul
ular cchurch,
hurc
hu rch
rc h, ssuch
h, u h as
uc
farmers
farm
rmers gr grow
growing
win ng thtthee la
larg
largest
rgeestt cr
crop
op
p ffor
or Nom
Nomai,
omaiai, or
or b bards
ardss
ar
performing
p
pe rfor
rf ormiing the hee mmost
ostt cch
os chilling
hilling
ngg rrendition
endittion
onno off Ma
M
Marduk’s
rduk
rdu ’s
Wrath.
Wrath The he T Trials
rial
ri als aare
re a ggreat
rea
eatt ssource
ource off enenjoyment
njooym
y entt to
both citizens and visitors, creating a familial sense of
KINGDOM OF HIGHLAND (HUMAN) competition between worshipers.
Citizens of Highland keep the Young Gods first
Originally a place of idealism, its society was in all aspects of their lives, be it their education,
founded on the belief that humans needed to earn business, or entertainment. Their ability to do this,
the affection of the Young Gods, proving their worth and still create a society and culture that is accepting
to both them and Laruna. Showcasing a culture of each god and their ethos is perhaps the greatest of
centered around being tested by the deities, citizens Highlands civil accomplishments.
of Highland place their temples, and honoring the
gods, above all else.

24
The name and story of Alshara is an anathema
to the citizens of Highland. Publishing anything MAJOR CITIES
perceived as supporting the Oathbreaker is a crime
and few things inspire such uniform revulsion among JADEHEARTH (CAPITAL)
the citizens as someone defending the Oathbreaker.
Part of their distaste for any support of Alshara
is religious in nature. Alshara sought to usurp the
rightful domain of the Young Gods, which is crime
enough, but his story also lead to a widespread Ruler: King Reginald Marlowe (Sentinel)
acceptance of his efforts. Size: Metropolis
This movement eventually gave rise to Ranath, Army: Large standing army, large militia.
a nation who has over the years done significant Goods: Crops, wild game.
damage to the kingdom of Highland through war,
trade agreements, and cultural change.

BORDER CONFLICTS AND RELATIONS


Highland’s borders have eroded, leaving them Jadehearth is located along the Tinese River,
nestled between Silthis in the west, Maport and its and gets its name from the bright green trees that
growing influence to the southwest, and Hodramekus populate the area.
to the southeast. Having its wings clipped in this Due to their reverence of the goddess Nomai,
manner has vastly impacted Highlands influence the populace lives in relative harmony with the
and significance to the rest of Laruna, however their surrounding environment, choosing to encroach
current positioning is not without merit. upon the surrounding forests only when absolutely
Sharing a border with Silthis has given Highland necessary for expansion. In return, Nomai grants the
merchants a direct, sheltered route to the Barabas capital a lush supply of farmland and wild game for
tribes, forcing all but the most stubborn of merchants hunting (at least as the citizens see it).
shop for exclusive wares in the comfortable cities of Proximity to the trading city of Maport grants
Highland, rather than brave a dangerous alternate the king a special relation with the Maiden, and a
route into Silthis. unique opportunity for first access to special trade
Additionally, while neither Maport nor goods and lucrative deals. Supplies of gold and wine
Hodramekus can be considered allies, the true from neighboring cities give the king a great deal of
distaste for either region is felt mostly by the clout at the trading table and contribute to the highly
citizenship of Highland itself; a relatively one way ornamented temples located here.
street. When needed, either neighbor can be utilized
as excellent trade partners and both would be useful
against renewed aggression from Ranath.

ARMIES AND MILITIA


The armies of Highland employ conventional
cavalry and infantry regiments, outfitting and training
them to a reasonable degree. These forces are well
paid, and their exceptional morale on the battlefield
is well documented.
Complemented by the order of Sentinels, these
heavy armored eldritch knights employ simple
magics to enhance their resilience in battle, but pale
in comparison to the power of mortals born with the
Legacy of the Sentinels of ages gone by.

25
TINESETH His advisors have also urged him to keep a
careful watch on the northern bay, in case of any
coastal raiders attempting to slip past his patrolling
fleets.
Ruler: Lord Burnhallow The Master of Mint is in charge of the town,
Size: Large City and keeps records of production and shipment with
Army: Medium standing army, large militia. excruciating detail. Rumors whisper that the king has
Goods: Crops, wine. been employing skilled alchemists as of late in order
to turn his excess gold supply into a more tangible
force.

While most of Highland’s holdings have shrunk SUNSTONE


in recent years, the new addition of Tineseth has
slowed the decline of the kingdom in a much needed
way.
Ruler: Lord Connor Marlowe (Gatekeeper)
Originally an independent town specializing in
Size: Medium City
wine production, the council leaders opted to become
Army: Medium standing army.
part of the kingdom for both its offer of protection
Goods: Fish, ships, transport.
and due to their admiration of Highland’s staunch
traditional values.
Annexing Tineseth has been lauded as one
of King Reginald’s greatest accomplishments, as it
prevents Hodramekus from pushing uncomfortably With the recent completion of King Marlowe’s
far north, while adding a great deal of trade income grand fleet, Sunstone is now considered by many to
from the sale of their specialty wine. be the only port on the northern side of the western
continent capable of providing safe transport to
Darco’Garaith.
BIRCHWOOD The Guardian Fleet patrols the coastline from
Sunstone to Dragonmaw regularly, guaranteeing safe
waters. The King has gained a fair amount of fame
and prestige from this act, one of many attempted
Ruler: Master of Mint Griswold plots efforted to prevent his kingdom from being
Size: Town considered obsolete.
Army: Small standing army, small militia. Founded on the western shore of Bluebottom
Goods: Gold. Bay centuries ago, Sunstone has grown dramatically
in the last decade, adapting to the influx of curious
travelers who wish to see the exotic lands of the
eastern continent.
Many scholars claim that Birchwood is the sole The king has appointed his younger talented
reason the Kingdom of Highland has lasted thus far. brother as Lord of Sunstone to ensure a firm hand
There is one thing that can keep an aging kingdom and a watchful eye on the comings and goings of
from fading away to obscurity: gold. outsiders.
Birchwood is located adjacent to one of the
largest gold deposits recorded in Laruna. King
Reginald ensures mining continues day and night,
and weekly caravans are dispatched to the capital. As
such, many of the beautifully decorated temples and
ornamental armors in the kingdom are embellished
with gold from the Birchwood mines.
While there is no direct threat to the town
nearby, the king insists on keeping a small garrison
here to protect his supply of the precious metal.

26
PORT SHEA
MINOR CITIES

Ruler: Mayor Felton


CHILLWINTER Size: Village
Army: None
Goods: Crops, fish.
Ruler: Lord Edward Black
Size: Small City
Army: Small standing army, medium militia.
Goods: Furs. This small fishing village is a strategic resupply
stop for any transport ships making their way
between Highland and Darco’Garaith. Having been
left relatively autonomous for most of its existence,
Chillwinter fortress stands at the northwestern the recent construction of The Guardian Fleet has
border of Highland, the bastion keeping the prompted Lord Marlowe of Sunstone to order a much
expansion of the ice kingdom Silthis in check. larger dock and supply station to be built.
Being so close to Silthis means that Chillwinter He also oversees the development of a coastal
is in a near perpetual state of winter, making for a fortress, causing a great deal of increased traffic and
harsh, frigid climate for most of the year. growth. Visitors from Darco’Garaith find this cause
Although there is a nearby port settlement on for alarm, as some of them see this as preparation
the coast, the frozen waters prevent large ships from for a future attack.
docking and make any ocean-bound travel in the area
extremely hazardous.

27
2 7
NA
ATION
TION OF RA
OF NATH (H
ANATH (HU MAN)
UMAN

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it festivals
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exe
x mplify the the for feffeast
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Ranath bring
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Whilel e no noto t ev
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aryy
skill or ability to accomplish magic of significance, BORDER CONFLICTS AND RELATIONS
they are still intimately familiar with it. Festival
and banquets are commonly held in celebration for In many ways Ranath is entering a period of
significant achievements in magical study. Magical prosperity and peace unmatched in its history. The
duels and tournaments are a common form of long and taxing wars with Highland have been
entertainment. Combative duels between talented grueling on the mindset of the citizens and the
magicians are an often watched spectacle, drawing Red Circle is aware of it. Piece by piece they have
gasps and cheers from the crowd. dismantled much of Highlands former strength and
assimilated its lands until it could no longer claim a
border beyond Maport.

28
With Highland suitably pushed beyond Maport,
Nevelon comfortably supplying trade and both Izumo MAJOR CITIES
and Naraffain far removed from encroachment,
Ranath has taken the time to look inward, building WHITESTONE (CAPITAL)
infrastructure and solving civil problems. Thus far
this time has been well spent, and the new polish
those efforts have put on their image is causing
their numbers, trade values and supporters to swell.
Serving as a leading example, Ranath is spurning the Ruler: Regent Quentin (Sorcerer)
need for the Young Gods openly, and succeeded as Size: Metropolis
they do it. Many of their citizens go “forsaken,” never Army: Large standing army,
performing the rite of fealty, and temple presence is large militia, mages.
dwindling into nothing within the borders. Goods: Magic item, precious stones.
The borders are not without incident however.
Tiravail is home to unruly giants and several
barbarian clans who see Ranath as an enemy. Despite
clear occurrences of these forces raiding or sacking
border villages, the Red Circle has done nothing The capital of Ranath is a vast, wondrous city,
formally or publicly to reciprocate, making many filled with beautifully decorated stone structures
question the true nature of these events. entwined with magic. Doors open and close on
their own. Lanterns hover in the air, and glowing
ARMIES AND MILITIA magical runes display the names of buildings and
addresses. Whitestone is considered the heart of
Unlike more traditional armies, Ranath magical education and research, housing several
maintains a relatively small force that duel purposes schools and guilds devoted to the mystic arts. The
as their cities militias. This force is called the Red Circle calls this city home, overseeing all sorcery
Flameguard and they are given a unique blend of and holding final say over all matters, both mystical
training in both the use of sword and wand. Each and mundane. The nearby Whitestone hills provide
Flameguard is given a fire wand that serves as a a wide variety of precious gems and metals, essential
badge of their status and allows them to wield fire to their enchanting and alchemy practices.
magic competently with substantially less training
than a true magus would require.
When necessary for warfare, the Red Circle is BRUNWICH
able to open portals and have the Flameguard arrive
anywhere within the Ranath border in shockingly
short amounts of time.
Ruler: Sorcerer Broderick
Size: Large city
Army: Large militia, mages.
Goods: Black market goods, trade goods.

Brunwich is located along the western trade


route, originally part of the free trade territories.
As the city grew to great size, the local governors
struggled to maintain control. Lawlessness was
rampant and the local authority seemed powerless
to rectify the situation.

29
When the city council looked to Ranath for
assistance, Regent Quentin quickly jumped in, MINOR CITIES
offering to stabilize the city entirely, as well as add a
bit of magical influence, as long as they would swear BECKSARE
allegiance to The Red Circle.
With no other recourse, the council and city
guard caved, much to the displeasure of many of the
local Trade Lords, who feared losing their influence. Ruler: Minister Krin’Tok
The transition was not perfect, but now Brunwich Size: Town
is wholly part of the Kingdom of Ranath, and must Army: Small militia.
abide by their laws. Some of the independent Lords Goods: Black market goods, magic items.
and gangs have left the city seeking residence in
nearby free cities, while others continue to operate
underground, just beneath the prying eye of the
Sorcerers in charge.
Becksare is the site of a magic ritual gone awry.
The citizens here are colored a deep red, the result
SOUTH BRUNWICH of elemental magic corrupting the area.
Several of the village adepts attempted a
combined ritual to summon an enslaved elemental
lord to do their bidding.
Ruler: Sorcerer Faltean (Descendant) Their efforts did not go as planned, resulting
Size: Large city in a massive explosion of elemental energy which
Army: Large militia, mages. destroyed nearly a fifth of the town. The stain of
Goods: Black market goods, magic items. the elements remains on the populace, who are
attempting to pick up the pieces and resume their
normal lives.

The city of South Brunwich finds itself in a


unique situation. Although governed by a Descendant LARTON
Sorcerer of The Red Circle, sects of mortal mages
exert control over large portions of the city.
Perhaps due to the influx of seedy elements from
Brunwich, or from the constant pressure of reaching Ruler: Mayor Farkas
impossible magical goals, gangs of spell casters have Size: Town
formed various insular groups, laying claim to certain Army: None
neighborhoods as their own. They spar openly in the Goods: Rare Giant goods.
streets, causing regular fatalities and destruction of
property.
It’s not quite understood how this came to pass
while under the watch of a member of The Red Circle,
but the running joke is that this “eyeless” Descendant Being so near to Giant occupied lands, Larton has
is truly blind to the chaos occurring in his city. The seen dramatic conflict. While normally peaceable and
disturbance has gotten so out of hand that many open to trade, the coastal Giants, in a spontaneous
believe the Regent himself is the only one capable act of aggression, invaded this town, decimating it
of restoring order. before Ranath could send any reinforcing troops.
The Red Circle is quick to brush this incident
under the proverbial rug, as word of a town being
assaulted inside their own territory would show
a great deal of weakness for the supposed elite
Sorcerers of Laruna. The few remaining inhabitants
have begun rebuilding their homes, with fragile belief
in the Regent’s promise of protection going forward.

30
Day to day life of Fae is largely a mystery
KINGDOM OF MOOLSHEEL (FAE) beyond the lands of Moolsheel. Only in recent times
have neighboring people come to learn even the basic
truths of Fae existence.

Ruler: Queen Theris BORDER CONFLICTS AND RELATIONS


Size: Large city
Army: UnkOown Frequently called “the forgotten kingdom,”
Goods: Makora wood, makora hides. Moolsheel has navigated several ages with relatively
little change. During their trying times, Moolsheel
has shown a willingness to aid humankind, teaching
them magic early in their existence, and sheltering
the people who would someday become a founding
The insular Fae kingdom is lorded over by a part of Hodramekus.
queen and her family. Many breeds of Fae each seat This early relationship with the citizens of
representatives on a council that advises the reigning Hodramekus carries over to this day. Queen Theris
queen. Their forest domain is said to be thick with has taken bold steps towards establishing a substantial
magic and wildlife, attracting scholars and treasure and long term relationship with the human kingdom,
hunters alike. Most Fae prefer to avoid contact with trading vast amounts of resources and knowledge,
the outside world, having been burned by dealings and stockpiling riches for unknown purposes.
with the mortal races in the past. Fae kinship is To the south, the Wildlands are a savage place
notoriously difficult to earn, but equally lauded for that the Queen has struggled to keep in check. Ancient
its value. Although Moolsheel forest extends all the enemies of the Fae live in these forests and Queen
way to Agramosh, the southern portion is considered Theris has made it clear she hopes to someday defeat
the Wildlands, and is not part of the Fae Kingdom. them from a new position of strength. Until then,
Fae give the area a wide berth, and even coordinate
CUSTOMS AND LIFESTYLE with the people of Hodramekus to ensure none of the
monsters dwelling there escape into either kingdom.
As a people, Fae are significantly more diverse
than the mortal races. Gremlins are frightening ARMIES AND MILITIA
humanoids with bulbous eyes and needle teeth, while
Stormriders are white haired, icy blue skinned people Moolsheel has no standing army or traditional
with long willowy limbs and an unnatural presence. militia. Instead the Queen’s honor guard act as a
Despite their obvious physical and significant form of elite militia force that deliver her justice
behavioral differences, the Fae serve a single Court, when necessary. For wide scale conflict, the Fae of
where one of their kind sits as king or queen. A single Moolsheel for all their diversity are astoundingly
monarch passes final judgement with their mate unified.
acting only as a form of counsel. As highly magical
creatures, the many types of Fae are creatures of QUEEN’S GLADE
legend and hold many mysteries. Ruling the Court is
a daunting task, and the current Queen is renowned At the center of the Moolsheel kingdom is a place
for her legendary wisdom and ruthless judgements. sacred to all Fae. The Queen’s Glade hosts a legendary
Meetings of the Court are somewhat infrequent pool of silvery water. It is said that when the Skylords
and bring a representative from each Fae species created the Tyris tol Gry, Nomai’s Titan children
together as equals to address kingdom wide concerns. shed tears that created the pool. Surrounding this
Court gatherings are also performed for use of the pool is a small settlement dominated by the family
pool in the heart of Queen’s Glade, usually as part of the ruling monarch, and serving as Moolsheel’s
of a ceremony. capital. The glade’s pool is the center of many magical
ceremonies of importance to the Fae and is said to
have divine healing and transformative properties.

31
This allows the natives of Nevelon to maintain
FIELDS OF NEVELON control of their distribution to wealthy nobles or
other nations as the process has proven impossible
The Fields of Nevalon are considered a strange to duplicate elsewhere.
and alien place by most inhabitants of Laruna.
Believed to have been the place a the first mighty
titan fell during the great war, it is mysterious land TRADE TERRITORIES
home to many unnatural occurrences. For those
outside of the area, Nevelon is a place of intrigue A somewhat lawless territory devoted to
and the everything from the natives to the weather free trade of all kinds. This large conglomerate of
can be frighteningly peculiar. merchant towns is lorded over by de facto leader “The
The settlers here live a quiet life away from the Maiden of Maport” and her company of mercenaries.
action of the larger kingdoms. Known for breeding Gangs, guilds, and mercenaries rule the lands
exceptional horses, and exporting unique crops, their here enforcing only the laws of trade generally
biggest threat lies within, as many of their number accepted by all participating members of the Trade
have become indoctrinated into the Cult of Mirusen Territories. With unmatched economic strength, and
and similar groups who operate without a significant extensive trade routes across the western lands, the
authority to stop them. While much of the population Trade Territories are a strange, lawless force well
consists of nomadic settlements constantly on the known for selling anything and everything someone
move, there is one town that seems to have taken a could desire.
permanent position in Nevelon, and secretly houses
the leadership of the Cult of Mirusen. MAJOR CITIES
NOTEWORTHY LOCATIONS MAPORT (CAPITAL)
CAMP KORUM
Ruler: Maiden of Maport
Size: Metropolis
Ruler: Horse Lord Urugu (Summoner) Army: Large mercenary army.
Size: Town Goods: Trade goods, black market goods.
Army: Unknown
Goods: Horses, crops.

An independant merchant town run by


mercenaries, Maport has access to a large body of
What on the surface passes for a quiet, water that serves as the busiest port settlement in
hardworking town is actually the central power of Laruna. Trade of all kinds from large scale acquisition
Nevelon. Here a nomadic tribe has adopted more of mercenary services, to seedy and illicit purchases
permanent residence and asserted itself as the premier of drugs or slaves are conducted daily. Paradoxically,
source of stable commerce and communication for Maport is relatively civil and peaceful in its dealing,
outsiders. due mostly the presence of the “Maiden.”
This assertion has gone smoothly, as many Rumors claim the Maiden to be a woman of
travelers find Camp Korum socially awkward and inconceivable beauty that has enthralled some of the
bizarrely unnerving. most dangerous mercenary guilds with her charms.
In truth, this town’s Lord Urugu comes off to Those who have dealt extensively with Maport know
many as a charlatan, yet the truth is many of the the improbability of such a childish claim, but they
horse lords fear him even without knowing that he are equally aware of the undeniable fact that someone
is actually a spiritual leader of the cult of Mirusen. hidden from the public view named the Maiden holds
Mounts bred and raised in Nevelon are all the real power in Maport. People who do not obey
exceptionally hardy due to the special crop they feed the few rules of the Maiden disappear and are never
from during the majority of their youth. heard of again.

32
IZUMO NATION ARMIES AND MILITIA
These fishing villages and nearby isles house The militias of each independent town come
pacifist settlers who explore introspection and together during times of need to serve as a makeshift
evolution while contenting with local myths and army. When this occurs, the monks of the head
threats. While there is no official governing body, temple take charge of the military and act as a war
each city is headed by an elder monk called a maester, council, lending their wisdom and power to the needs
who offers guidance and arbitrates disputes. of the nation.

CUSTOMS AND LIFESTYLE MAJOR CITIES


The people of Izumo and its many villages MUSAKA(CAPITAL)
share a love of pacificity and introspection. The
long standing methods of the monks has heavily
influenced their way of life, guiding them to simple
existences that strive for personal harmony. Generally Ruler: Maester Yu (Soulbender)
quiet and lackadaisical in their daily routines, the Size: Medium city
natives of Izumo live comfortable lives that appear Army: Unknown
unaffected by the widespread dangers elsewhere in Goods: Combat training, fish.
Laruna.

BORDER CONFLICTS AND RELATIONS


A brief but brutal war with Naraffain has forced The capital of Izumo Nation is renowned
the monks of Izumo to more closely watch the for the martial prowess of its monks. The temples
northern borders. One of their unique advantages institute a daily regimen of hand-to-hand martial arts
is the safety of their southern border on the ocean, training, placing emphasis on inner strength and self-
giving them the ability to focus their entire efforts on enlightenment. The schools here attract both the rich
patrolling the mainland coast. and the poor alike, and are open to outsiders hailing
from anywhere other than Naraffain.

33
Should a supporter of Naraffain be discovered TENG’SHA
in their midst, standard practice is to use them as a
training dummy for 24 hours before dumping them
off the “Pier of Insolence.” Maester Yu leaves all
aspects of the city to his appointed ministers, but Ruler: Maester Rin
retains the final say should a serious dispute arise. Size: Village
The Minister of Travel is frequently seen in discussion Army: Unknown
with Yu, as they control the flow of foreigners allowed Goods: Unique flowers and creatures.
to enter the city from the mainland.

SHIN’TAR
Teng’Sha is the southeasternmost isle of Izumo
Nation. This remote island seems to have been mostly
undisturbed by the many wars of Laruna and is noted
Ruler: Maester Fei
for its unusual wildlife and lush flora.
Size: Town
Scholars often visit here seeking to find
Army: Unknown
remnants of ancient creatures and plants, claiming
Goods: Unknown
that visiting this unusual island is like taking a
walk in Ages long past. The citizens here revere
the surrounding nature, and what little area they
cultivate is groomed into beautiful displays. A small
Shin’Tar is the second largest island in the population of Ashik gather here, finding comfort in
Izumo chain, and supports a population to match. these surroundings, integrating harmoniously with
Many fishing settlements spot the island, although the villagers and taking part in their reverence of
when outsiders refer to Shin’Tar, they generally mean the land.
the one major town along the northern coast where
the population is centered. FALLEN ISLE
Shin’Tar has the honor of being the closest point
to the Fallen Isle, and monks from the temple here are In times past, the nation of Izumo was often
sent daily to maintain the conditions of the massive engaged in violent conflict against their northern
gravesite. While many of the citizens consider the neighbors who would attempt to relegate Izumo to
Fallen Isle haunted, the monks of Shin’Tar appear to their island chain alone. The fallen warriors from
travel to and from without issue. The population of these battles were given ceremonial burials on the
this island is particularly spiritual, due in part to the Fallen Isle to grant them glory in the afterlife. Many
belief that the nearby “ghosts” of the Fallen Isle need years after the wars had ended, monk warriors
to be respected and revered. Violating this respect, would venture forth from the temples and travel to
or traveling there without permission is believed to meditate among the honored dead. This practice and
ensure their fallen ancestor’s wrath, whether through the interaction with the spirits of the island would
mystical curses or actual physical retribution. eventually lead to the origins of the Soulbenders.
Even today, the Fallen Isle remains a respected
burial ground, where the inhabitants of Shin’Tar are
regularly sent to maintain the site. Honorable burials
are still possible, should a citizen of Izumo be deemed
worthy to rest among the fallen ancestors. Legend
speaks of ghosts and spirits populating the isle,
but reports of such sightings are quickly shrugged
off by the Maester’s of Izumo. In truth, foreigners
are forbidden to step foot on the island, and thus
outsiders can only speculate as to what actually exists
on this “haunted” isle.

34
SIILTHIS
LTHIS

Ho m elan
Homeland
Hom n d to thee
Bara
Ba raba
bas p
Barabas eop
ople
le, Si
people, S lltthi
his
Silthisis is
i strret
etch
ch o f
stretch
moun
mo
mountainous
u tain
in
nou
o s ice
icce caps that
tha
haat were
we once
onc
n e ruled
ruleed by the
the AGR
RAMOSH SIT
GRAMOSH ITE
TE
mighty ice lord of the same name. Strange elementals
and beasts unseen anywhere else in Laruna make Agramosh is the place where Ashik gather to
their home amidst the snow, and the Barabas are a perform The Grand Telling. At the center of the
careful and defensive people because of this. site are many clusters of large, monolithic stones
In prior ages their domain stretched west all the which are carved with the stories of past Ashik. As
way to the coast, but the arrival of the deathlords many Earthborn pass through the area regularly,
caused them to lose their citadel and lay claim now the formation of small camps are common, giving
only to the expanse from the Egret mountains to the the impression of makeshift settlements scattered
river of Davin. On the northwestern side of the Egret throughout. During the time of the Grand Telling,
mountains, there is a large level surface where a body large numbers of Ashik make their pilgrimage to the
of water remains perpetually frozen. area and many of their kind consider the event the
Now called the “frozen foyer,” this surface greatest part of their year, as it is the closest they get
used as a greeting platform for the barabas people to formal culture or society that is all their own.
to host merchants from foreign lands. Due to winds
and climate, the paths to the frozen foyer are only TIRAVAIL
safe twice a year, limited trade on off seasons to the
few talented or crazy enough to reach the location. A hill riddled region with plenty of sporadic
During the safe trade seasons, the frozen foyer is full grassland, Tiravail is home to many tribes of giants.
of merchant camps as they can remain for weeks to These huge humanoid creatures are notoriously fickle,
saturate their need for Barabas goods. treating trespassers as friends one moment and food
the next.
UNDEAD KINGDOM The few who have made significant contact with
the tribes tell stories of sophisticated cultures and
Little is known about the northwestern corner even shaman capable of uncanny mystical feats.
of Laruna. The Barabas people speak of a limitless Giant tribes are also alleged to have plenty
wave of undead who laid siege to their citadel and of capable warriors ready and willing for combat,
live there still. It is a generally accepted belief that though no one knows what threat lies westward
the deathlords are holding dominion over a large towards the coast that would require such might.
number of dead and plan to someday attack Ranath.
This may be nothing more than wishful thinking
on the part of those who would see Ranath ruined,
but the presence of large numbers of undead is never
questioned, leaving most people to refer to the lands
north of the river Galan as the Undead Kingdom.

35
East of the Tyris tol Gry

36
Finally, the sky-cities have powerful mystic
EPILESIS wards that prevent outside magic assaults, keeping
their population well protected from any significant
The sky-cities lord over a central portion of magical threat from opposing nations or kingdoms.
the eastern lands and are united as the Epilesis These mighty cities, as well as all of the
dominion. The tightly knit descendant society use Epilesis dominion, is ruled by a group of nine
these huge floating portions of land as their high Descendants called the Lovis. These carefully
perch from which they keep a watchful eye on selected descendants are chosen through society
the territory below. Each skycity is an enormous wide votes and are appointed for life, having one of
portion of rock suspended magically in the air, upon their number only replaced after death. The Lovis
which magnificent descendant structures create an use an ancient descendant rite, passed down from
unassailable and much adored marvel. their forefathers, that powerfully alters the Exchange
Due to each of the sky-cities of Epilesis being for each member. Because of this, members of the
created prior to their surrendering of the Arga’sheel, Lovis live exceptionally long lives, many times
they exhibit certain powerful magical enhancements longer than a normal descendant. They are able to
that serve their citizens well. First and foremost is form extraordinary psychic bonds with people they
their very existence, these impossibly large portions Exchange with, even able to extract thoughts and
of earth will remain floating indefinitely, and the memories from their partners—whether they are
creators could conceive of no force beyond the Young willing or not.
Gods themselves bringing them down. The Lovis are considered the greatest minds of
Secondly, the sky-cities are powerfully Epilesis and three of them make permanent residence
enchanted to radiate a magical enhancement in each of the sky-cities. They oversee and manage
that reaches nearly to the borders of the existing all of the dominion’s society and in times of conflict
dominion. This aura of magic subtly enhances any or war give their orders directly to the Imperitus who
descendant in its presence, reducing the effort of commands the army.
flight on their bodies, allowing them to fly for nearly
limitless amounts of time. This grants the military
forces of Epilesis the ability to patrol their territory
from the sky, a practice shared with the public who
take the responsibility of maintaining close watch of
the homeland as part of their civic duty.

37
BORDER CONFLICTS AND RELATIONS
CUSTOMS AND LIFESTYLE
The edges of Epilesis are well maintained. With
The descendants of Epilesis make up a society the Garaith clans respectful of the northern borders,
with unparalleled unity. Among their people, political the Dark Forest to the south, and the relative stability
schisms and social debates are largely nonexistent. of Faranok, Epilesis maintains a peaceful and secure
True poverty is absent as well, with citizens seeing domain.
one another as brothers and sisters, ready and willing Mesadrin provides the only persistent difficulty,
to assist each other in times of need. This united but this has been mostly relegated to vigilant
ideology leads to a strong, albeit stagnant, society patrolling on the parts of Epilesis. The Empire of
that rigorously adheres to their traditions, and Mesadrin has set their collective eyes on Hodramekus
instead puts their energy into improving or guiding across the sands, and has caused them to make very
external civilizations. few surface appearances in lands of the Epilesis
Citizens participate in local flights, patterns dominion.
of patrol that are organized by the dominion’s
army. These are somewhat lighthearted affairs that ARMIES AND MILITIA
citizens participate in regularly, enjoying the sights
of their homeland and the joyous company of their Crimes of violence are exceedingly rare in the
kin. This tradition also keeps the territory of Epilesis sky-cities, and nonviolent crime is substantially less
exceptionally well watched, making movements common that in most places. Because of this, there
through the dominion difficult if trying to avoid is no standing militia, leaving the army to handle
detection. enforcing the Lovis’ law. This is handled by a small
Within the cities, the lack of need for farming number of warriors titled Justicar.
gives the society ample freedom to pursue other time Groups of dedicated warriors are broken into
sinks, many of which turn to trade, artistic endeavors divisions called wings, and answer to the small chain
or serving the army. of command that ends with the Imperitus, who acts
Creative arts, such as sculpture, music, and as head of Epilesis’ military.
poetry are widely celebrated pastimes, and many Since The Summit, the descendant army has
visitors to the sky-cities speak highly of the elevated not waged war of any kind, leaving the other races
level of excellence found within, often lamenting how wondering just what lies at their disposal. Of course,
bland the rest of Laruna can seem by comparison. the Imperitus does not make a habit of openly
Merchants of Epilesis are extremely well discussing the entirety of his armies capabilities,
received in foreign lands as the pricing of their wares either. Even with these uncertainties, the common
rarely accounts for the scarcity of goods, instead only belief among the mortals is that should war break
valuing the functional cost of producing them in out, the descendants would have no problem rising
Epilesis. Furthermore, when conducting trade away to the occasion.
from the homeland, citizens of Epilesis notoriously Warriors of Epilesis make efficient use of bows,
horde trinkets from foreign kingdoms, seeing things practicing their shots while flying, and wielding short
other merchants find worthless as valuable baubles. handled glaives exclusively for melee combat.
This causes Epilesis to be a large importer of unusual
crafts and goods, supplying much needed coin to
fringe villages of foreign territories.
Tourism is a well appreciated activity in Epilesis,
as descendants are who are normally seen as aloof
and judgmental when away from their homeland, can
be friendly and warmhearted to visitors. Most citizens
are overjoyed at the prospect of introducing travelers
to their homeland and customs, causing those who
undertake the expense of arranging gated travel to
give glowing reports of their time “amidst the clouds.”

38
Much like Solstice, Skystead is an immaculately
MAJOR CITIES constructed city, showcasing the beauty and power
of the once possessed god-magic of the descendants.
In fact, the design appears so similar to outsiders that
many of them cannot tell which descendant city they
SOLSTICE (CAPITAL) are in without asking a citizen.
Pristine marble dwellings are a staple of
design here, as well as large ornamented gates and
portcullises leading to differing sections of the city.
Ruler: Lovis Council One noteworthy fact that adds to the majesty of
Size: Metropolis these cities is that due to the slightly larger size of a
Army: Unknown Descendant, their buildings are larger than human
Goods: Creative works. construction as well, making their grand designs ever
more impressive.

Solstice is the crown jewel of the Epilesis WOLESHAR


Dominion, a floating bastion of ancient descendant
culture. Originally created with Arga’sheel, the
construction is unnaturally clean and precise,
Ruler: Lovis Council
enduring through the ages and appearing as it was
Size: Large city
first built. Perfectly chiseled columns of marble
Army: Unknown
stand at the entrances of most large structures,
Goods: Creative works.
and beautiful gardens flourish with water sources
originating from magically flowing waterfalls that
float above the pools they empty into.
Descendant citizens stride casually down its
pearly stone walkways, although those in a rush can Located nearest to the Mesadrin Empire,
be see flying overhead to their destinations. Relay Woleshar is required to maintain a heightened
stations are located at the edge of the city in each vigilance toward this threat. While aerial patrols
cardinal direction, allowing visitors without flight in the eastern lands are somewhat carefree and
to be brought to or from the ground below using a enjoyable, the occasional patrol originating from this
system of elevated platforms. Guides are eager to city never returns from their duty of scouting over the
accompany travelers who wish to explore the lands Dreadwood and the Poisoned Pools.
below, seeing it as an opportunity to engage in a This has led the Lovis Council to make a difficult
discourse about their culture, but are wary of those choice, whether to engage in underground conflict,
who wish to go it alone, keeping a watchful eye from or simply send larger patrols and attempt to force the
above on such lone wolves. Mesmulot to remain beneath the surface.
Those who return safely universally report no
activity, leaving the council in a state of confusion.
SKYSTEAD More vocal members of the military insist on a full
scale ground assault of the area, but more rational
minds realize the dangers of sending troops into an
unknown threat.
Ruler: Lovis Council
Size: Metropolis
Army: Unknown
Goods: Creative works.

39
SILVERWOODS MESADRIN EMPIRE (MESMULOT)
The southern portion of Autumn Dale is
dominated by beautiful trees that remain in bloom
through all seasons. These trees have thin veins of Ruler: Emperor Sornimot
shimmering silver that laces their bark and leaves Size: Metropolis
giving the region its name. Descendants of the nearby Army: Unknown.
sky-cities make frequent trips to the special forest to Goods: Unknown.
take in both the trees and the strange bioluminescent
flora that gives the area a magnificent aesthetic after
sunset. Recently, several young descendents have
befriended the small group of transparent fleshed
dryads that dwell there. Unusual and magically Mesadrin is a sprawling collection of
alluring, the dryads are an irresistible
rresiistib attraction
ble atttra
actio for
on fo
or subter
subterranean
e ranean citiescities interconnected
in
nte
ter through a system
the descendant youths. Using unknown
ng unknknonown w
wn of uunderground
nd der
e ground nd llabyrinths.
abyy
ab This empire is home
methods, the dryads are able to distill
dist
distil
illl
il to a cul
culture
lturere utt
utterly devoted to the dark god
the silver from the trees and us
use Arliman.
Ar
rli
liman. T The bloodthirsty Mesmulot
it to create a sugary drink run an abhorrent kingdom where
ru
called “Shimmer.” Acting as other
o
ot her m
he mortals are treated as little
a powerful hallucinogenic,, more
mo re tthan cattle, and are frequently
Shimmer has become a hit, it,
it used
ed as slave labor before being
and the forest parties betweeneen transitioned
tra
tr ans into macabre meals.
the dryads and descendants tss aree Devoted
Devo vo to profane decadence,
rapidly becoming legend amongmon
ongg the citizens
t ze adhere to Arlimans ethos
citi
ci
sky-city youth. with
w
wi t fervor and embrace desires
th
seen as perverse by the rest of
se
STARLIGHT PLAINS Laruna.
L
The layout of Mesadrin
The aptly named Starlight
gh ht consists
c of a central hub
Plains are frequently visited ed known as “The Heart,” which
kn
by mystics and soothsayers rs branches
b ran n out into various sub-
for the bizarre illuminationsns cities,
ciitiess, eeach controlled by a different
that appear on the grass of th the
he Noble
N
No blee ho
bl house.
o The term ‘city’ is used
plains during the night. These heese loosely,
loo
lo osely,y, aass th
the organization more closely
bright, luminescent markings kinn gs rresembles
re seem
mb ble
less lalarge
rge populated areas connected
larg
differ from night to night, leading
addin
ing
g by wwinding
i di
in ng tunnels.
ding tun
unnels
many astronomers to believee th they
ey The
Th
he EmEmperor
mpep ror off T The
h Heart is chosen collectively
are a special insight into the g
grand
ra
and
n by tthe
h Lor
he Lords
ord ds o off each ch house, and has complete
design. authority
a uth
thor
o itty ov over
ver thee E Empire until death. These
During special seasons, large complex designs houses are allowed to rule their areas with relative
are made in the grass, drawing hundreds of visitors independence however, each having their own
who treat the beautiful sight as romantic cause for internal politics and distinct reputations for their
celebration. bloodline’s unique abilities.
A certain degree of treachery and conflict is
expected amongst their kind, even at the highest
levels of political influence, as their dark god would
expect no less. It is however considered disgraceful
and unacceptable to put one’s own personal gains
above the will of the Arliman; he demands the
Mesadrin Empire succeed, so those who undermine
this in meaningful ways are to be punished or
sacrificed.

40
Deep beneath the sands, tunnels allow large
CUSTOMS AND LIFESTYLE numbers of Mesmulot to leave Mesadrin and surface
in the lands of the west, giving sustained access to
Day to day life in Mesadrin varies from one noble the endless war with Hodramekus. Many border
house to another. The common precept of Arliman’s villages have been overrun by Mesadrin forces due
faithful about gaining one’s desires at any cost takes to their inability to track the enemy movements
on an altered meaning in the case of the noble houses. until it is too late. The sole surviving city of such full
Seeing their bloodline as a form of family bond, many scale assaults is Sol, with its ever burning daylight.
citizens of Mesadrin live lifestyles entirely dictated by Emperor Sornimot was appointed by the noble
the customs and desire of their noble house. Some houses following a long campaign of violence against
houses are devoted military tacticians, focusing the Hodramekus where he swore he would see Sol finally
energy and education of their youth on warfare. Other plunge into the darkness.
houses are gifted slave keepers, able to curate superb Despite a long historical intolerance, Epilesis has
meal selections and keep slave pens healthy and able reduced their concerted efforts to keeping Mesadrin
bodied. All customs are honed in service of the dark beneath the surface. Efforts towards significantly
god of course, and earning respect publically from harming Mesadrin have proven futile as the forces
either their kin or the emperor is an ever burning of Epilesis are unable to wage war effectively in the
passion in the majority of Mesadrin natives. tunnels.
The struggle for respect is as dark and insidious
as Arliman himself. Noble houses whisper secrets at ARMIES AND MILITIA
court, plotting ways to best other houses and this
treachery is both commonplace and dangerous. For Unlike conventional armies, the armed forces
the Mesmulot of Mesadrin, the delicate balance of of Mesadrin wear very light armor, relying on
internal strife and unity is a fine art. Those without their natural speed to evade, and psychologically
the tact or mental shrewdness to understand how to intimidate their opponents. Typical ground troops
play the game find themselves on the bottom of the make use of occasional hardened leather or iron
social barrel, or burning in effigy for crimes against plates, such as vambraces, but are almost always
the empire. wrought with the gothic decor of Mesadrin design or
Equally central to the Mesadrin way of life are their Noble house.
the Slave pits. These huge areas breed, raise, and The few heavy armored, plate wearing troops
maintain a crop of slaves which serve as a central are used to apply pressure in crucial combat areas
work force for the empire. Keepers and Overseers allowing furies to slip quickly behind enemy lines.
are well respected positions and highly sought after Furies are a hallmark of Mesadrin forces. These
as they control the food supplies and have authority unarmored Mesmulot use a soft enchanted metal to
over anyone beside the emperor while in the pits. create thorny whips which are difficult to defend.
These warriors condition their Mesmulot reflexes
BORDER CONFLICTS AND RELATIONS to an exceptional level allowing the cunning use of
these peculiar weapons.
Borders exist largely in the perception of the
empire as their society largely dwells beneath
Laruna’s surface. This lack of surface presence is both
a boon and a curse to Mesadrin’s strength. Without
tremendous territory under constant watch, very little
of the surface land above Mesadrin is productively
utilized beyond farming to supply food for the slave
pits. Having the Tyris tol Gry to the west and Epilesis
high in the sky to the west, most Mesmulot farmland
operates in safety. The dreadwood is home to many
frightening creatures, many of which Mesadrin
employ to further ensure their land’s safety from the
patrols of Epilesis.

41
In the swamps of their small village rests a
NOTEWORTHY PLACES powerful Nexus of the Dark. It poisons the surrounding
woodland and has bred several dangerous Kreesh
who inexplicably ignore the wormwood natives.
People of Mesadrin frequently trade with these
WORMWOOD natives for Makora wood and hide deeming it the
easiest method of acquisition. Wormwood villagers
possess blood toxic to Mesmulot, and they are able
to safely escape notice as they harvest the valuable
Ruler: Chemenor
materials that fuel Mesadrins’ dark arts.
Size: Village
Army: None.
Goods: Makora wood and hide.
TYRIS TOL GRY

Though much of Laruna, specifically the western


border territories believe Mesadrin has special access
A small town on the outskirts of the dreadwood, to the sand, the truth is more frightening. Mesadrin
a large toxic swamp is home to a near ghost village. has long come to understand that the sands cannot
This small decaying settlement exists in normally be traversed safely. Scouts and even large battalions
inhospitable land as the humanoid people who have vanished forever trying to cross the sands, with
dwell there are more monster than mortal. With the slaves dying from inhospitable temperatures early in
hideous appearance of long corroded and sickly flesh, the sojourn. Because of this, Mesadrin has heeded
these green skinned villagers may have once long the wisdom of the Whisper and avoided the sands,
ago been humans, but their time in this region has depending exclusively on the tunnels beneath them
twisted their bodies beyond racial recognition. for a means of travel to the western lands.

42
4 2
DA
ARCOO’G
RCO GARAIT
ARAITH
TH
In times of nationwide conflict, the
Translated as “Home of our People,” warlords of the largest clans will appoint one among
Darco’Garaith is a tribal nation of dragonmen, divided their rank who is worthy to act as High Warlord. This
into many clans. Covering a large territory, the clans appointment is temporary, normally ending once the
of Darco’Garaith live hard lives and lord over their situation at hand has been dealt with, but during
individual regions, each headed by a warlord. Vicious their tenure as High Warlord, their rule is supreme.
fighting set the Garaith free and has remained a From outside of Darco’Garaith’s borders, their
central part of their society ever since. Claim and kingdom is perceived as a unified front with dragons
possession is a fluid thing in these lands as clans are and Garaith building a vast, powerful nation. The
quick to come to conflict with one another, using truth of this is understood by the warlords and those
disputes as opportunities to hone skills, demonstrate close to them in status and is referred to as the
valor and revel in the spoils of battle. “Serpent Secret.”
It is common to see clan icons or markings on “Serpent Secret”: Dragons are actually petty,
structures or in specific areas to show ownership of hateful, solitary beasts that only banded together
a particular clan. Individual clans and their icons against the Titans out of genuine need. The truth is,
are the dominate theme in architectural structures they have little love for the Garaith, and the Garaith
and attire. Pride in one’s clan is commonplace in have little love for them. This secret is maintained
Darco’Garaith and the only uniform cultural behavior vigilantly because the rest of the world still fears what
across all of the nation. dragons remain, and the power they could lend to
The generally harsh manner in which the natives Darco’Garaith.
embrace the theory of “might is right” could threaten
to cripple the nation, but the careful cooperation of
the Warlords keep the clans in line. At the head of
each clan lies a warlord who is responsible for its
territory and ensuring that conflicts with other clans
do not escalate to needless or petty warfare.

43
CUSTOMS AND LIFESTYLE BORDER CONFLICTS AND RELATIONS
The way of life in Darco’Garaith is dominated by The borders of Darco’Garaith offer little
aggressive tendencies and persistent tests of mettle. complication to the clans. Though they share a
Each clan has its own unique minor customs such large border with Epilesis, much of that territory is
as sniffing a defeated opponent to “smell” if they unoccupied as the descendants dwell in the sky-cities
have any will to fight left, or scratching the back of above. To the west, the valley offers sufficient buffer
a conquered mates head as a sign of victory. These from whatever terrors lurk in the sands, though the
small behaviors are vastly dwarfed by the more coast is a point of contention as Highland has begun
widespread and universal customs of conquest. construction of a forward garrison that many clans
For any citizen of Darco’Garaith, disputes are see as a potential invasion point.
settled by way of combat. These duels have strict
rules set by the ruling warlord of a territory and ARMIES AND MILITIA
almost always include the stipulation of not killing
the opponent. Scarring and even more dramatic The concept of militia does not exist in
forms of mutilation, such as broken bones of severed Darco’Garaith. Clans and their warlords enforce their
fingers are not unheard of, but most warlords refuse laws directly. For nation wide conflict, clans unite
to allow such behaviors as they would rapidly find under an appointed High Warlord. In these cases
their clan without capable warriors. For citizens, entire clans are mobilized and treated as battalions
“conquest” is not a behavior of angst or rage, it is for the purposes of war.
a social interaction performed time and again as a Each clan usually possesses tendencies towards
means of establishing an identity and place in society. specific battle tactics or weaponry use, giving the
Even courting a mate heavily utilizes conquest High Warlord the advantage of deploying clans
as the deciding factor of who may or may not join for appropriate assignments. Because of each clans
with a specific person. In most clans it is expected intimate familiarity with its members, they function
that a suitor hoping to marry and/or raise a family together superbly on the battlefield.
should approach the warlord and ask for permission.
If granted, they may go on to pursue their hearts MAJOR CITIES
desire, if the permission is not granted, the Warlord
must be challenged by conquest for the sole purpose GREKTASH(CAPITAL)
of winning the right to remain in a clan and be
granted permission to marry or mate. Actually
pursuing a partner is yet another display of conquest
as both males and females must formally present Ruler: Warlord Mek’Taga
a token of their clan to the desired mate, and then Size: Metropolis
face them in conquest. The victor decides whether Army: Large standing army.
the union can proceed. In cases where a loser clearly Goods: Draconic items, livestock.
wishes to not go through with the union, their friends
or family may by right press conquest over the victor
continuing the cycle of combat until there are no new
challengers and the decision is settled.
The ways of conquest, Garaith society, war, and The largest city in Darco’Garaith, the capital
magic are largely passed on by clan elders in a less Grektash houses the most dominant clans of the
formal method than other civilizations. The Garaith Garaith. While all clans mingle freely in the central
make excellent students despite their perceived areas of the city, many sections along the outskirts
volatility, as their drive for dominion and excellence are reserved for specific clans. Smaller clans come
is deeply ingrained from youth. and go, their dwellings only temporary fixtures of a
very mobile outer city ring. The longest standing clan
within the city, and consequently most prestigious, is
the Rektar clan ruled by Warlord Mek’Taga.

44
Among their many boasts and victories over the SIKKESK
years is the more recent honor of having their former
warlord appointed to a position of Honor Guard to
the dragon Yanastaris.
The lesser clans admire the might of the Rektar, Ruler: Warlord Rul’Thane
and so they enjoy a great deal of influence in all Size: Town
matters within the city. Beyond admiration, being Army: Large standing army.
the top clan also invites many challenges of conquest, Goods: Enchanted items, Makora wood.
as members of lesser clans attempt to prove their
worth and unseat members of Rektar to take their
place. Large pastures of livestock are bred around the
outskirts of the city, as Garaith consume a great deal
of meat in their diets, sometimes consuming it raw. The southeastern town of Sikkesk houses the
The least influential clans are relegated to prominent Jal’nai clan, who are responsible for
the task of maintaining the pastures, leading to a keeping relations steady with Epilesis. The proximity
common insult among the Garaith: “Tend to the of this city to the Descendant dominion and other
stock.” mystical locales such as the Starlight Plains and
Autumn Dale lends itself to those interested in
magic travelling to this city. Clan Jal’nai specifically
RAKTHAWA excels in the magical arts, using the teachings from
descendants and research of the Dale as learning
tools. Sikkesk breaks the traditional mold of Garaith
cities, as the Jal’nai clan is the only permanent fixture
Ruler: Warlord Kruk’Gry here, and they welcome any incoming students who
Size: Medium city wish to learn the ways of magic. The typical rough
Army: Large standing army. nature of the dragonmen is less apparent here, as
Goods: Melee combat training, iron. more time is spent in study and meditation than on
conquest and martial prowess. Duels of conquest do
occur when warranted however, sometimes taking
a different form, as the participants might choose
Rakthawa has the privilege of being the second to wield magic instead of weapons or claws in these
most prominent city in Darco’Garaith, mostly due to combats. It is widely believed that a Nexus exists
clan Garin’tal, which has made this city its permanent in the heart of Autumn Dale, causing the trees to
home. remain a permanent brown color, and providing rare
The clan is recognized as containing the most sources of Makora wood. The dangers of exploring
adept spear-wielding warriors in the kingdom. Their the Dale are well recorded, as many a party of mages
clan originally developed a reputation for forging has attempted to locate the Nexus or gather Makora,
the highest quality spears available, through a never to return.
combination of skill and a rare type of iron found
in the mines just west of the city. Over time, the WATCHTOWER
continued use of these spears to defeat many
dangerous creatures and Kreesh turned the clan This watchtower was erected to stand watch
into fierce, well equipped warriors, turning their for the return of Kyroveshen, a dreadful Skylord
reputation for forging into something greater— who nearly crushed the garaith after The Summit.
masters of combat. Enchanted by great mages of the time, the tower is
With the second of Yanaris’ two Honor Guards said to be infinitely aware of the skylords presence,
being chosen from clan Garin’Tal, the clan has swelled and would serve as warning should he rise again.
with prestige in recent times, and lesser clans from Ages later, this tower is in a state of decay,
around the continent visit Rakthawa in the hopes of remaining defiantly through time, but having gone
training in more advanced combat methods. without use through much of it. It is believed that
Kyroveshen died in the ocean due to war wounds, but
no warlord dare claim or destroy the old watchtower
for fear of he may someday return to finish his war.

45
DRAGONMAW PORT It took the most loyal of all dragons, Yanastaris to
descend from the mountains and join the fight before
the Kreesh was too wounded to fight on. Yanastaris
would retreat to Dragonclaw Point tending to her
Ruler: Warlord Ruk’thar (Shifter) wounds, and the Kreesh would retreat, burrowing
Size: Small city itself into the mountain to the south, presumably to
Army: Large standing army. die from its wounds. All that remains is the Moor, a
Goods: Fish, trade goods. sickly, forsaken patch of land, uninhabited by any
clan.

DRAGONCLAW POINT
Dragonmaw Port, named after the shape of the Travel to this island is reserved for warlords
nearby river delta, is the only reliable port city on the and talented mystic adepts. Known as the haven
eastern side of the sands. The influx of travellers from of Yanastaris, an ancient dragon—she permits only
Highland has led this city from the more traditional those of appropriate skill or station to set foot on
mobile layout to a more permanent human style, her island. Unlike her kin, Yanastaris makes regular
exchanging the easily moved tarp and hide covered and amicable contact with the Garaith, and has
buildings for permanent stone structures. The clans turned her home island into a form of school where
here are wary of foreigners, especially so since the greatest of the Garaith can go and be subjected
Highland has begun construction of a fortress in to her teachings. The island itself is overrun with
Port Shea. The warlord Ruk’Thar of the Merune strange and dangerous wildlife, which Yanastaris
clan oversees the comings and goings of foreigners, claims remind her of time long past. Hunting and
leaving most to go about their business, but taking foraging on the island is forbidden and several
direct responsibility for any transgressions caused by Garaith over the years have been selected to serve as
the other races when visiting. This generally leads her honor guard. They make permanent residence
to a rite of conquest between the warlord and the in the great mountain keep of Dragonclaw Point.
traveler, where most travelers simply flee back to the Sitting atop the highest mountain perch, this keep is
western continent. Those who take part in the rite, a marvelous tribute to dragonkin, adorned by large
whether confused as to what it means, or thinking stone sculptures of the skylords in battle. Making the
they can defeat the warlord, find themselves battered pilgrimage across the island, through its wilderness
and beaten within moments, and tossed onto the and up to Dragonclaw Point is considered one of the
nearest transport departing for Highland. greatest honors a garaith can claim.
Within Dragonclaw Point it is said Yanastaris
THE MOOR and her honor guard teach chosen Garaith the true
dragon tongue, unlocking secret mysteries and
Inter-clan conflicts are common enough in magics only the eldest of dragons could know.
Darco’Garaith, but the Moor is a harsh reminder of
how important unity among the Garaith truly is. In
recent past, a seer of a dominant clan in the area
called for the warlords to convene so she could warn
them of a great beast who would devour their nation.
Stubbornly, the warlords refused to answer her
call seeing it as her clan showing social dominance
by forcing warlords to answer their call. It proved
terribly unwise as the beast the seer spoke of
stepped from the sea bringing destruction with it. A
tremendous kreesh, it saturated the area that is now
a moor with fetid, stagnant water.
The battle of the Moor was so great a
high warlord was appointed and the survival of
Darco’Garaith was in question.

46
FARANOK ALSHARA’S TOWER
After the Great War began, legends claim the Long has the tower lay in ruin, and only the
Goddess Nomai took form and walked upon the truly brave or truly mad climb amidst the crumbled
surface of Laruna to bear witness to the destruction stone to sift for secrets. Respected magi have long
wrought by the Titans. In a forested land called ago claimed the place a terrible blight that should be
Faranok she met peculiar natives whose plight moved avoided by all sane folk. This of course hasn’t stopped
her to mercy. treasure hunters or loremasters from taking a closer
She told them not worry, that their home would look at the place that once changed Laruna forever.
heal, they need only tend to their garden. There
Nomai planted a tree like no other, and around it
would grow magnificent flora. THE OCEANS OF LARUNA
This area was named the Heartwood and
the tradition of caring for the Ella Tree and its The open waters of Laruna are dangerous and
surrounding land became the sacred duty passed unexplored. Sages estimate that the land of Laruna
down through generations of natives. Now called was once ten times as large, but the Great War sunk
the Druids of Faranok, these people wield powerful much of the world, sending large portions of land to
nature magic and vigilantly ensure their small the bottom of the deep sea.
territory remains safe from outside influence. Sailors have abandoned any hope of traveling
far from the coast and exploring the ocean. Huge
sea-beasts have devoured entire fleets of would-
THE DARK FOREST be explorers and beneath the waters lurk entire
civilizations that may have survived there since the
This large thick forest to the south of Epilesis time of the Great War.
is dangerous terrain and teeming with life. Directly This makes the waters closer to the coast coveted
north of Alshara’s fallen tower, the forest has methods of travel and trade. Several wars have been
experienced changes that make it less hospitable, fought over the years for dominance of a portion of
leading many nearby folk to claim the area cursed. ocean along the coastline.
Tales of vengeful ghosts, cannibalistic monsters, and
unaccounted kidnappings have led nearby people to
abandon hunting in the area.

47
MAJOR GATES OF LARUNA ALLEGIANCES
Mystical means of travel across Laruna exist It is undeniable that Legacy Cearers are at the
by way of the ancient gates, allowing their users to heart of every major power struggle across Laruna.
instantly cross the entirety of the continent. Knowing what larger organization a Legacy Cearer
belongs to or serves can be crucial in understanding
SOLSTICE & MAPORT their place in the world.
The S/M gate is a well commercialized source A bearer’s allegiance can indicate things such as
of income for both Maport and Solstice. Transport world views, enemies, allies or obligations, and be
rules and fees are the same on both sides of the gate an important factor in deciding how to participate
and each entrance is vigilantly guarded to ensure the in world events.
fees are paid. Travel parties may not exceed 8 person
maximums, a precaution designed to prevent people
from using the gates for ferrying of troops. KINGDOM OF HODRAMEKUS
Purpose: Serving Hodramekus in an official
VALE PEAKS capacity means protecting their laws, citizens, and
way of life. Those who serve the crown must heed
Unguarded and suffering from persistent disuse, the command of King Hodramek and any with station
the Vale gate is still active, sitting at the end of a above him. While in this service, they are expected
jagged cliff. No one has ever returned after entering to uphold the “mekus way” of proving they deserve
it, and though several wizards have tried, no one has their station constantly.
been able to determine if there is an active exit point Perks: The crown of Hodramekus is loyal and
or where it may be. fair. Those who serve freely and efficiently will
A small village of people have had their priest be well rewarded while those who do not will be
occasionally bringing criminals to the gate and punished. As a kingdom Hodramekus is a cultural
pushed through as a form of punishment. They and fiscal melting pot with great access to varied
believe it is safer than exile, as these criminals never goods and services, all of which are always available
return to sully the village again. at good prices to those who serve the royal crown.
Drawbacks: Hodramekus as a society has high
standards, people in service of the crown have little
SOUTHERN TYRIS ISLE & NORTH room for error, laziness, or ineptitude. Being removed
SUNDERED VALLEY from a lofty position is a common enough affair.
Beyond that, the kingdom has many enemies and
On the Southern Tyris Isle a group of primitive those who serve the crown inherit these hostilities
humanoid creatures have created a small village as well.
community north of the gate after fleeing the Enemies: Chief among Hodramekus’ foes are
Ironscale mountains during the Garaith war in the the kingdom of Naraffain and the Mesadrin empire.
Moor. These beastial creatures have no presence on While the empire is the most heralded of enemies
the mainland of Laruna but are defensive of their while still on native soil, Naraffain can prove equally
new home. Passage through the gate will only prove dangerous to someone who serves Hodramekus. The
dangerous if travelers linger on the isle, drawing Naraffain hatred for non-humans runs deep and its
angst from these settlers. citizens travel freely to other kingdoms frequently.
The gates entrance in the north of the Sundered A servant of Hodramekus could find themselves on
Valley is unclaimed and infrequently used. The the wrong end of a sword in a place no where near
surrounding portion of the valley makes for poor either kingdom.
settlement terrain, and the transfer to Southern
Tyris Isle is largely unproductive for the clans of
Darco’garaith, leaving this gate watched by scouts
only to ensure the nearest clans are not surprised
by large enemy forces who would use the gate as a
deceptive invasion method.

48
This allowance is a substantial benefit, especially
KINGDOM OF NARAFFAIN to those with desires or causes not widely supported
or accepted.
Purpose: Most service to the nobility of Drawbacks: Being subjected to the power
Naraffain is done in a martial manner. The kingdom struggles of Mesadrin is a hefty price for the empires
of Naraffin dreams of a world where humans lord support. Envy and infighting run rampant among
over the non-humans of Laruna, using them as slaves those who serve the empire, so while gaining the
for the kingdom’s will. Serving their nobility means empire’s resources is a boon, gaining internal enemies
obeying their local laws and exemplifying their along with it can be costly as well.
ideology in all your dealings. Working to undermine Enemies: External enemies to the Mesadrin
rival kingdoms or individual non-humans is the ever empire are everywhere. No other kingdom can
present command. boast the claim of being openly despised in nearly
Perks: Within its borders, those who serve every corner of Laruna. Allegiance to the empire
Naraffain enjoy extreme leeway. The local laws are is something routinely hidden when outside of
much more malleable for these individuals, causing Mesadrin’s borders. Depending on the level of status
most lesser crimes to be simply overlooked. They possessed within the empire’s hierarchy, internal
are also typically well paid and supported with enemies are a concern as well, though to a lesser
necessary tools or education to ensure they fulfill extent than those beyond the borders.
their obligations appropriately.
Drawbacks: The whims of the King are absolute. KINGDOM OF HIGHLAND
More so than most kingdoms, Naraffain’s cruelty and
stern judgments rule supreme, all of which come Purpose: Serving the kingdom of Highland
from the crown itself. Those enjoying the perks means putting the sanctity of the Young Gods
of servicing the crown must also be subject to the above all else, and always acting in a manner that is
sometimes savage, unjust, or insane requests of the becoming of a devout worshiper. Pious behavior and
crown. Furthermore, the issue of dealing with non- honoring your god and country is expected, as well
humans is as non-negotiable as it is lethal. Those as obeying the command of the king and his counsel
seen or even perceived to be in any way permitting of temple leaders.
or assisting non-humans can easily be subjected to Perks: Highland is no longer one of the
unspeakable punishment. premier powers of Laruna in terms of political
Enemies: Unsurprisingly, Naraffain has no influence, but within its territory still reside some
shortage of enemies. Those who serve the crown are of the most respected and powerful temples to the
clearly aware of just how hated their homeland is young Gods. Among the Highland citizens, religious
by all non-human kingdoms, making travel to such zealotry abounds, giving way to perhaps the greatest
places difficult. Human kingdoms with opposing advantage to serving the kingdom of Highland—
ideology such as Highland and Hodramekus are being seen as a parishioner by one of the 7 great
openly unfriendly with Naraffain which can make temples. The nobility and crown of Highland are
trade difficult even in these kingdoms. notoriously strict and demanding of those who serve,
but this is well mitigated by the willingness of temple
MESADRIN EMPIRE parishioners to of extensive aid and a moment’s
notice, with the commitment and sacrifice that only
Purpose: The empire and its servants have a a zealot can offer.
single objective, which is to worship the dark god Drawbacks: Demand of service can be seem
Arliman and empower his people. Every servant of excessive to those not accustomed to Highland
Mesadrin is at first glance allowed to pursue their ways. Payment is menial, criticism is ever present
selfish desires to the fullest extent, ideally punishing and no accolades are given for a job well done. All
those who oppose the dark god along the way. The service is expected to be performed out of dutiful
overriding command however is to strengthen the obligation and devotion, not a desire to accumulate
empire and cripple its enemies. wealth or glory. It can also prove difficult to navigate
Perks: Serving Mesadrin means having the the warring ideologies of the 7 temples at times.
liberty, expectation even, to leverage your position Supporting one can lead to nearly hostile opposition
for both personal gain as well as service to the empire. from the temples scorned.

49
Enemies: Highland has made Ranath an
enemy, as well as fallen out of favor with the trade EPILESIS
territories. The former’s fascination with opposing the
young god’s worship is seen as an unforgivable sin Purpose: The dutiful, honor bound Descendants
by Highland and has lead to several bloody conflicts. of Epilesis take the principle of allegiance seriously
While the trade territories near worship of coin and and do not accept such offers lightly. Such an
complete lack of moral guidance causes poor business arrangement is seen as binding contract between
relations. an individual and their society as a whole. They
will expect someone to act with impeccable moral
MOOLSHEEL conduct as well as support their people’s role as guide,
educator and mediator to the other mortal races and
Purpose: The Fae of Moolsheel seek both the kingdoms.
preservation of their lands and the enlightenment of Perks: Epilesis is a marvel unmatched on
the mortal races. Under the direction of their current the lowland of Laruna. The highly advanced level
queen, they make consistent and significant efforts of artistry and excellence in all of their endeavors
towards sharing their knowledge and way of life with gives an ally mighty resources to call upon. Despite
interested mortals in neighboring regions. Those the varied perceptions held about the Descendant
who serve the queen and her court are expected to homeland, many people see an agent or servant
preserve fae customs, protect their lands and punish of Epilesis as a harbinger of reason and good-will,
those who do neither. making finding a friendly face or spare bed easy even
Perks: More so than most societies, the Fae very far from the skycities.
of Moolsheel are unyielding in their desire to keep Drawbacks: As a society, Descendants of
their word. What they promise, they deliver and it is Epilesis are very critical of Mesmulot, watching
customary for them to extend such promises to those the Redeemers with a careful eye. This can breed
who serve Moolsheel consistently and effectively. hostilities anywhere Mesmulot presence can be found.
Possessing powerful magical gifts, and a reputation It is said that the Descendants do not venture often
for dwelling in a near paradise, serving Moolsheel or en mass from the sky-cities due to a sacred duty
can be a uniquely rewards experience. involving them keeping the eastern lands safe from
Drawbacks: Pledging allegiance to the fae unknown horrors. If there is any truth to this, those
is never something to be done lightly. They take who serve the sky-cities are surely expect to aid in
mortals words almost as seriously as they take their that duty.
own. This can make serving Moolsheel feel like being Enemies: The empire of Mesadrin is
shackled if one grows discontent with the Fae courts unequivocally the most visible enemy any ally of
desires. Another drawback of serving the court is Epilesis must face. The “darkspawn” are always
their relatively insular view points. They are eager to watching, looking for opportunities to abduct,
help, but only those near their homeland. Moolsheel torment, or kill allies of the sky-cities. Further
rarely concerns itself with outside matters and this threats loom in the shattered lands to the south,
can lead to those who serve finding little aid or and creatures with long enough history or memory
support from the court if they become embroiled in are sure to dislike any ally of the people who once
external concerns. ravaged the land of Laruna in service of the Elder
Enemies: Many outsiders have heard the God.
legends about Fae magic and frequently turn their
covetous eyes towards anyone who has access to DARCO’GARAITH
Moolsheel. In this way, people in service of the court
can find they have secret enemies, plotting quietly Purpose: The land of the dragonmen exists in
to exploit their personal connection to the Fae court. its united state only to show solidarity in the face
Chief among these are greywalkers, fabled “dark fae” of dragons and other nations who would seek to do
that stalk their people and devour them whenever them harm.
possible. This animosity can of course, spill over to Perks: Being allied with Darco’Garaith means
those who serve the court. pledging allegiance to a clan and its warlord. Even
the lowliest of Garaith tribes are hardened folk with
plenty of capable warriors among them.

50
A warlord who is fond of an ally can bring the Enemies: The isles of the lost are said to house
entirety of their clan to that allies assistance in short restless warrior spirits who seek to undo Izumo nation
order—provided they see value in doing so. Of course and anyone who serves it. Beyond these nightmares,
violations to the clan’s honor or good name, as well aiding Izumo is much more likely to earn enemies
as harm befalling an ally, could be perceived as due to the individual maester being served rather
weakness without proper retaliation. This can easily than enemies of Izumo itself. Naraffain has fought
gain the clans support as well as the warlords. border conflicts in past that has created bad blood,
Drawbacks: The status and strength of a clan is but open hostilities near Izumo’s borders are rare.
always in flux. Those who serve a clan may find their
support significantly diminished or even destroyed RANATH
by the frequent clan conflicts of Darco’garaith. This
can limit or remove the value of such an allegiance Purpose: Seeking truth, insight and self
completely, leaving someone with no formal tie to empowerment, Ranath works towards bringing
Darco’Garaith at all. genuine empowerment to the mortals of Laruna.
Such an occurrence could prompt someone This originally centered on human evolution by way
to sell their allegiance to a different warlord, but of mystic study, but has over recent years expanded
actions taken in service of the previous clan will be to include all civilized mortals. The acquisition of
remembered. magical knowledge is paramount.
Enemies: While clan vs clan conflicts are Perks: Renowned for possessing the largest
commonplace, they rarely escalate to wholesale and most substantial collection of magical text and
warfare. The greatest of enemies inherited by material, service to Ranath means gaining potential
belonging to a clan is the formal declaration to all access to an unparalleled wealth of mystic resources.
dragons that you support the Garaith—a simple fact Beyond knowledge and material resources, the guilds
that is cause enough for many of the ancient beasts and academies of Ranath teach some of Laruna’s most
to seek vengeance. promising wizards and magic adepts, all of whom are
often eager to earn the favor of someone in good
NATION OF IZUMO standing with the Red Circle.
Drawbacks: Being subjected to the will of the
Purpose: Being in service to the Izumo nation Red Circle is a dangerous proposition. They have a
means abiding by the wishes of the local maesters. well earned reputation for being willing to sacrifice
Izumo seeks to unify small villages and towns anyone and anything in their pursuit of new mystic
scattered off the coast of the isles and give them the wisdom. This can make those who serve them feel
stability and safety needed to enjoy peaceful lives of like a disposable resource that is only one unfortunate
introspection and beauty. assignment away from meeting an untimely end.
Perks: Citizens of Izumo enjoy a fascinating Enemies: In a political sense, Ranath and its
culture that encourages personal, physical, and servants are in open conflict with no one. This is
spiritual well being. They possess a quality of life a farce the Red Circle carefully protects, when in
disproportionately higher than their economic actuality there are many groups and individuals
strength indicates and this alone can attract devotion that see their crest as something to be vilified or
and service. Beyond this, service to Izumo can be destroyed. Naraffain, Highland, and Moolsheel
as varied and diverse as the several maesters who all have legitimate hatred for Ranath for various
lord over its terrain. Having access to the famed reasons, and the Red Circle is said to have a host of
monks and their temple is benefit as well, since otherworldly enemies that hunt their ilk because of
their collective wisdom is well regarded, as are their their forbidden mystic meddling.
healing capabilities.
Drawbacks: Izumo’s independance is also one
of its weaknesses. Without unified leadership or
purpose, someone is never truly serving Izumo nation,
instead serving either one of the maesters. This leads
to dramatically limited clout or assistance on the part
of the governing body, which can be limited even
further by internal conflict with other villages or
maesters.

51
AGENTS OF EMOL
GUILDS
Purpose: Destroying Kreesh and eliminating
Improving one’s self interests by banding Nexi and the corrupted is seen as moral obligation.
together with like minded individuals is core purpose Agents of Emol don’t do it for the money, and don’t
of being part of guild. care what anyone else wants or feels; they are on
Organization and obligations will change from a sacred mission to eliminate all dangerous Legacy
guild to guild, but each has members joining a cause from the world, and have on occasion extended this
of their own volition with the expectation of being mantra to include other Legacy Cearers as well.
reward by coin or some special merit accessible only Perks: The guild cares nothing for the political
to members of said guild. implications of their actions. They are large and
In general, guilds tend to be more cosmopolitan powerful and fulfill a crucial role for free. They thrive
in their composition, more relaxed in their obligations, off donations from members and benefactors who see
and less intimately bound by shared ethics or honor. the value of an uncontrolled watchdog.
This means members can pursue their hunts
with little fear of repercussion and can almost always
IMMORTALS count on guild assistance when it is readily available.
Purpose: A self serving entity devoted to Drawbacks: Guild members must meet with an
hunting for Legacy as a group. arbiter who records their accounting of their activities.
Perks: Able to tackle bigger threats as a group. This arbiter determines if their deeds are
Shelter from any other groups, and a group that is significant and thusly deserve to retain membership.
equally voted not ruled. They also distribute guild stipend of coin to support
Drawbacks: Must answer the call of the the members hunting efforts.
pantheon when commanded. Must partake in any Enemies: Their disregard for political agendas
pantheon wide assignments and lack of basic respect for borders makes the agents
Enemies: Members of the immortals from hated by nobility. At best they are seen as reckless,
time to time have escaped dangerous enemies by unruly soldiers giving no care to the damage they
joining the guild. These enemies sometimes carry cause to lives around them. At worst they are insolent
that animosity over to the Immortals as a group. criminals who are enemies to the ruling body they
Immortals are also seen as self serving and arrogant. ignore.
They place their own desires above the and mortal
or kingdom desire.
CULTS AND ORDERS
KIN OF VALHAR When faith of an uncommon variety is the
Purpose: Noble warriors who believe that primary unifying factor, the allegiance is known as
Legacy is best served facing worthy foes, selling their a cult. These groups adhere to religious tenets and
power to anyone with coin and need. typically serve one another with an extraordinary
Perks: Commanding high fees for their military zealotry. Belonging to or serving a cult as a Legacy
assistance, the Kin of Valhar are some of the best Cearer can be tricky business as their powers can
loved mercenaries in Laruna. often inspire strong positive or negative sentiment
Drawbacks: Can’t take assignments not based on how well they align with the ideals of the
considered noble or noteworthy. Expected to give faith that unites them.
life if necessary for a missions completion. Must tithe Seen as answering a calling, Orders are groups
to the watcher. bound by honor or valor, typically ignoring self
Enemies: Few groups actively see the Kin as service to better a cause that could not be served
enemies, though those who do usually had such properly alone. This leads to very strong idealism and
enmity created when the Kin turned down their self sacrifice. Membership may not be rewarding to a
assignment due to inability to pay or because it was Legacy Cearer in an obvious way, but should enemies
not seen as a worthy cause. of the order arise, the extent their fellow members
will go to aid them maybe without limits.

52
CULT OF MIRUSEN Drawbacks: The versatility and relative secrecy
of the order leads to inconsistent support. Some
Purpose: During the Great War, the Titan members will be of small influence while others large.
Mirusen was known for his insatiable rage. So great Furthermore, some members will be ever willing to
was his anger, that even death could not quell it. lend full support while others will be much more
Now a cult has risen in his name and seek to feed hesitant.
his rage so when he rises from his death-sleep, he Enemies: Secrecy helps curtail the flood of
will spare the worthy who helped him avenge his enemies the order could face. Its existence is known
brothers and sisters. Members must work to betray by several entities but none can verify its existence to
and/or kill Legacy Cearers when possible and spill as Laruna at large. One particular band of Descendants
much Legacy Cearer or corrupted blood in the Fields have devoted their efforts to rooting out the Tower
of Nevelon. and destroying it, and they call their group the
Perks: The Cult of Mirusen is tightly knit “Children of Forenon.” A member of the Tower is not
and fanatically loyal. Any effort that would bring careful about their dealings could easily end up on
appropriate victims to Nevelon will be supported the wrong end of a witch hunt.
with whatever limited resources they have at their
disposal. The most devout of their number are said
to inherit forgotten powers as the torpid Titan shares TEMPLE OF LABODE
his knowledge with them. If this is true, having such Purpose: A small and splintered faith,
assistance could be very valuable. parishioners of Labode believe they worship the Elder
Drawbacks: Devotion and secrecy are God in its true form. Founded sometime after the
demanded by the Cult. No one but fellow believers arrival of humans, the Temple of Labode was created
are allowed to know of the cult’s existence as the fear after a devout worshiper was visited by a messenger.
of exposure and prompt annihilation is ever present. This worshipper would go on to be the first
This significantly limits membership’s benefits to “bloody seer”; someone who through flagellation,
covert methods, and all but eliminates its assistance hears the whispers of the Elder God. Parishioners
in public or far from Nevelon. believe the Elder God is suffering by watching its
Enemies: In theory, anyone not a part of the children ruin its creation. They seek to help their
Cult of Mirusen is its enemy. In practice, so few deity by undermining and destroying all worship of
know of the cult’s existence, it operates with relative the Young Gods and returning all people to the faith
impunity. of the one true god.
Perks: Worshippers of Labode are known for
ORDER OF THE TOWER their exceptional source of secrets. Many believe
Purpose: There was a time that all of Laruna there is nothing that the bloody seers don’t know or
feared or respected their name. Now, ages after their can’t learn. Parishioners can draw on the premise
collapse, the Tower has risen again. Loyalists to the that knowledge is power, turning to their fellow
long dead Alshara, they believe the greatest wizard worshipers to learn things no one else might know.
in history is still alive; suspended in a state of partial Drawbacks: The temple of Labode is small and
existence. scattered. It can be difficult to reliably find members.
The Tower works to uncover enough truth of Furthermore, those who worship the Elder God as
their long gone master’s status so they can bring him Labode inevitably go mad over long periods of time.
and his vision back to life. Members must work to This causes many to call members of the temple
pass on all knowledge both magical and mundane madmen, even if it is prior to their minds being
to the order. ruined with overpowering secrets.
Perks: A surprisingly diverse and widespread Enemies: While the temple doesn’t have much
secret order, the Tower has members of varied significant opposition, this is primarily because few
influence everywhere. Members will find a friend take the madmen seriously. Those faithful to the
in most major cities and towns, and can call upon Young Gods see them as misguided lunatics and
this limited assistance with reasonable expectation vastly underestimate just how dangerous some of the
of assistance. Lending aid is by no means obligatory madmen’s knowledge truly is.
but rumors of uncooperative members echo through
the order.

53
NOTEWORTHY DENIZENS OF LARUNA Kanner survived the siege, but few others
did. Disonis fell into ruin amidst the massacre. It
The land of Laruna is not only defined by its was overrun by Mesadrin forces, while the bulk of
inhabitants, but also by its people. Listed below are Highland’s army sat inactive just a short distance
some people of note within Laruna, along with their away.
histories. The fall of Disonis filled Kanner with fire and
he would go on to relinquish his lands and titles
in Highland, instead pledging himself as the self
LORD KANNER HODRAMEK appointed guardian of the border territories.
RANK 15 LIGHTBRINGER As Mesadrin pressed the areas bordering the
Tyris tol Gry, Kanner became a well supported
warlord, answering only to the cries of the desperate,
Born to a peasant family in the outskirts of and pushing back countless incursions.
Highland, Kanner was raised in a home of devout Eventually, Highland’s power diminished until it
Sadreen worshipers. Being born with the Legacy of could no longer actively defend the border territories.
Light allowed him to receive a great education at the Even worse was their inability to properly defend Sol
hands of the Highland knights; well beyond what his while still keeping their southwestern border safe
poor farmer family could’ve afforded on its own. from RanBth (an outlaw human kingdom).
As an adult, Kanner came to the realization that Kanner rose to the task and saved Sol from a
his own homeland suffered from misguided devotion. dreadful siege that would be studied by military
All his life his family and his homeland had impressed experts for years to come. It wasn’t long before the
on him that the most important thing a person could entire border territory was swearing fealty to Lord
do in their lifetime was prove their worth to their Hodramek, who inevitably united them as a single
gods. While Kanner had a healthy respect for the kingdom. A kingdom where citizens get only what
divine, it bothered him how such narrow views in they earn, and need only prove their worth to one
day to day life could lead to terrible injustice. another.
His own family supplied food that was crucial
to its village, yet their pay was garnished heavily for LIMITHROS
temple maintenance. Despite the fact that Kanner’s RANK 9 SHADOWMANCER
folks would have certainly given the majority of their
profits to Sadreen’s temple, they were never given
the choice under Highland’s law. In Kanner’s mind, Born into the Mesadrin empire, Limithros was
Highland had grown too fascinated with taking care a heralded birth to his people. Having inherited the
of their image in the eyes of the heavens, and not legacy of the Dark, he was revered for his gifts from
enough care was given to how they took care of one a young age. Subject to a litany of Mesmulot customs,
another. it was one such custom that started a series of events
Time spent in the Highland army brought the that would bring him from a favored child to a hated
best out in Kanner and he earned tremendous glory traitor.
for his brave and selfless service on the battlefield, as As a form of reward for service to the temple
well as for his civil contributions. In a place of piety of Arliman, young warriors who prove their valor in
and honor, Kanner was fast becoming a legend. battle for the first time are given free reign to feed on
Eventually knighted by the King of Highland, their choice of slaves from the slave pens.
Kanner was given land of his own, and elevated to Limithros was by nature a disciplined man,
noble status, but his discontent with the Highland somewhat uncommon among the mesmulot people.
obsession of piety over prosperity only increased. Unlike many before him, he didn’t gorge himself
When the Mesadrin Empire began its siege of on all of the most desirable slaves available to him.
Disonis, a long standing city on the border of the Instead, he chose just one and drank only enough to
Tyris tol Gry, Kanner lead the only army detachment abate his hunger. After doing so, a perplexed Keeper
present to defend it. Despite countless pleas to the approached him.
king, Kanner could not convince the crown to deploy Her name was Anita, and when Limithros
reinforcements because the city of Sol, a spiritual explained to her that he saw no need to spill more
capital of the Sadreen faith, was only a few days blood than was necessary, they became fast friends.
march from Disonis.

54
Over the years, Anita became Limithros’ lover UNDIMAS THE LIBERATOR
and the two would frequently commiserate about
the wastefulness of Mesadrin’s infighting and cruelty. R7 SOULBENDER
They loved one another, but Limithros knew that one
of his highborn status would earn many enemies and Choosing a Vow came late for Undimas. Her
these enemies would inevitably put Anita in danger. difficulty came not from a lack of worthy causes, but
Limithros also knew the empire would never change, rather from her views on the Legacy she inherited.
so he planned with his beloved to make a life far from Among the Ashik, being marked by the Dark
the empire, where they could safely raise a family. does not bear same stigma that it does for many other
So Limithros took Anita across the Tyris tol peoples or cultures. It was her specific powers and her
Gry and together they made a home in the border own views that proved the source of her indecision.
territories. Not long after, Lord Hodramek had been Undimas was born a Soulbender, capable of
declared protector of the region and assaults from trapping and manipulating souls to deadly purpose.
Mesadrin grew frequent and aggressive. As it is with all Legacy bearers, this capability came
Fearing his role in this outcome, Limithros naturally to her, but in her heart, Undimas was a
planned to travel further west but before he could peaceful person. She never enjoyed conflict, nor
act on the desire, both he and Anita were taken into understood cruelty, and certainly wasn’t comfortable
custody by militia under suspicion of being Mesadrin with tormenting souls for her own needs.
supporters. Between her distaste for violence, and her
To his surprise, he and Anita were brought unwillingness to embrace her Legacy, several Tellings
before Lord Hodramek who listened to testimonials had passed after she became of age, and each time
from villagers that claimed Anita had been passing her proposed Vow was denied. This rejection became
information to Mesadrin spies. A wizard advisor to a source of heartache for Undimas, and it was at the
Lord Hodramek was able to show projections of council of her parents that she took a pilgrimage to
one such meeting before both the accusers and the Agramosh, in hopes of finding the wise Ashik that live
accused. there. With their guidance, Undimas was sure she
Limithros was heart broken. He knew the instant could find a sufficient Vow, and give her life purpose.
he witnessed the vision that it was true. Anita had On the southern roads, during her pilgrimage,
deceived him, as his kin were wont to do. She even she was careful not to tread too close to the Naraffain
planned to send her lover’s corpse back to Mesadrin border. Every Ashik has heard stories at the Tellings
for abandoning Arliman’s people. It had all been a about how cruel and abusive the kingdom of Naraffain
ruse, done in the name of Arliman, and before he is to non-humans. Their oppressive behaviors were
could wonder when the charade actually began, the stuff of legend, but the southern roads beneath
Limithros mused his impending death might prove the mountains were the only reasonable path to
to be a mercy. Agromosh from her birthplace.
To his surprise, Lord Hodramek turned to During the journey, she was ambushed. The
Limithros for a verdict. Lord Hodramek claimed that assailants proved to be two human officers of the
the pain on Limithros’ face was as raw and sincere as Naraffain army and their accompanying slave.
any man’s he’s ever known, so he asked what should Perhaps it was the fact that the humans never lifted
be done with Anita in light of her betrayal. Limithros a blade and merely barked an attack command
answered with a statement that would become an at the slave. Perhaps it was the fact that the slave
idiom across Hodramekus in the years to follow; “If looked more eager to slay his masters than to obey
you have the strength to do right, I’ll find the strength their order. Perhaps above all this was the sight of a
to follow you.” healthy, mighty Garaith, shackled with a slave collar.
From that day forward, Limithros has served as So much of her youth had been spent listening
Lord Hodramekus personal bodyguard and advisor. to tales of the Great War, learning about the once
Time and again he would save the life of the man slaves to dragons, who fought for freedom, and
who dreamed about a kingdom where its people earned peace at the cost of their blood and pride.
lifted one another up instead tearing one another Undimas told the Garaith to “fear not, for I have
down. Lord Hodramek had the courage and skill to found my purpose”. She killed one human with her
raise a fledgling kingdom from the ground, but it was dark power, and left the second for the slave to finish.
Limithros who had the strength and devotion to keep
him alive long enough to do it.

55
The garaith in the woods would be one of many. He quietly assesses the reports of his customers,
Undimas would go on to Agromosh and take her their comings and goings, their successes and failures.
Vow; Naraffain would release its slaves, by choice or By his own estimation, Ulminos has a better account
by force. Laruna’s people would be free - all of them. of the status and capability of Laruna’s bearers than
Now called Undimas the Liberator, she has anyone alive.
made good on her Vow thus far and waged a solo As for Ulminos, the whole enterprise has little to
war against slavers, particularly Naraffain. do with renown or coin. He watches every client with
She frequently puts her ever growing Soulbender a shrewd eye, judging their hearts, minds and ability
abilities to work, as she has come to find tormenting in the desperate hope that just one may prove to be
the souls of slavers well within her the scope of her worthy of him to pass on what he knows. Someday,
moral code. he believes a Legacy Cearer will come looking not
for the Dealer, but for an old myth named Ulminos
“THE DEALER” who once stood toe to toe with the horned beast of
Emoton.
Before he was known as the dealer, Ulminoss O
Onn that
th day day he will
w ll
wi l putt a way his wa
away are
r s,, d
wares, ustt
us
dust
was an extraordinary monster hunter. Before Lord d of
ff hi
off hiss pr
riv
ivate ge
private ear
ar, an
gear, andd pr
prep
epare th
prepare thee hehero
oo off a neew
new
Hodramek united the border territories, or Carilantuss gen
ge neration so that
generation th t th he land
the nd ooff La
L runa
Laruna na w ill ha
il
will ave
ve
have
became a legendary bounty hunter, Ulminos foughtt someononee up to th
someone the task of sa aving iitt fr
saving from
ommK reesh.
re
Kreesh.
quietly to keep the people of Laruna safe.
He worked anonymously for years, facing g
Legacy corruption wherever he could find it. t.
Countless creatures have been put down by his skilledd
methods, but a lifetime of facing monsters has taken n
a toll.
In his later years, Ulminos has become a
collection of scars and old wounds, ranging from thee
ruin of his left eye to the loss of his right arm. Thee
writing was on the wall and Ulminos knew that thee
problem Legacy posed to Laruna would not end with h
his efforts. He slowly stepped away from the huntss
that had consumed his life and made preparationss
for the future.
Years of monster hunting helped Ulminoss
accumulate an extraordinary list of contacts as welll
as an expert knowledge of dangerous areas, both off
which he combined to become the mysterious man n
known only as “The Dealer”.
Devoting himself to crafting Makora weaponry, y,
Ulminos hid away his former identity in exchangee
for becoming the most sought after arms dealer in alll
of Laruna. Everyone from Legacy bearers to wealthyy
merchants now reach out to do business with thee
Dealer, understanding that this merchant not onlyy
sells elite goods nearly impossible for most to gain n
access to, he also has the expertise to tell how theyy
should be used.
Years of perfecting both his craftsmanship ass
well as his merchant contracts has been tedious work,k,
but it put Ulminos in contact with the front lines.
Through this business he could keep an eye on n
all the major players in what he calls the “Legacyy
Wars.”

56
KAMIRESHA Dealing with the tribe and its aspiring warlords,
as well as the struggles of maintaining the tribe’s
RANK 12 STORMBORN territory, placed Kamiresha in a daily cycle of conflict.
At first, she was pleased with the respect and
No one born in Darco’Garaith would claim being vindication that came with rising to the lofty position
a Legacy bearer makes for an easy existence. Much of warlord. The longer she remained in the position
like her kin, Kamiresha struggled, trained and fought however, the more meaningless the internal conflicts
for the survival and honor of her tribe. Beyond these of her kin seemed. Kamiresha wanted glory, true
ordinary conflicts that all Garaith face, Kamiresha glory. The kind that can only come from a life and
needed to worry about the jealous gaze of her tribes death of meaning.
warlord. In the west, as a sellsword, she had witnessed
Though no warlord worth their title would stoop horrors far worse than any warlord challenger.
so low as to execute a helpless child, many would Kreesh existed out there in Laruna and she wanted
gladly ensure that a young child never gets the proper to put her courage, leadership and combat skills to
tools they require to pose a genuine threat to the real use. After a brief and successful tenure that saw
warlord’s status. It’s this fact that drove Kamiresha’s her defend her status as warlord several times, and
parents to sent her from the homeland and gain grow the wealth and territory of her tribe, Kamiresha
training as well as an education in the western left Darco’Garaith for the second time.
kingdoms. She knew they would call her “Aplana”, just as
Since her parents were successful merchants she knew it would never bother her again. In the west
among their tribe, Kamiresha enjoyed good living she assembled a guild of Legacy Cearers like herself,
conditions under a loyal guardian west of the sands. and together they would find glory in putting down
She trained hard, studied well and eventually served Kreesh. True glory was given by the self, no one else.
a mercenary guild of the trade territories. Rapidly, her Kamiresha lives a life worth living, even if her own
reputation made her a highly sought after sellsword people don’t see it.
and it seemed she would be destined to reach great
glory in the process. SORCIA
This all changed when a fellow guild member, SENTINEL, RANK UNKNOWN
also himself a Garaith, was fatally poisoned in
battle. For six months Tekek had been fighting by “He must never know.”
Kamiresha’s side. Throughout that time he insisted The head of Sorcia’s House was nothing if not
on calling her by a nickname, “Apalana”. prudent. He was a calculating and manipulative man
Despite her best efforts, she could never pressure who had brought their once insignificant bloodline
Tekek into explaining the name, but on the day he into the spotlight of Mesadrin politics.
was wounded with a poisoned blade, he explained to When Sorcia was born with the Light Legacy, he
Kamiresha that unlike her, he would die with honor. refused to sacrifice her as is often customary. Most
Her nickname was an old term the Garaith noble houses kill off members born with the Light
used for deserters; people who fled the homeland in Legacy as a testament to their devotion to Arliman,
cowardice. She never had time to explain the error of but by Volak’s logic, his house was neither recognized
his judgment, for Tekek died shortly after divulging enough nor strong enough for such a waste of
this truth. resource to be necessary.
Kamiresha was enraged in a way she hadn’t He did however see that Sorcia would never
known possible. All her valorous deeds were survive in Mesadrin under normal circumstance and
ignored in the eyes of her own people, all because so he formed the plot that would shape Sorcia’s life.
her parents had sent her away before she was old With the Sanction of the Emperor, Volak
enough to choose for herself. Being a “deserter” was organized a project that would raise Sorcia as a
unacceptable in Kamiresha’s mind. She had never planted traitor in the western kingdoms. She would
willingly run from a hardship and she would never be viciously indoctrinated into Arliman’s church,
accept such a title. shown the sin of her birthright, and prepared to
Returning to Darco’Garaith put Kamiresha to the infiltrate the enemies of Mesadrin as a means to
test. Her tribe warlord had changed many times but attone her existence.
it mattered little. She would face them down in trial
by combat and seize control of the tribe herself.

57
For her part, Sorcia knew a life of suffering
few members of Mesadrin could ever comprehend.
Rage was the only consort she ever truly knew and
it guided her hand in everything she did. Becoming
a talented assassin, and disciplined Sentinel, her
earliest memories are of blood, betrayal and shame.
There was no peace for Sorcia, just suffering.
When the time came for her to begin life as an
infiltrator, Sorcia felt ready for anything. She was to
be the honor guard of a noble and was fully prepared
to earn his trust, study his family’s holdings, and
betray every detail to her handlers in Mesadrin. Her
mission progressed flawlessly, but she soon found
the one thing she hadn’t been trained for would
jeopardize everything.
He was no spoiled noble, no simple fool without
a care. He was magnificent. Strong, determined and
beautiful, he was like no man she had ever seen. It
was the hard light in his eyes when he glared at her,
and the strange softness when asked how she felt.
When danger arrived, he stepped in front of her. He
never stood on ceremony, never spoke to her like an
orderly.
Before long, Sorcia became wholly aware that
something was very wrong with her, and it wasn’t
until she saw a socialite touch his face at a dinner
fete that she realized what it was.
Now she remains locked in a perpetual state of
fear. No one can know the truth. His kin would never
accept it, and her home would bestow unfathomable
horrors on them both for such a betrayal. She
spurns his kindness to display her wickedness, her
heart screaming in terror. She keeps his guard and
displays the savagery of an animal whenever tested,
swallowing her dread that when she looks upon his
face there will be even a glint of disgust.
Sorcia lives a life of suffering. It makes her time
in Mesadrin droll by comparison. She misleads her
former homeland, deceives everyone around her, and
is constantly afraid of what will happen if the truth
comes out. She loves him, more than anything or
anyone on the face of Laruna, and the only thing
that frightens her more than the thought of what
would happen if she should fail to deceive him, is
what would happen if she succeeds.

58
58
CARILANTUS A week off would be all the time Carilantus
needed to be sure he was there to stop the would be
RANK 11 SORA’SOMIN killer again, and this time bring him to justice.
On the sixth day of watching the Imperitus,
Carilantus always had a deep rooted hatred for Carilantus watched as the assassin once again stepped
criminals. Nothing aggravated him more than the from the shadows and expertly tossed a blade at the
thought of someone committing a crime and getting Imperitus’ throat. Carilantus was ready. He may never
away with it. This proved to be an issue during his have had a taste for war, or politics, but catching this
early education, as having been born a Sora’Somin assassin and forcing him to pay for his crimes was
thrust him into a role he had no interest in. something he had waited for his whole life. Days of
In Epilesis, the Sora’Somin are revered as a sitting with half notched arrows finally paid off and
major factor in the Descendant’s victory during the with speed and skill only a Sora’somin could muster,
Great War. Their battlefield prowess and combat Carilantus shot the thrown blade out of the air before
master was a triumph and being born with such a it could strike the Imperitus.
Legacy is considered the highest of honors as well as The conflict was brief, but once again the
the heaviest of burdens for any Descendant. assassin would flee into the darkness without trace.
What this meant for Carilantus was that he This time the Imperitus was moved by Carilantus’
ended up spending far more time studying military devotion. He released Carilantus from all military
tactics and socializing with bureaucrats instead of duties and told him it was his destiny to catch this
pursuing a career where he could bring evildoers to killer, to which Carilantus replied “I will catch them
justice. all.”
Despite his lack of interest in the much of his For years, Carilantus has served as an expert
expected tasks, Carilantus did possess an aptitude bounty hunter, tracking criminals and bringing them
for anticipating enemy movements or actions, and it to justice in kingdoms across Laruna. Ever working,
was this aptitude that made him a hero and set him eschewing fame or comfortable living, Carilantus is
on the hunt that would shape his life. always on the hunt, and though he may not know it,
As was often the case, Carilantus spent entire a well respected hero back home.
days discussing kingdom conflicts with an Imperitus
of Epilesis. Giving council to the Imperitus and TORAKI THE WANDERER
learning from them was primary objective of STARCALLER, RANK UNKNOWN
Carilantus’ instruction. It was at the end of one such
day that an assassin stepped from the shadows in a
well guarded dining hall and attempted to take the His kin never quite understood Toraki. He
Imperitus’ life. would take any opportunity to test his skills, but had
By all accounts, the assassin would have no desire for leadership or control. Always to the sky
succeeded had Carilantus not reacted so quickly. he would set his gaze, as if listening to some story
In a flash, he had met the assassin’s blade with his that none of them could hear, and perhaps it was
own, and they exchanged a brief flurry of strikes true. He had been born a Starcaller, but any hope
and parries but the assassin vanished back into the of that proving a boon for his tribe evaporated early.
shadows. Toraki’s parents had violated their warlord’s
The shocked and grateful Imperitus offered trade laws by selling crafts to rival tribes in exchange
Carilantus a reward, but all Carilantus asked for was for favors. When presented with the opportunity to
a week off from duties. The request was met with no earn absolution by combat, they didn’t even have the
small amount of scorn and mockery by Descendant spine to attempt it. Instead, they accepted exile to
military officials who saw it as a blatant confirmation the northwest border and lived hard lives with their
and admittance of laziness. Carilantus however, had children, stuck between rival territories.
seen the eyes of the assassin. He had felt the outrage Their hope for redemption lay squarely on their
with every blade swing that was turned aside. He special child, Toraki, who seemed ever ready to test
knew the assassin would not accept anything less his strength. Someday, they hoped he would rise to a
than victory. The assassin would come back to finish lofty position and give them a seat of honor in a new
his task, and soon. tribe. Toraki had no intentions of helping this happen.

59
What his family could never understand was What none of his teachers or colleagues knew
that he had been watching destiny in the stars since was that Zentaru’s need to question was not reserved
he was a boy. Up there in the sky, a star shone only for the Academy. In his spare time, he would
brightly and Toraki knew that it was guiding him wield his Legacy powers to call forth entities from
to something perilous and wonderful. The conflicts beyond Laruna and barrage them with questions
of the tribes meant nothing to Toraki and he rarely as well. Much of his social life was little more than
felt at peace unless he was on the road, under the establishing relationships with other worldly beings
open sky, following his destiny in the stars. He had whom he could trade favors to in exchange for the
seen a great conflict his future, one that even without only currency that ever mattered to him; answers.
understanding, he was certain he needed to prepare By the time he was nearing graduation, Zentaru
for. had already earned a reputation for knowing things
When he finally made his intentions to follow no one should know. There wasn’t a forgotten ritual
the stars clear to his family, they finally abandoned or guarded secret that he didn’t seem to know
hope of a new tribe and chose to be absorbed into a something about and this eventually earned him a
relatively small group making a name for itself along visit from the Red Circle.
the border. Toraki chose to leave
eavee DaDarc
Darco’Garaith
rco’
o Gara raith a and
nd
see where his bright star woulduld br
brin
bring
inggh him.
im.
m.
In the years that followed,
ow wed, Toraki
Toora
rakiki has
has held d
many jobs, seen many places ces and eearned
ce arned d m many
anyy
accolades. Meeting difficult challenges
cha
hall
l en
e gess remained
reemai
remmained a
prime objective in his journeys,
eyys, and h hee sp
spent
pent much
time working as a sellsword, a mercenary
mercenary, y, an
a
and d even
a military counselor. The timee on n th
thee ro
road
ad h has
as g given
ivven
Toraki a fulfilling life, and honed
honeed him
ho h m into
hi innto a well
well
ell
rounded warrior.
Still, each night, Toraki llooks
ooks upu a att the b brilliant
rilliantt
star that calls to him and wonders
nders w what great
hatt g
ha conflict
reat co
conf
n lict
it is foretelling. He knows not wh where
her
ere each n newew
sighting will lead him, nor what dangedangergerr is a awaiting
waittining
g
him at the end of his great journey,
u ney,, b
ur but
ut h hee ha
has ever
every
eryy
intention of wandering as long g and ass fa farr a
ass nece essa
saryy
necessary
to find out.
ZENTARU
ARUU
SUMMONER, RANK
K UN
NK NKNOWN
KN
NOWN

There are many mysteries ies


es inin Laruna
La and
and d “the
“th
th
he
Storyteller” uncovers them all.
l. On
O
Oncecee a
an n ordinar
ordinary ry mman ann
named Zentaru, he calls no land
and h home
omee and nd has b been
eeen
spotted everywhere from thee fo forests
ore
restts of A Autumndale
utum
umnd dale
alle
to the ice caps of Silthis.
Having been born a Summoner
mmo onerr in n the
the capit
capitaltal of
of
Ranath, Zentaru attended thee acaacademy
cade
demy m ffrom
my rom a ve
ro very
ery
r
early age. Gifted with a sharp
arp
r mind d and
and d thirst
th
hirirst
st forr
truth, Zentaru questioned everything.
erytthi
hingng. HiHis pr prof
professors
ofesesssors
at the Academy were often divided
vided on
vi on his
his challenging
cha
hallllen
engiging
n
nature. A quick study, Zentaruaru frustrated
fru
ruststra teed some
rate som
so me of of
them with his incessant need d ttoo pr
prov
prove
ovve orr cchallenge
haall
lleengege
even the most basic of concepts,
pts, but utt ssome
omee pr
om prof
professors
ofes
of e so
es sorsrss
saw his relentless inquiry ass a refreshing
reefr
fres
eshihinng sign
siggn of of a
truly inspired mind.

60
Queleera was as feared a member of the Red When the brief meeting was over, Zentaru could
Circle as could be found. A powerful Sorceress with barely stop his pulse form racing. Not because of the
a reputation for crushing the circle’s opposition with danger or fear, no, instead it was the exhilaration of
casual cruelty, Zentaru was shocked and unnerved a mystery. The sorceress had made a terrible error in
when he found her waiting for him in his study- judgment. It seemed despite their investigation into
quarters at the Academy. Zentaru, they had failed to understand the most basic
Having never met a Red Circle member, Zentaru principle of his nature; he needed to know the truth.
had no point of reference, but he was fairly certain Certain that his knack for uncovering secrets
from the look on her face that the visit was not had unsettled the Red Circle, Zentaru decided this
friendly. She wasted no time with false pretenses, meant they had secrets worth hiding, and he was
immediately telling him that the circle had looked going to uncover them no matter the cost.
into his time at the Academy and wanted it known Many years have passed and Zentaru’s war with
he was not to interfere with their affairs. This was no the Red Circle continues. He has befriended countless
mere warning. It was a threat. creatures from other worlds and they have helped
him slowly piece together what could be a horrifying
truth about the Red Circle.
This quest has taken him everywhere, from one
conflict to another, all in a private crusade to know
what shouldn’t be known. Much as he once was
as an Academy student, Zentaru is lovingly called
the “Storyteller” as he can always recount a tale of
relevance to any who seek his council. Many petition
his aid for one reason or another, always with the
hope of learning a secret only he seems to know.
Precious few however, are privy to the one secret
that still evades him.
What is the Red Circle really doing, and why are
they so afraid of someone finding out?
AXLE THE FORSAKEN
“Til the darkness finds him.” These were the
words his father spoke when first gazing at the mark
on Axle’s chest.
Axle was first-born to a proud couple in Ashton,
a mining village in the south east of Naraffain. The
miners of Ashton lived hard, but fulfilling lives,
supplying Old Naraf with plenty of iron to equip their
militia. As a boy, Axle lived a life indistinguishable
from the other miners, despite being born a Legacy
Cearer. His fellow villagers had little use for magic
and had even less interest in any disruption to their
simple lifestyle, thus ignoring his mark proved easy.
It allowed him, his family, and his village to continue
their simple existence without disruption.
Axle’s father, however, wanted more for his son.
He had heard the tales from the traveling merchants,
and wanted to be sure his son was ready for more
than the mines. So after their grueling shifts of
work, Axle and his father spent hours into the night
practicing with a sword.

61
His father told him that someday he would get In the end, Axle watched as his quest for revenge
a chance to be part of the militia, maybe even serve in the name of the dead saw him do things he never
as a guard captain, but deep down, Axle knew there dreamed of. He wielded dark arts to carve through
was more to it. Whenever his mother or father would Ashik settlements. He led soldiers into deathtraps just
whisper “Til the darkness finds him”, he knew they to ensure his prey wouldn’t escape. When a gang of
meant something different for Axle than they did gem thieves began hunting Ashik for poaching, he
when the saying was spoken of anyone else in the traded intel with them, and even funded some of
village. their hunts.
In Ashton, miners would say the brief prayer to The break point came after finding a young
wish someone happiness and prosperity in their life, Ashik sitting in the ashes of a Telling site. Axle had
until the day they die. For Axle, they whispered it stayed behind to study the remains and found the
like a ward against evil, and it always worried him. Earthborn whispering to stones that were once her
Despite their fears, he lived a warm and parents. He stowed his blade and listened to the child
happy life among the miners, until the “day of the weep a tale of woe. Her people had been hunted off
scavenger”. During one afternoon’s work, a miner their lands and began sneaking into human villages
found the source of some missing ore, and it turned to find ore for food. She spoke of the fear they felt
out to be a lone Ashik. The Earthborn had been eating as they snuck across the Naraffain borders and the
the stored ores waiting for transport and when the hatred they saw in the human’s eyes as they burned
miner confront
confronted ted it it,
t, tthings
t, hiings tu turned
turn rned viole violent.
ent. their Tel lling ssites.
Telling ite
tes. She sobb sobbed bed d as sh he m
she een
ntion
mentioned neddh ow
howw
Axle,, li like
ke tthe
he rrest est off A
es Ashton,
shton,
sh n, kne
knew
new w to a avoid
void the they
th ey tore
torre the ge gemsm fro
ms rom her ssiblings
from ibl
blin
ings bod odie
bodies.ies. T hen she
Then sh
he
roads to the he ssouth,
outh t , clclo
close
ose to A Agro’mosh.
gro’mo
gr oshsh.. ThT
Thee Ea Eart
Earthborn
rthhborn p
pr ray
ayed
prayed ed tha
thatat th he Yo
the Younung
Young gG Go od’
God’s d’s wo oul
wouldulddk eep
keep p her er ssafe
afe
had no o lov
loveve foforr hum
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humans
umans a andnd w were ere ssavages
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hatat wwould
ould unti
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just ass so
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esee w
These ere n
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this is wh
what
hat tthehe vvillagers
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il lag gers rs bbelieved.
elieeve ved. d. who
wh o hu
h nger
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hungerede ed d forr m orta
mortal al fl
fflesh.
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h T h se were thee wo
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These wordrds
words
As for Ax Axle,
xlee, h hee ha had d nenever
eve
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ven nm much
uch h tthought
ho
h ougught
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scarred cchild
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d wh
who had h d lost
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s every yth
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everything. ere
were
to the Ash
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s ik but
k, bu ut wowould
ould find dah hatred
atre
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or th them eemm a ffewew w
wo ord
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much h llike
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those Axle h ad spo
had oke
k n year
spoken ars ago..
years
nightss lat
later,
atere , wh
er when
hen a warba warband band
ba nd o off Ea
Earthborn
E art
r hbhbor o n at attacked
a ta
ack
ckeded Axxle
Axlel lleft
eft ththee ruin ned
ruined e site. e H Hee deci cide
ded th
decided theen
then
Ashton.n. a
an
and d there
thhere that
th
hat hehe would
woul u d carry
ca family name
no family n me but
na but
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avve ev everything
evereryt ytthi
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ha ad th tthat
hatt n night.
iigghhtt. EvEvery
E ery
er “For
“F orssake
“Forsaken”,k n”
ke n , ass h hee wawas as cecert rtai
certain a n th hatt h
that hadad h is fathe
his fatherer
lessonnh hisis ffather
athe
at herr hahadad gi give
given
veen h hi
him im he he p put
ut tto
ut o us usese asa hee live
li ved
lived d to see ee this,
thi
h s, h hee wo woul
woulduld d be
b ashamed
asham med o off his son’ss
stood wiw
with th thehe ffewew
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vill
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village. Byy th thee ttime
imee h
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handywork. work.k The h re w
There was as ssomething
om mete hih ng rrotten
ottteen in N araffa
ar
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ghtt was th
gh
the night thro ough however,
through how
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was as no no m orre.
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and hee w ould
ou
would d bee papart rrtt off it n no o loong ger
er..
longer.
There we w
were ree p reciou
precious us fe fewew survssuurrvvivvo
survivors orrs a annd Ax
and A xle
Axle le w wasass o nee
n
one He whisp pereed tthen
whispered hen to to h is ffather
is
his athe
her for
fo
or the fir rst tim
first me
me
time
of them.m. siinc
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since Ashton w wasass d
a estrroyyed.
es
destroyed.
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he yyears
ears tha ha
hat
that at fo ffollowed,
ollllow wed ed, AxleAx
A xlele eenlisted
nlis
nl isteted iin n tthe
hee
h “T
The D
“The arkkn
k
Darknessness
ne ss ffoou
foundunnd me fat the
her,
father,r it was in nsiide a
inside lll
all
militiaa and d waw
wass gi ivveen a
given ad dmmiissssiio
admission on due due tto
du o tthe
he a
he ccou
cc
accountsunntts allong.
along.” g.””
of his b rave
ra veryy d
bravery u in
ur
during ng th tthehe ffa all
fallll o off A Assh htto
Ashton. onn. O On
Once nccee h hee had
had
ha
guissheed himself
gu
distinguished hims
hi m el
ms elf in in service,
seerrvviiccee, the tthhe regional
rreeg
giion
ion
onall armyarrmmy
finallyy g ran
anted hi
granted hiss re
rrequest
equques est to to a llllo
allow owwh iim
him m tto oa assse
ss semb
assemble blee a
small ararme
med ffo
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purpose po osese o off su
ssuppressing
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the Ashik k inincurs rssio
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n. iinna
Finally allly
ly a cccceesssiing
accessing ng a andnd
n d eembracing
mb
m bra aci
cing
ng
gacyy p
his Legacy ow
powerwer a fteerr tthe
ft
after he d
he eessttrru
destruction ucctiotio
ti onno off hi h
his is vvi
ill
l agge,,
village,
ickly
he quickly ly b ecam
ec am
became me a llo occa
local al lellegend
eggeend nd a mo
m
among onng gn eeiigh
ghbo
neighboring oringngg
towns.. H Hee wi iel
eld
elde
wieldeddeed h hi
hisis Deat
D
De ea atth
Deathlord hllor ordrd g gi ift
giftsfts iinn a ccrusader sa
ru s de
aw
that saw wd ozeens o
oz
dozens off E arrth
a
Earthbornthb bo orrn
nd eessttrro
destroyed. oyyeded.

62
Chapter Three: The Mortal Races
Both Inherent and chosen Traits will be listed,
MORTAL RACES showing the native capabilities and attributes of each
race, as well as some of the typical variations seen
among their members.
When Forenon the Betrayer explained to world Even a land like Laruna that has spent most of
leaders what he had done with the Arga’sheel, he its history with the mortal races living side by side is
accidentally coined the phrase “Mortal Races.” not free of prejudice based off of race.
Specifically referring to any race that could suitably Indeed, entire kingdoms may use race as a
inherit and control Legacy, the term has held ever requirement for citizenship, while other institutions
since. project the racial feuds of yesteryear on the
In current times, there are five widely accepted individuals of today.
Mortal Races, each with their own traits, culture and Such prejudice does not only exist between the
history. In the following section you will get an in separate races, however. Even within an individual
depth look at each, supplying you with the necessary race things such as bloodlines, familial relations, and
information to understand their place in the world, geographic location can lead to conflict.
as well as relevant game mechanics when playing In fact, a human from Izumo may find
as one. themselves having more in common with a Garaith
Each race has a detailed history explaining their than they would with a human from Narrafin.
origin and current status in Laruna. This will give And of course, all of these conflicts have found
insight needed to properly craft a story for characters themselves heightened rather than dampened by
who will be members of the race. Legacy, as age-old associations are made anew.

63
Human Culture
Placed upon the face of Laruna by the Elder God, Much of early human culture was derived from
humans are in many ways the centerpiece of Laruna’s the instruction of the Descendants. The primary focus
history. Mankind alone claims the strange status of of this instruction was to foster an understanding of
being wooed by the Young Gods as well as being the Young Gods. Influenced heavily by this guidance,
given a place of significance in Laruna as a birthright. many of mankind’s primitive civilizations had a
Since their arrival in the third age, they have strong theological component.
consistently altered the magnificent world around Religious matters serving as a centerpiece of
them. Nothing better describes the human condition human culture would continue throughout the ages,
than “limitless potential.” Elegantly designed by shaping many kingdoms in accordance with the
the elder god, human beings are equally capable of Young God’s wishes. The level of significance each
excellence in all manner of pursuits, Young God played in a specific culture varied from
be they art, literature, or war. region to region. Often a particular god’s popularity
With such clear favoritism would rise above the others, causing that god’s
from the Young Gods, their ideals to play a more heavy role in the region’s way
vast creations like the city of of life. Unlike any of the other mortal races, humans
Sol, and world-changing share an outstanding diversity in cultures, faith, and
legacies like that of social precepts. They are free to choose in all things,
Alshara, it is no surprise including what gods to worship, causing humanity
that humans are to enjoy extraordinary favoritism from the Young
looked upon with Gods, as each individual human could become
envy or scorn yet another believer. Humans who freely choose
everywhere they to worship a Young God may undergo a rite
go. of fealty, earning the god’s mighty blessing
as reward.
These blessings do not come without
payment, as maintaining them requires the
human to abide by a certain code as dictated
by the deity. These obligations create the
most consistent and identifiable lifestyles
humans as a whole undertake.

64
While family background, financial status, Maintaining natural landscapes, healing land
allegiances, and geographical upbringing are all damaged by Nexi, and purging Kreesh are all efforts
things humans may bond or war over, none of these that appease the goddess.
are as consistently unifying as a person’s chosen Those who swear fealty to the wild mistress live
religious fealty. life in appreciation of natural law, somewhat different
from what is typically accepted in most societies.
Fealty to Sadreen Nomai teaches people to follow their instincts more
regularly, forgoing higher minded lifestyles and
The Lady of Light urges her worshipers to embracing their feral and wild behavior. At their most
nurture and care for life in all its incarnations. Easily socially acceptable, Nomai’s worshipers are seen as
one of the most widespread doctrines among the nature loving, free spirits who look for harmony both
human kingdoms, Sadreen’s faithful are pacifists personally as well as for society. In more exaggerated
at heart, committed to doing no harm to anyone or instances, worshipers adhere to Nomai’s ways more
anything that hasn’t warranted it. They hold the sun exactly, living wild, sometimes savage lifestyles that
and its life giving light in high regard, and believe closely imitate the behavior of animals in their native
love, life, and happiness are the deity’s divine gift to habitats.
all humanity.
To maintain good standing in the goddess’ eyes, Fealty to Vayne
those who have sworn fealty to her must never do
unnecessary harm and be sure to never turn away The Voice of the Elder God, Vayne asks her
those in need, regardless of their race or creed. worshipers to live lives of understanding and growth.
Learning and discovery are placed above all things
Fealty To Nomai for The Voice, and giving wise counsel, uncovering
mysteries or spreading knowledge all please the deity
Harmony with the natural world is the greatly. This drives those in her service to academic
wild mistress’ sole command. Those who pledge livelihoods or positions of significance where their
themselves to the goddess Nomai choose to preserve wisdom can be of use.
the natural world, preventing the societies of mortals Equal to the goddesses’ affection for wisdom is
from ravaging it or persecuting those who are native her reverence for the Elder God’s wishes. Those who
to it. That being said, not every worshiper of Nomai seek the Voice’s favor learn to share her respect for
lives a life of simplicity away from the cities. In truth, all the Elder God does.
many of those who worship her adhere to her wishes This of course extends to an extremely critical
by working from within civilization, seeking to steer view of beings possessing Legacy. Typically, this leads
society towards a culture that better respects the her worshiper to the conclusion that Legacy bearers
native races and creatures who so frequently come should be held to a very high standard, as only a
into conflict with humans. life of exceptional accomplishment would make the
affront of having the Arga’sheel acceptable.

65
In its less laudable interpretations, Legacy is This nihilism is at the heart of all who pledge
seen as an unacceptable sacrilege, driving worshipers themselves to Madruk, causing them to live
under this belief to treat Legacy bearers with a type opportunistic lives, free of material obsessions.
of derision normally reserved only for Kreesh. Worshipers of Madruk preach a special kind of
freedom that can only come from seeing the futility
Fealty To Yarliat in everything and living not for social acceptance
or promised afterlife, instead living for personal
Those who pledge themselves to Yarliat the amusement. Hedonists in the purest of senses, self
Justicar are taking a vow to uphold the will of satisfaction is the only true objective to a worshiper
authority to the best of their ability. Abiding by of Madruk, regardless of the pursuit that brings it.
and enforcing the laws of men is expected of his
followers, but the mandate that takes precedence Fealty to Arliman
above all others is to keep the ancient law. These
commandments, said to be followed by the gods Beneath the sleek whispers of vengeance,
themselves, dictate a code of conduct that demands corruption and deceit, the dark lord Arliman seethes
people to deal openly and fairly with their kin, bring with a simple, singular sentiment: Hatred. Outside
violence only to those who deserve it, and punish any of the kingdom of Mesadrin, worship of the darkness
who do not obey these laws. that is this deity is rarely accepted—at least openly.
A typical follower of Yarliat can range the gamut To those who pledge themselves to this god,
from a level headed and fair commoner who seeks Arliman is a friend in the shadows, giving shelter
only to do the right thing to a driven fanatic who is when there is none to be had elsewhere. However
utterly devoted to punishing those who live unjustly. peculiar, vicious, or disturbed a person’s desires,
This spectrum of course casts the worship of Yarliat in Arliman is always there carefully whispering how they
different degrees of favoritism from region to region. are welcome at his table. As this insidious seduction is
Law abiding citizens in most kingdoms will consider enacted, the hatred one has for anything and anyone
the Justicar as part of any decent society’s way of who has hurt them is fueled into an extraordinary fire.
life, while more unsavory areas will openly scoff at Once having pledged fealty to Arliman, a person
someone invoking Yarliat’s name. lives a life of self empowerment, ever striving to
satisfy whatever dark desire burns in their heart and
Fealty to Madruk destroy anyone or anything that would stand in their
way.
The lord of destruction is known for his mindless
wrath and endless thirst for annihilation. It matters
little to Madruk what it is that falls to ruin, but the
more valued the person, place or thing destroyed, the
greater the deity’s amusement. In the end, nothing
matters, as it is all doomed to be reduced to ashes.

66
Fealty to None access to powers commonly associated with that god
could have that bearer treated with reverence and
This shaping of human society is the largest awe.
influence the Young Gods have over Laruna. While An opposite reaction could also be true if a
believers in a specific god may attribute any number region were to exclusively worship Sadreen, and a
of miracles and acts to their chosen deity, the Young Legacy bearer displayed powers of the Dark within
Gods do not have a literal, active role within Laruna. its borders—magic often attributed to Sadreen’s rival
Only through the blessings they provide those who god, Arliman.
swear fealty to them do the Young Gods influence
mankind. Physical Description
To a non-believer, all of the Young Gods are
seemingly absent from daily life, leading to a growing Humans are by far the most diverse of mortal
minority of humans who choose not to swear fealty at races when it comes to appearance. The average
all. Those who choose to forsake this blessing can be adult Human stands at 1.7 meters and may have a
seen in human society as anything from free thinkers skin color ranging from dark brown to pale white.
to heretics.

Legacy Views Inherent Trait


Hubris has become a widely acknowledged flaw
of human nature because of Alshara’s Legacy. Many Adaptable: The brilliance of the human
natives of Laruna find humans whimsical and unfit condition is in the ability to choose. They are capable
for the unique favor they gain with the Young Gods— of nearly anything and do not have some of the
more so after Alshara’s savage treatment of the world. pre-existing limits other races have.
As in all things, humans are widely divided on their Humans may increase any one attribute by one
views of Legacy and how it affects their world. Each at character creation.
region and kingdom tends to harbor specific views
on how the issue of Kreesh and Nexi should be
handled. In some places, Legacy bearers are treated
as saviors, come to ride the commonfolk of the terror
that plagues them.
In other places, they are held in open contempt
as a byproduct of an ongoing problem. Further
complicating the dynamic of humanity’s view of
Legacy is their varied allegiance to the young gods.
In certain lands where a particular god is singularly
worshiped, being a Legacy bearer of renown with

67
Blessings and Obligations Obligation: Must do no harm to the land or
its wildlife unless necessary for survival. May not
The blessings of the Young Gods are powerful gather material possessions or wealth beyond what is
but they do not come without a cost. Once a human necessary for survival, unless the resources are to be
has taken the rite of fealty, they must then undertake used to further Nomai’s harmonious influence. This
an obligation from the god to ensure they remain in can be done by simply donating excess wealth to a
the god’s good graces. temple of Nomai or through more direct methods.
If an obligation is violated, the human loses
the benefits of the blessing until the god forgives Blessing of Vayne
them. This period of time can vary depending on the Once per day you may enter an Enlightened
severity of the violation and often ranges from one State gaining +4 to INT, PER and 30 temporary mana
day to a whole month. Recovering a blessing may for 5 phases. While in this state you may understand
also require a gesture of redemption, depending on or speak any language.
the violation and god in question. Obligation: In accordance with the Elder God’s
wishes, a follower of Vayne must do anything that is
Blessing of Sadreen within their power to assist in the destruction of Nexi
Effect: Once per day a single source of damage and Kreesh. This can mean giving material support to
can be reduced to zero. those capable of destroying them, or taking up arms
Obligation: Must not do bodily harm to themselves if such an effort could be successful.
someone who has not first done harm to justify
it. Acts of violence, grievous crimes, or emotional Blessing of Yarliat
abuse can all be proper justification for doing harm The first hostile AT made against a target who
to another while still maintaining Sadreen’s blessing. has either done damage to or deceived you gains a
+10 bonus. This bonus can only be applied to the
Blessing of Nomai same target once per day.
Once per day you may enter Feral Form, gaining Obligation: Must follow all local and regional
+3 to STR, AGI, END, 25 temporary Stamina, and laws, unless they are in conflict with the old laws.
access to Claws for 5 phases. Must not break the old laws: Always act openly and
fairly with your kin, bring violence only to those who
Claws (Natural Weapon) deserve it, and punish any who do not obey these
AT: Brawling/Natural Weapons + STR laws.
Threat: 1
Damage: STR + 3 (Slashing)

(1c) Damage Adjustment: +1 Slashing

68
Blessing of Madruk
You are immune to any hostile Mind or Fear
effects and gain 20 Protection (Mind).
Obligation: Individual freedoms are paramount
to followers of Madruk, and so they must
not make personal sacrifices for any reason,
unless it ultimately serves their own purposes.

Blessing of Arliman
The first hostile AT made against a target
who has not done damage to you gains a +10
bonus. This bonus also applies to the first AT
made to deceive a target. Neither bonus may be
gained more than once against the same target in
a 24 hour period.
Obligation: As a follower of Arliman, personal
gain is paramount. You cannot resist temptation,
regardless of the immediate consequences. You
must violate local and ancient laws whenever doing
so can bring you significant personal gain.

Forsaken
Without undergoing the Rite of Fealty, this
human can not receive the blessings of the Young
Gods, but they are also universally protected as the
gods hope to someday influence them and earn their
worship. Forsaken receive +15 Protection (All), +15
Armor (All).
Obligation: This protection is lost once a human
swears fealty to one of the Young Gods.

69
It is the severity with which Descendants
DESCENDANT undertake their obligations that drove so many to
remain. When the Elder God called them home,
Once the agents of the Elder God, the many had worked so diligently to ensure humans
Descendants who populate Laruna are the progeny thrived that they couldn’t bear to leave them. Part
of the few who chose to stay behind. When the duty, part love of their charge, many Descendants
Elder God recalled the Descendant army from The begged the Elder God to remain. This request was
Dreamcatcher, several of the them chose to stay, granted, but the Elder God had decreed no Arga’sheel
sacrificing their Arga’sheel to remain among the would remain in Laruna, so those who chose to stay
mortals of a land they had come to love. would be forced to relinquish it and be changed;
Giving up their power has changed the once become mortal. This sacrifice, their service in the
godlike entities into a mortal people. Despite their Elder Gods army, and their strangely codependant
new existence, the Descendants are a regal, wise, and existence would shape the culture and way of life for
somewhat aloof race that has played a pivotal role in Descendants through the ages.
the rise of humanity, as well as shaping Laruna, both A proud and noble people, the Descendants
before and after their change. prize duty, devotion, and tradition above all things.
Having once served the Elder God by nurturing
CULTURE humanity through its infancy, they are powerfully
predisposed towards nurturing and protecting the
At the time of their arrival in the third age, lesser races. Every Descendant is raised to know
Descendants were a disciplined, unparalleled army in that their ancestors felt this duty so important, they
the service of the Elder God. They wielded Arga’sheel eventually sacrificed their Arga’sheel and place in the
with expertise and used this power to wage war Elder God’s service, just to continue it.
against titans and dragons alike. Countless years have Though they no longer possess their former
passed since the Descendants were the undisputed might, the Descendants still look upon the other
lords of Laruna, but that fact has not erased their mortal races as somewhat less than their own people.
sense of duty which obliges them to monitor the This is not to say they do not love, respect, or admire
humans, and ensure there is never again destruction them in their own way. Instead, they see themselves
at the level seen during the “Great War.” as mortals by choice, where the other races are mortal

70
by design.
gn. tthan
th ann o other
th races.
This prevailing
evavail ilin
ing g addition
IIn add itio to their
dit
worldviewieew settlement
settlem
se men n methods,
gives rise
se tto o Descendants
D
De scc en
n da also
the widespread
deespspreread
re ad clin
cl
cling
i g to oo one
n another
prejudices
ces aga against
gaininst
stt more rea readily
ead d than
the Descendants,
cenda d ntts, other race
ot raceses ddue to the
claiming them
g thehem m to manner
ma anner in which wh they
be overly lyy arroga
arrogant,
g nt, ssurvive.
su rvviv
ive.e
self -righteous,
ghte
gh teous, Unlike oth the beings,
other
and vain. n. they
th do no not
o t require
This
h is iiss es especially
s pe
p cially
ly traditional
traditiona
tr nall fo food, instead
true when
w hehen n it i comcomes
m es tto
o ththe
he su
surviving
urvvivingg via
via an act calledca “The
Mesmulot.
ulotot.. Th Thei
Their
e r shar
shared
ared
e and d Exch
Exchange”
han
a ge
ge” wher
where re tw two o De
Descendants
es
storied past has as ingrained in bothbootth
h transfer
transfferr llifeforce
i eforce between
if betwe
ween n oneone another.
anoot This
of theirr societies a d deep
eep
ee p mi
mis
mistrust.
strusst.. p
pr
processes
ocessess re rrevitalizes
vitalizes their
th
hei
e r bodies,
bodidies
es, a and gives
This is no not to sayy tha that
h t Mesm
ha Mesmulot
M esmul uloot them
hem a deep bon
tth bondnd tha that
hat can an not be
ca
and Descendants
escen enda dantn s ca
cann
cannot
nnot
nn ot gget
e a
et along
long
lo ng replicated byy other
o her mortals.
ot mort rtal
als.
s.
peacefully,
ully butt no
ly,, bu
b no DDescendant
escend
ndan
ant ca
can ststudy
stud
udyy While
W ilee the Exchange
Wh Ex ch h an
ang g e can be
ge
their people’s
eop plele’s without
’s history wit tho learning
hout learn ning conducted with
co wi non-Descendants,
non n-D
- esscendndants, it iiss ssaid to be
about thee Whisper War War, and all of the a deeply disdissatisfying
ssa
atit sfyying
g exp
experience,
xperie ienc
ncee leading
lea
ead d most
sensitive opinions and strong emotions that come Descendants to only Exchange with outsiders out
with it. of necessity. The Exchange in many ways shapes
While it can be said that the hallmark of human Descendant culture, giving rise to their fierce loyalty
dominion is the sheer area which their presence to one another, and instinct to nurture others. It has
covers, Descendant cities are a lesson in efficiency. also lead to Descendant communities being common
Between their slowly growing population and the throughout Laruna; many Descendants are loathe
use of the sky as their homeland, Descendants to relocate without bringing partners that they can
concentrate their populus into much smaller territory Exchange with.

71
It is a common Descendant expression that all in the name of bringing humans closer to the
the loneliest existence in Laruna is the one-sided Young Gods.
Exchange; a Descendant with no partner. For On the other, he was committing an audacious
this reason, Descendant communities tend to be blasphemy by seeking to undo the Young God’s will
unquestionably open to traveling kin, often making and break the Bloodoath. In the end, the Descendants
their homes, and their hearts via the Exchange, are glad they played a key role in stopping his
available to those Descendants who are in need. madness, though they may never fully erase the guilt
Combine this with their love of tradition and they suffer over their hand in birthing it.
insular settling methods, and it is no surprise the Descendants born with Legacy are revered
mortals of Laruna view them as xenophobic and among their own people, but thinking this is a
aloof. Despite the tightly knit communities they live birthright of entitlement and wealth would be
in, the Descendants are not without a profound sense foolhardy. Those who inherit a mark are expected
of obligation to the outside world. Deeply rooted in to uphold the lofty Descendant ideals of duty and
their world view is the premise that their people are devotion with extreme vigor. Seen by their peers as
Laruna’s true guardians, and its inhabitants their blessed with a gift, Legacy bearers are scrutinized
responsibility. At best this can make them stalwart excessively, earning unparalleled glory when their
mediators of large conflicts between the other deeds are praiseworthy, and equally devastating
races. At worst, they can become domineering and derision when their deeds are less significant.
meddlesome, often to a point of provoking hostility. Unlike the other mortal races, Descendants
had once possessed the Arga’sheel in their own right
LEGACY VIEWS and thus have no strong prejudices regarding which
mark a person is born with. They don’t reflexively
Alshara’s Legacy is a constant reminder of a cheer those who inherit the Light, nor do they
difficult time for the Descendants. As a people, they systematically fear or detest those who inherit the
were divided on how to handle Alshara until Forenon Dark. Instead, they see only the merit or flaw in how
revealed the true purpose of the Towermen. the possessor uses their power.
Alshara filled the Descendants with equal parts
pride and sorrow, much as a child might for their
parent. On one hand, he was aspiring to great things

72
PHYSICAL DESCRIPTION In order to perform the Exchange, a Descendant
must stand in extremely close proximity to their
More so than humans, Descendants have strong, willing partner. Beyond that, performing the
muscular bodies. Both males and females are on Exchange is effortless, as a light mist of primal
average a foot taller than humans, which coupled essence lifts off the partner and into the Descendant.
with their large, nearly body-length wings, gives Each phase spent performing the Exchange
them a physically imposing stature. Fully extended, drains 5 Stamina from the target. For every 15
a Descendants wings are normally twice as wide as Stamina taken this way, the Descendant receives a
the Descendant is tall. +3 bonus to any Social AT made targeting the partner
The skin of a Descendant has a mild shimmer within the next hour.
to it, sparkling faintly in bright light. Tone can range It is important to note that this feeding of
from sea green to pale blue, though on rare occasions energy does not require reciprocation. Normally two
a Descendant is born with a fair ivory, near human Descendants will both feed on one another’s energy,
color. creating an equal exchange that leaves both parties
intimately connected. They share Stamina loss and
INHERENT TRAITS gain in equal parts and acquire a resulting Social AT
bonus against one another, placing them on equal
footing. In the case where a Descendant performs
Attribute Bonuses: +1 STR, +1 INT, +10 .ana the Exchange and their target is either unwilling to
reciprocate, or is not a Descendant and thus unable
EXCHANGE to do so, the Exchange becomes a one way process.
These beings thrive on communal energy that is Regardless of the target’s race, the Exchange can only
shared amongst them. They do not eat as other races, be performed on them if they are willing, and must
instead passing primal essence between each other allow the Descendant to feed on their energy.
to invigorate and re-energize their physical bodies. Penalty: Every 24 hours that pass without
This process temporarily heightens the senses of both exchanging energy with a fellow Descendant or
parties, as the exchange of energy grants them a keen drinking energy from a different race, the Descendant
subliminal awareness of their partner. has their Endurance reduced by 2 and Strength
reduced by 1.

73
Neither Endurance an
n ce or
Strength can be lowered red
re d bebelow
b low
1 in this way. This can cause
n ca
caus se a
Descendant to become indefinitely
nddefin nit
itel
ey
el
suspended in a weakened ed
d statee iff
unable to conduct the ex exch
exchange
cha
ch angeg
ge
for extended periods o off time
time.
i e.
While they won’t starvee to death
as a human who was as d denied
enied
nourishment would, tthey h y will
he ll
become sickly, looking g hhaggard
ag
a ggard
and suffering from a general
en
neral
malaise. This Endurancee and d
Strength loss remains un unti
until
tl
ti
the Descendant performs ms
the Exchange, which returns
urns all At Attr
Attribute
tribute
Points that have been lost
ost in th manner
this man nner
after a total of 15 Stamina
na has b been
een
e drain
drained.
ined.

GLIDE
Descendants are able
blee tto
o use th
thei
their
eirr w
wings
ing
n s tto
o
glide from any height safely
afely
ly to th
the
he gr
grou
ground.
oundd. Th
The
he
amount of distance a D Descendant
escendant ca can
an gl
glide
lid
i e is 3
times the height of the point off ori
origin.
rigi
gin.
n.

74
CHOSEN TRAITS VESSEL OF POWER
As your ancestors once possessed powerful
FLIGHT magic, so are you built to house vast magical power.
Born with particularly strong wings, you are &GGFDU .BOB
capable of actual flight.
Effect: You may move through the air at your FEEDBACK
normal movement speed. Flying in this way costs 5 Your primal essence carries with it a special
Stamina per phase. potency, giving you the ability to grant another a
boost to their vitality.
ATTUNED Upon completing the Exchange, you may grant
Your heritage grants you a stronger link to the target an amount of temporary health fortifying
the Arga’sheel, making it easier to reabsorb Legacy their body. You may spend an amount of stamina
energy. up to your Endurance score giving the target 5x that
Effect: When absorbing Legacy from Kreesh, amount in temporary health for 1 hour. Feedback
Nexi or other Legacy bearers to gain energy, gain an may not be in use on more than one target at a time.
additional +3 energy.

SIGHT BEYOND SIGHT


Your eyes retain their magical enhancement
once possessed by all Descendants. This sight was
originally used to assist in their dealings with humans
and their wild emotions.
By spending 2 mana, you may see the auras of
all sentient creatures for 1 phase. This aura will depict
the general emotional state of the target, giving you a
+5 bonus to any Social AT you make targeting them
within the next several minutes. While Sight Beyond
Sight is in use you require no light to see, giving you
normal vision in total darkness.

75
Mesmulot children retreated to large subterranean caverns
beneath the Tyris tol Gry.
The nocturnal Mesmulot are a cunning, decadent There they met a mythical entity known as
race of natural predators. Formerly Descendants, they “Arliman’s Whisper” who offered them the dark god’s
underwent an extraordinary transformation that saw power in exchange for their fealty. This exchange
them give up their wings and blue-green skin tone marked the end of the war and gave birth to the
for fangs and a deathly pallor. The aptly named entirely new race now called Mesmulot.
“Darkspawn” are an enigmatic blend of dangerous The deal struck with Arliman’s whisper may
energy and relentless beauty. More so than any of have birthed the Mesmulot race, but it also gave life
the mortal races, the Mesmulot people are seen as to a huge schism among the new people. Hidden
a strange dichotomy, inspiring fear and dread in in the caverns beneath the desert sands, the newly
countless minds across Laruna, while remaining some made Mesmulot were overpowered by their need for
of the most desired consorts anywhere in the land. lifeforce. Without being able to perform the exchange
in their new form, they were quickly driven mad by
History the dark transformation.
While most Mesmulot gave into their dark fate,
Sometime during the third age a conflict known a smaller minority of the new Mesmulot felt betrayed
as “The Whisper War” arose among the Descendants. in a way they could not recover from. Though they
Born of opposing sentiments regarding the allowance understood Arliman and his ways, they could not
of Descendants and humans mating, it created a large accept their damnation at his hands, nor the loss of
divide among the Descendant hierarchy. The ruling innocent lives his deceit had caused. These Mesmulot,
caste of the Descendants had decreed such unions calling themselves Redeemers, defected into the
against their law and what started as simple arrests lands of Epilesis, driven to find redemption.
quickly escalated into open warfare. Those who were declared “free” by the
Over a few years, the entire population of Descendants Seraph have toiled endlessly under the
Epilesis was locked in a sort of civil war, and those dreadful perception their kin have created have taken
who had opposed the rulers in support of human on the name Redeemers.
unions were steadily losing. In an attempt to evade
annihilation, the outlawed Descendants and their

76
Culture While the existence of Arliman’s Whisper is often
seen as religious propaganda by anyone not a part of
Acceptance of the Redeemers is far from the Mesadrin empire, the Mesmulot are very different
universal, but the Mesmulot thirst for life and from their Descendant progenitors in a significant
notoriously decadent behaviors has gone a long way way. Much as the exchange and their former service
to helping make Redeemers a common sight in any to the Elder God are the central components of
major city or dwelling. With extraordinary quickness Descendant culture and behavior, the Mesmulot
and their undeniable magnetism, Redeemers find need to drink the blood of the living, along with the
plenty of ways to assimilate themselves into city life. fallout of the Whisper War, has defined both their
Thieves, mercenaries and courtesans are all calling own worldview as well has how Laruna’s inhabitants
cards for these creatures of passion, giving them see them.
access to the two things all Mesmulot desire; blood Due in part to the fact that they sustain
and excitement. Despite their ceaseless themselves by drinking energy, Mesmulot have a
thrill seeking and fascination with nearly literal taste for life. Young adults will seek to
debauchery, Redeemers live to experience all that they can, gaining a perspective of
oppose the empire and the dark god the world that is substantiated with both formal and
who betrayed them. They implore informal educations. Few members of the other races
members of the mortal races can match a Mesmulot’s zeal for new passions, a
to embrace their wild sides fact that often leads them to frivolous or decadent
and help the Redeemers behavior. While many Redeemers have their own
prove Arliman wrong by private struggle of differentiating themselves
having his own children from agents of Mesadrin, they share many of the
stand in the light of same lusts as their kin of Mesadrin.
Sadreen and the
company of her
children.

77
They hope only to show that these hallmarks of attributed to Arliman, while those of Mesadrin with
their people are in no way exclusively the domain of such gifts are heralded as blessed, often leading lives
Arliman. Many a night with a Mesmulot has ended of opulence and reverence.
with their partners having a newfound “appreciation”
for their ways, as their free spiritedness and charm Physical Description
can be infectious to all but the most staunch of
mortals. Though they claim to have once been
Descendants, the Mesmulot have a physical stature
Legacy Views more like to humans. Sharing similar heights and
weights to humans, they are a fair bit smaller than
Generally Mesmulot of the Redeemers see Descendants, and unlike either, possess skin tones
Legacy as a plague in the hands of most people. They that range from pure alabaster to a dark pale grey.
are all too familiar with how dangerous the power Mesmulot bodies tend to be more lithe than humans
of the gods can be when it’s submitting to the will and are remarkably nimble and quick. Beyond their
of mortals. natural elegance, Mesmulot are a uncommonly
Dealing with the dark god Arliman and being beautiful species by human standards, frequently
without the Arga’sheel has created a great deal claimed to be the dark god Arliman’s gift so as to be
of skepticism as to the good of mortals inheriting better seducers. Natural symmetry and striking color
Alshara’s Legacy. schemes are their birthright, which they frequently
For themselves however, inheriting Legacy is showcase with provocative attire and elaborate body
seen as a rare and momentous opportunity to earn tattoos.
the Redeemers recognition and remove some of the Hair colors of white, grey, and black are
stain the Mesadrin Empire has placed upon their race. most common with the occasional crimson, blue
Different Legacies are viewed with little or dark purple making an appearance. Eye colors
difference besides the Light and Dark. For Redeemers, are abnormally bright giving Mesmulot irises a
the Light is a circumstantial blessing, while in luminescent appearance. Green, red, violet, and
Mesadrin it is a crime punishable by death. The blue are common, while silver, yellow, and pink are
opposite tends to be true for the Dark. Redeemers not unheard of. Said to reflect the particular type of
lament their own being born with powers commonly energy that flows through their body, eye color is a

78
very significant physiological detail for Mesmulot, as they go. By biting a target mortal, a Mesmulot can
it indicates the bloodline they belong to. drain 5 Stamina every phase as they drink their blood.
The Mesmulot are a vampiric species by nature, For every 5 Stamina stolen in this manner the target
as they must feed off the lifeforce of others. While also loses 5 Health, but also leaves the victim with a
Descendants accomplish something similar to this via feeling of euphoria. Biting a target is an IFU action
the exchange, Mesmulot must actually imbibe the if the target is willing, but requires the following AT
blood of living creatures to absorb this lifeforce. To to be made against an unwilling target.
perform this task, all Mesmulot possess the ability to
unhinge their jaw, distending their mandible so their
mouth opens wide. This process only takes a second Bite
and simultaneously distends their large fang-like Requires opponent to be grappled
incisors. The sight of this can be unsettling to humans, AT: Melee Combat (Brawling)+AGI
changing the normally beautiful countenance of a Threat: 0
Mesmulot and distorting it into a nearly monstrous Damage: STR + 3 (Piercing)
sight. Base Success: You may feed on your target for
this phase.
Inherent Traits
(1c) Damage Adjustment: +1 Piercing
Attribute Bonuses: +1 AGI, +1 CHM, +10
Evasion Penalty: Every 24 hours that pass without
draining at least 5 Stamina from a mortal causes
Thirst: Unable to exchange energy like the the Mesmulot’s Endurance to be reduced by 2. This
Descendants who were once their kin, Mesmulot are Endurance loss remains until they drain at least 15
instead burdened with a dark thirst for life-force that stamina from a mortal target, upon which all lost
they can only absorb through drinking the blood of Endurance is restored. If the Mesmulot has their
other creatures. Well known for both their love of Endurance reduced to zero in this manner they die
darkness and their profane beauty, the Mesmulot from malnourishment.
slake their thirst on the willing and unwilling alike,
and bear a reputation of fear and fascination wherever

79
Creatures other than mortals, such as animals to relish the suffering of their prey in Mesadrin, a
may be drained in the same way but this will not stop Pureblood Vexton survives off the pain of others,
the normal loss of Endurance. Instead, it will reduce making them dangerous to any who would risk their
the loss from 2 to 1. bite.
Additionally, draining creatures other than Effect: Members of House Vexton receive a
mortals will prevent the Mesmulot from losing their permanent +2 STR. Feeding inflicts a -5 Wound
last point of stamina in this manner, suspending them Penalty for 3 phases in addition to the normal effects.
in their weakened state until they are able to feed
from a mortal and restore their lost Endurance. House Olissa (Eye Color: White)
Those of Pureblood from the House Olissa are
Chosen Trait able to use their feeding to massively accelerate their
body’s healing. Well known as die-hard survivors,
House Strodigi (Eye Color: Blue) members of House Olissa are the most resilient of
The House of Strodigi is revered for its Mesmulot, able to sustain unparalleled physical
accomplishments in the magical arts. These Mesmulot trauma and recover in record time.
are able to drain mana from their victims while Effect: Members of House Olissa receive a
feeding, allowing them to replenish their ability permanent +1 to END and +50 Health. Each phase
to cast magic. This trait has allowed the House of spent feeding from a living target restores 5 lost
Strodigi to persistently hone their magic skills and Health. This healing will stop bleeding but will not
earn a prominent reputation among their kin for regenerate lost limbs.
doing so.
Effect: Members of House Strodigi receive a House Lotus (Eye Color: Black)
permanent +2 INT. Feeding drains 10 mana each The ancestry of House Lotus can be traced all
phase in addition to the normal effects. the way back to the beginning. Those of this brood
retained a larger part of their Descendant heritage,
House Vexton (Eye Color: Red) endowing them with black, leathery wings. Much
Known as the most vicious and bloodthirsty of like their Descendant counterparts from which they
the noble houses, the House of Vexton’s purebloods were spawned, they are granted flight at their base
create excruciating pain with their bite. Taught movement speed.

80
Effect: Members of House Lotus receive a
permanent +2 AGI. Gain the ability Flight.

house susPirion (eye coLor: green)


The bite of a Pureblood Suspirion fills its
recipient with overpowering ecstasy. This powerful
euphoria is spoken of in the highest esteem by those
who have had the pleasure of experiencing it.
Effect: Members of House Suspirion
receive a permanent +2 CHM. A Suspirion
gains +8 to all Social ATs against any target
that they have fed upon within the last hour.

house esh (eye coLor: PurPLe)


Being a pureblood of House Esh is
to be burdened with a feared and coveted
gift among the masses of Mesadrin. By
feeding on a creature, these purebloods are
able to sift through their recent memories as
if they were their own.
Effect: For every 5 health drained via
feeding, these Mesmulot gain access to 24
hours of memory from their victim. These
memories fade in time just as much as
the memulot’s own memories would.

81
GARAITH Glory seeking Garaith have been known to travel
the kingdoms offering their talents as sellswords and
Warlike, ferocious, and competitive, the Garaith earning considerable fame in the process.
are a savage people who live in a constant state of
conflict. Their powerful bodies, snarling maws and CULTURE
aggressive behaviors deceive many people into
incorrectly thinking that the Garaith are nothing more The Summit to end the great war put in place
than mindless brutes. While strength and violence the foundation of Garaith culture for ages to come.
are normal parts of the Garaith lifestyle, they are Seen as their first act of freedom, Garaith believe
much more than the wild animals many of Laruna’s that the choice to submit to the Elder God in order
inhabitants see them as. to spare several of their former masters was an act of
extreme loyalty. Beyond sparing their people’s lives,
HISTORY this act is also perceived as a casting off of chains,
shedding the control of their creators. Having put
Originally created during the second age as an end to the massacre and saving several of their
warrior-slaves for the Dragons, the Garaith won both creator’s lives, the Garaith asserted their claim to be
their freedom and the continued existence of their treated as kin rather than slaves.
creators during the Summit. Without their Arga’sheel, the few surviving
No longer in direct service of their draconic dragons would depend upon the Garaith to protect
creators, the dragonmen are now a free folk who live them, and thusly treated their former slaves in a new
cruel and harsh lives, be they in their native kingdom manner. Not all of the great serpents accepted this
of Darco’Garaith or anywhere else in the lands of change of course. A few openly opposed, assailing
Laruna. Fearless warriors with unmatched ferocity, the Garaith with their newly diminished power. The
the Garaith are some of the most sought after soldiers conflicts that ensued helped cement the Garaith’s
in every corner of Laruna. relationship with the dragons who were willing to
be part of the Garaith kingdom, as well as proved to

82
Laruna that the Garaith were no longer slaves. Many
of the dragons the Summit spared were eventually
killed by the Garaith, solidifying the core tenet of
their society that persists intoo tthe
hee 6
h 6th th
h age—might
determines right. For the dragonmen,
rag gon
onmnmen
men, n, o ownership,
wner
wn ersh
ship ip,
possession and entitlement are re aall
ll shashaped
haped d by w whath t
ha
a particular individual can fi fight
ght
h fo for and defend.
Defending their freedom from the he d dragons
ragons who once
o onc ce
ruled them proved the Garaith th deserv
deserved rved their own
kingdom, and each member off th their
thei society
e r societ ty does thee
same in their own life.
Normally such logic would uld lead
leead to to a crippled
crip
cri
cr ippl
plededd
society plagued with a cannibalistic
aliist
stic behavior,
icc b ehhavavio i r, but
r, b utt ffor
orr
o
the Garaith, it is their warlords that
ds th at eensure
hat nssu e co
nsur conflicts
onf
nflliict
cs
and violence are contained iin n a re rrespectable
esps ecta
ecta
ec able
ble
bl
manner. A title earned only byy G Garaith
arai
arai
ar aitth hw withith
it h the
th
he
utmost respect and strength in their
n the
heir
eirir socsociety,
ociety
ieetyy, a
warlord is a form of peacekeepereeep er tthat
per hat
ha at mu must
m ust
st
sanction most disputes between tweeenen G Garaith
arai
ar aithh
within their assigned territory.ry.
y. AAdhering
dher
dh eriinng tto o
a sophisticated group of laws wh which
hic
ich g govern
go ove
vern rn
what conflicts or disputes may ayy be
be settled
sseeett
tttle
ttlled
peacefully, and which necessitate
itat
it ate co
ate ccombat,
omb mbat
mbat at,t,
keep their society in check andd ensure
een
nsu urere onlyonlnllyy
the strong, brave and worthy ssurvive.
urvi
ur v ve.
vee.

83
Garaith who travel away from tribes usually Darco’Garaith behind in hopes of earning power and
try to mirror the decisions of their warlords in their glory elsewhere, and avoiding an untimely demise at
everyday affairs, so it can be as common to find a the hands of their kin.
Garaith who is thoughtful, deliberate, and wise as it
is to find one whose mind quickly jumps to violence. PHYSICAL DESCRIPTION
One constant is that in the Garaith’s minds, the other
mortal individuals are inherently weaker and as such Sharing the majority of their physical details
cannot be expected to follow Garaith law and custom. with their draconic creators, Garaith have large
They also recognize that these non-Garaith nations humanoid bodies with thick musculature. Covered in
are social institutes that have a large degree of power dense, leathery skin, Garaith grow boney protrusions
in their own right, making Garaith slow to blatantly from their body in many places such as arms, legs
act in ways that would put them on the wrong end or shoulders, that give them natural protection in
of that power. combat. Their hands and feet possess short, thick
claws they commonly use as weapons when otherwise
LEGACY VIEWS unarmed. Just like a dragon, their heads are large,
sporting reptilian eyes and a big mouth full of razor
Given their focus on strength, it is no surprise sharp teeth. Bone coloring appears in shades of ivory,
that Legacy is a highly desired inheritance among brown and black, while skin runs a full gamut of
the Garaith. Almost every warlord in Darco’Garaith colors much like actual dragons. Grey,black, green,
is a Legacy bearer and being born with any Legacy red, blue, white and purple are commonly found skin
could cause a Garaith to suffer delusions of grandeur colors among the Garaith.
from a very early age. Unfortunately, destroying or
killing a Legacy bearer is a source of great pride for
some Garaith and seen as an act of self preservation
for others. Because of this, it is very common for
Legacy bearers to leave the power struggles of

84
INHERENT TRAITS CLAWS
AT: Brawling/Natural Weapons + STR
Attribute Bonuses: +3 STR, -1 AGI, +5 ARM, Threat: 2
+5 Natural Weapons Advanced Skill Damage: STR + 6 (Slashing)

SPAWN (1c) Damage Adjustment: +2 Slashing


Dragons—titans of the elder god. These mighty
beasts bred their spawn to serve them in the war of
the second age, calling them Garaith. The Garaith BITE (REQUIRES OPPONENT TO BE GRAPPLED)
have vast physical strength and thick scaled hides. AT: Brawling/Natural Weapons + STR
Every bit as ferocious as their makers, the dragonmen Threat: 0
are no strangers to war. Damage: STR+6 (Piercing)
Beyond their strong bodies, many magical
anomalies pass down their bloodlines courtesy of (1c) Damage Adjustment: +2 Piercing
their makers, giving some of them dangerous fire
breath and others knowledge of draconic secrets. CHOSEN TRAITS
HARDENED SCALES
You have particularly hard scales, providing
extra protection against physical damage.
Effect: +15 ARM (All)

85
SERPENT BLOOD FIRE BREATH
The magic of the mystical dragons flows strong The might of magical flame still rages within
within your veins. You are granted extraordinary your chest. Unlike many of your kin, you retain the
regenerative properties. Given time, torn flesh, and fabled ability of your creators to spew forth fire onto
broken bone will mend on its own. your enemies.
Effect: +1 Health regenerated per phase One per phase as a instant, tested action, you
may blast an enemy within 2 meters with a burst of
MOTION SENSOR flames from your mouth.
The supernatural senses of your ancestral
forefathers has passed on to you. You have an easy AT: Natural Weapons
time tracking movements in your peripheral vision. Cost: 10 Stamina
Effect:+5 to Reaction Range: 2m
Duration: Instant

DRACONIC SECRETS Base Success: Targets caught in the blast take


The dragons knew things no other creatures did 20 damage (Fire). Targets may roll a Reaction AT to
and spoke the nuances of magic as fluently as any reduce the damage by the ATR.
language.
Effect: You immediately know the purpose and (1c) Damage Adjustment: +1 Fire
source of any magical effect or item viewed. This
functions the same as an Identify spell.

86
CAELBORIN’S CLAWS
Thee heritage of o one
ne of the first gre
great
reat w
warlords,
arlo
arlo
orrd
ds,
s,
it w
was
ass sai
said
aid that Caelb
Caelborin’s
borin’s C
Claws
laws could
d ren
rend
endd
flesh,
esh,
esh, iro
iron
ron anandd dragon
drragon
on
n scale.
sca
ale
le..
Effect:
Efffe
fect
ct:: You
Your
ou
ur claws gain
gaaiin
n +2
+2 Threat
Thre
Th
hreat
at and
andd
ignore
nore up p to 2 20
0 ARM.
A M.
AR

87
ASHIK CULTURE
Ashik are a broken, shattered people with no For the Ashik, Laruna is more than a place where
true unified culture or purpose of their own. Born they live. It is a living, feeling entity of which they
from the earth, the Ashik served the titans and fought are forever a part of. This connection gives shape to
valiantly to protect Laruna from dragon fire. Now the prevailing worldview most Ashik hold, and gave
without the titan’s will, they simply exist as de facto rise to their practice of the Vow. Each Ashik at the
guards of the natural realm. Peaceful and wise, they time of adulthood takes a Vow to the spirit of Laruna
feel content with the world in any state so long as the and devotes their existence to a single objective that
mortals are not ruining it. Their allegiance is limited will somehow better the land. This Vow is taken in
to a primitive culture of trade that revolves around the presence of other Ashik, usually at a Telling, to
new stones, gems and metals to devour, as well as ensure that the promise undertaken is worthy and
their sharing of knowledge about all forms of life, just. Once accepted, this Vow will guide an Earthborn
which they convey to one another via a storytelling for the rest of its existence, helping them justify the
they call a “Telling.” perceived toll their existence takes on the land.
Ashik consumption of inorganic material is seen Once per year, Ashik are expected to hold a
as a great honor that they need to earn each day, as Telling with as many other Ashik as possible. Since
the Ashik understand that this bounty of Laruna is the Ashik are few and far-spread, Tellings are held
not limitless. Every Ashik takes a solemn vow that wherever multiple Ashik can gather. A Telling can be
states how they plan to validate the expense of their as simple as a trip to a local pub, or a grand gathering
life and earn their place in Laruna. This vow is a of dozens of Ashik that lasts for many days and nights.
lifelong mandate that gives purpose to their day to Ashik often consider the members of their Telling as
day existence. their family units, so many Ashik prefer to return to
the location of their first Telling whenever possible.

88
In the Telling of New Life, a newly formed
A Telling consists of 4 parts. They open with Ashik emerges from the ground and is greeted into
the Telling of Tales, a casual accounting of what the the world. The newly formed Ashik is then told the
Ashik has been doing and has seen since their last history of his people and is given a name. Finally,
Telling. Then is the Telling of Vows, where every each member of the Telling introduces themselves to
Ashik states their vow to Laruna and explains what the new Ashik, and chooses to Tell them one piece of
they have done to further that vow. If the Telling advice to send them on their way.
is satisfied with the Ashik’s efforts, the Vow is This ritualized upbringing makes for Ashik who
considered completed and a new one may be taken. are curious and worldly, as every Ashik loves to
Ashik oftentimes introduce themselves by listing the return to his Telling with new stories to share and
vows they have completed, making the completion of old vows fulfilled.
a vow very important to Ashik society. Were it not for the “Telling” and the need for
Third is the Asking of Progeny. Since Ashik are congregation to approve new Vow’s, the Ashik would
born directly from Laruna, they do not reproduce have nearly no culture of their own. As a people, they
in traditional means. Instead, they must ask for exist without the strict societal stigmas many other
permission from their Telling to create a new Ashik. races contend with.
This request is one that is not taken lightly—only
an Ashik with many Vows to their name will seek to LEGACY VIEWS
conduct this Asking, and even then it will usually only
be once in their lifetime. Ashik hold Legacy in ill regard, perhaps more
If an Asking is approved, the Ashik in question so than any other race. For the Earthborn, Legacy
removes a gemstone from their body and buries it at is the power of their makers whom they have little
the site of the Telling. There, the Ashik will begin to interest in. Every Ashik sees their true parent as
grow until the final part of a Telling, the Telling of Laruna herself.
New Life.

89
Ashik look at Legacy as something that could
serve a productive purpose if it were held by them PHYSICAL DESCRIPTION
and used exclusively to keep Laruna safe, but
unfortunately, much Legacy is held by members of Organic life forms made of earth material such
the other races, or worse still, Kreesh. as stone, dirt, gems, or metal, the Ashik are squat,
Legacy bearers of the other mortal races are lumbering people. Their bodies are vastly more
treated with extreme suspicion. The Ashik are rarely durable than the other mortal races and the precious
comfortable with the idea of anyone but their own gems embedded in their flesh act as a receptor for
kind having such power to harm Laruna. Those magic. Originally meant for absorbing dragon fire,
other mortals who prove to be noble or friends of these special components react when struck by magic,
Laruna can expect Ashik to share their names at every suffusing the Ashik with unique power dependant on
“Telling” all across the kingdoms. the material in question.
Kreesh and the Nexi are abominations unlike Their bodies often possess plant life or moss
any other to Ashik. Laruna has become sick with much in the way humans possess hair and they stand
Alshara’s Legacy, which is evidenced by the presence on average 4’ to 5’, yet weighing nearly triple as much
of Nexi. Seeing creatures corrupted with god-magic as a normal human.
and causing ruin thereafter is an all too common
occurrence. Most Ashik would sooner see Legacy
destroyed than possessed, but as Forenon once said,
no mortal could accomplish such a feat. Ashik settle
instead to take Vows that promise to hunt Kreesh,
destroy Nexi, or even kill other Legacy bearers.

90
Each substance was entwined with flesh to
INHERENT TRAITS create warriors that could partially absorb the fiery
breath and the magic of their enemies, and use it to
fuel their own strength. Stories of a single Earthborn
Attribute Bonuses: +2 STR, +10 ARM (All), lifting a castle or burning entire fields with their
-1 CHM gem magic may exaggerated, though not completely
unfounded.
Ashik must consume 3 kg of gems or minerals a All Ashik absorb up to 10 magic damage of any
day, or they will start to literally lose their mass until type from each damage source, converting it to a
they wither away into nothingness. prism charge. The Ashik may store up to 3 prism
charges in total, after which they no longer absorb
CHOSEN TRAIT magic damage. They may release any number of their
prism charges as an IFU action to gain a bonus based
It is said that the dragons first showed their on the material encrusted in their flesh. The bonuses
greedy and spiteful nature during the war of the listed below are granted per prism charge released.
second age. Territory lost to the titans would routinely
be scorched before being yielded, and legions of
lesser dragon breeds were born to swarm the titans
on the battlefield. Together the titans gave life to the
earth, causing it to rise up and defend Laruna from
dragons and their ever-hungry spawn. Crafted from
the many stones, metals, and gems of the earth, the
Ashik, or Earthborn, were ruthless, devoted soldiers
uniquely qualified to deal with their enemies.

91
RUBY (RED) SAPPHIRE (BLUE)
When your rubies glow red with magic power, The brilliant blue sapphires embedded in your
you are able to release flashes of magic fire as you body turn deadly magical energy into soothing
strike your enemies. streams of mana.
Effect: Next successful strike does +10 Damage Effect: Restore 20 Mana
(Fire)
DIAMOND (WHITE)
EMERALD (GREEN) These gleaming white gems convert damaging
Once charged with magic, your emeralds forces into energizing vitality that will fuel your
allow you to harden your stone flesh just as your assault where others would fall short.
predecessors did to repel dragon tooth and claw. Effect: Restore 20 Stamina
Effect: Gain +10 ARM (All) for one phase

OBSIDIAN (BLACK)
Shimmering obsidian stones lend vigor to your
muscles, granting you the strength to stand toe to toe
with your ancestral draconic enemies.
Effect: Gain +4 STR for one phase

92
93
94
UNIVERSAL BACKGROUNDS EXALTED
Backgrounds serve as a starting history for a Whether born under heralded omens or bearing
Legacy Cearer. It tells the basic tale of how their life the mark of a revered Legacy, your people held you in
transpired before play begins and gives a solid idea the highest esteem. You were deemed a marvel from
of what the character is all about. Getting a basic the moment of your birth and have been groomed to
idea of what a character has gone through is not be a hero your whole life.
only significant for properly telling their story, but it
also gives players their starting statistics such as skill, Exalted
equipment and spells.
Attribute Points 30
DIPLOMAT
Serving your people as a mediator, arbiter or Academics 5
politician, you have acquired excellent negotiation Craft 0
skills. Well versed in customs and etiquette, you
know better than most that kingdoms thrive by their Magic 0
relations, both internal and external. Melee Combat 0
Diplomat Ranged Combat 0
Skullduggery 0
Attribute Points 30
Social 0
Academics Survival 0
7
Kingdoms 1
Languages Additional Base Skill Points: +5 to any Base
1
Skill, +10 to any second Base Skill
Religions 1 Additional Advanced Skill Points: 18
Craft 0 Possessions: Fine clothing, 200 gold
Magic 0 Spells: None
Melee Combat 0
Ranged Combat 3
Skullduggery 3
Deception 2
Social 8
Diplomacy 6
Negotiation 4
Survival 2
Riding 2

Additional Base Skill Points: 1


Additional Advanced Skill Points: 3
Possessions: Fine clothing, 180 gold
Spells: None

95
HIGHBORN HUNTED
Born to a family of good financial and political Whether it is due to the Legacy you bear or the
anding
ng, you had
standing, d access to the finest st eeducation
duca
du cati
t on a cti
tions yo
actions youu ttook,
ook
ok, yo
you
ua re wanted byy th
are he auth
the ho
authorities
available.
vailable.. Well ta
taug
taught,
ught
h , well
ll fed, and well funded, you of a region.
gerly chasee yyour
eagerly our destiny
ny..
destiny. Surviv ival
Survival al h as bee
has en yo
been your
u primary objective
objective, and
m
mu
much ch off yo
your
our ttime
i eh
im ha
has
as been spent learning h how to
th
thrive
hri
rivee iin
n either urban an o
orr rural envi
environments,
iro
ronm
nmen
entts, w
without
d
dr awin
aw
drawinging attention.
attent
at ntio
on.

Highborn Hunted
Attribute
ttr
trib
ibut
u e Points 3
300 Attribute
A
Atttr
trib
ibut
ibu e Points 32

Academics 6 Academics 2
Appraisal 2 Craft 2
Kingdoms 4 Magic
M gic
Ma 0
Languages
Lan
nguages 4 Melee
M elee Combat
el 3
Craft 1 Ranged Combat 3
Magic
Ma
agi
gicc 5 Skullduggery
Sk
kul
ulld
ldug
ld ugg
ug gery 5
Light 2 Deception 3
Melee
Mele Combat
ee C ombat
att 3 Stealth
St
S ea
altth 2
Combat
Ranged Com
mbat 0 Social 3
Skullduggery
Skulld
ldug
ugge
ge
ery 0 Negotiation
Nego
goti
tiat
atio
ion 2
Social 4 Survival 8
Diplomacy
Dipl
Diplom
pl omacyy
om 2 Foraging
Fora
Foragi
ra ging
gi 2
Leadership 1 Riding 3
Survival 2 Tracking 4

Additional
ddiition Skill
nal Base Sk Points:
kill P
Pooin
nts: 1 Additional
Additi
tion
on Points:
nal Base Skill Po
oin
nts: 1
Additional
ddi
diti Advanced
tional Advan nce
ced Points:
d Skill Poinnts:
tss 3 all Advanced Skill Points:
Additional 3
Possessions:
oss
sses
e siion
es o s: Exotic
s E clothing,
xoticc clo
othin
ng, 300
g, 300
0 0g gold
od
ol Possessions:
Pos
sses
e siions: Commoner’s
ons:: C ner’s cclothing,
ommon loth
lo thin
th ing,
in gold
g, 150 gold
l
Spells: spell
pells:: 1 Light spel
el
el None
Spells: Nonne

96
INHERITOR MASTER CRAFTSMAN
You have a legacy all your own that has resulted Years of devotion to your craft have caused you
in yyou
ou being
ng g
being iven
iven an
given n ob
o ject
je c o
ct
object off g
gr
reea
at sign
great gnificance and
significance to become
becom
ome a highly
hig
highly sought after
afte
af ter professional
prrofessional in
in your
your
u
power.. field.
fi
iel
eld.
d

Inheritor Master Craftsman


Attribute
At
ttr
trib
ibut
u e Points 32
2 Attribute
Attr
ribu
ibut
ute Points 32

Academics
Acad
ad
dem
e ics 3 Academics 5
Craft
Craf
Craft 0 Craft
C
Cr aft 8
Magic
M gi
Magicc 0 Magic 3
Melee
Mellee Combat
Me 0 Melee
Melee Combat
Me 0
Ranged Combat 0 Ranged
Ra
R ng Combat
an
nged 0
Skullduggery
Sk
kul
ulld
ldug
ld u gery
ug 0 Skullduggery
Sku
Sk ullld
u ldug
ugg
ug gery
y 2
Sociall 3 Social
So
ocial
al 3
Survival
Surv
viv
val
al 2 Survival
Su
urv
viv
iva
al
al 2

Additional
Add
Additi
tio
onal
on Base
al B ase Sk
ase
as Skill
Skkil Points:
ill Po
ill
il P oin
ints
ints
ts: 8 Additional
Additi
tioonal Base
al B ase
as Skill
e Ski
Sk
kill Points:
ill P
il oints
t :
ts 2
Additional Advanced Skill Po Points:
oinnts:: 10 Additional
Addition Advanced
nal A dvanced Skill Points: 5
Possessions:
Posses
Po Commoner’s
esssions:: Co
C mm ner’s cclothing,
mon lo
otth
hin 100
i g,, 10 gold,
00 g olld, Additional
Addition
Ad ona al C
al Craft
ra
aft Adv
Advanced
dv
vancced Skilll Po
P
Points:
in
nts: 10
0
magical
magica item.
al it
item
em. Possessions: Co Commoner’s clothing, 260 gold,
Spells: Nonene 300 gold of crafting
craf
affting materials
Sp
Spells:
pel
ells:: 1 Sp
Spell
Spel
pelll (a
(any)
(anny)

97
MERCHANT PEASANT
Mastering the business of trade has taken you You have come from lowly beginnings, spending
on many travels. You’ve seen numerous places, most of your life toiling on a farm and providing for
experienced many cultures and learned a bit of the your family, enjoying a simple kind of life.
dark deeds that often help a merchant survive in the
land of Laruna.

Merchant Peasant
Attributee Points 32 Attribute
A
At
Attr
ttr
trib
i ut
ibu e Points 29

Academics 6 Academics 0
Appraisal 6 Cr
C
Craft
raf
at 4
Craft 0 Woodworking
W
Wood
Wo
ood
odworking 2
Magic
Ma
agic 0 Magic
Magi
Ma gicc 0
Melee Combat 0 Melee
Me
M ele
lee Combat 2
Ranged
Ra
anged Combat
nged C o ba
om at 0 Ranged
Rang
Ra ng e Combat
ged Com
o bat 2
Skullduggery
y 4 Skullduggery
Skulldug
gge
gery
y 1
Deception
Dece
ept
ptio
ion
io 4 Stealth
Stea
altth 1
Social 6 Social
Soc
cial 3
Negotiation
Nego
g ti
tia
attion 5 Survival
Surv
rv
viv
ival
al 4
Survival
Surviv
i al
iv 4 Climbing
Clim
mbing 2
Foraging
F ra
Fo agi
gin
ng 3
Additional Points:
nal Base Skill Po
oints: 5 Riding
Ridi
ing 1
Additional
na Advanced
al A Skill
dvanced Sk kill Points: 5 Skinning
Skin
nning 4
Possessions: clothing,
ions: Fine cloth
hing, 700 gold Tracking
Tra
acking
ac 1
Spells: None
N ne
No

Additional Base
e Skill Points: 3
Additional
ditionall Advanced
Add vanced Skill Points:
Adv Poiints
Po ints
ts:: 3
Possessions: Co
Commoner
C gold,
ommoner clothing, 10 g
Shortbow, Dagger,
gger, Cow
Dag
gg
Spells: None
N ne
No

98
RITUAL SURVIVOR ROGUE
Willingly or otherwise, you took part in a Living in the shadows of the law, you know your
powerful magic ritual that left you permanently way around an illegal endeavor.
changed. Now you have even greater potential that
before, but much of your memories were damaged
in the p
process.
roce
ro cesss.

Ritual Survivor Rogue


Attribute
ttr
trib
ibut
u e Points 37 Attribute
A
At trib
tr i ut
ibu e Points 3
32

Academics 3 Academics
Ac
A ademicss 2
Craft 1 Cra
Craft
af
aft
af 0
Magic 0 Magic
Mag
gic 0
Melee
Me
elee Combat 0 Melee
Me Combat
elee Comb
bat 5
Ranged Combat 0 One-Handed
ne-Handed Piercing
On 4
Skullduggery
Sk
kul
ulld
ldug
ld ugge
ugg ry 0 Ranged
Ra
anged Combat
nged C o bat
om 3
Social 1 Skullduggery
Sk
kullduggery 5
Survival
Surv
rv
viva
iv
val
al 3 Deception
Dece
De
ecept
ptio
pt ion
io 2
Lockpicking
L ckpi
Lo pick
c ingg 4
Additional Skill
dditiional Base Sk
Skil Points:
illl Poi
Po
oin
in
ints: 3 Pickpocket
Pick
ckpo
po
ocket
cket
ck e 4
Additional Advanced
dditional Advan Skill
nced Sk
S k Poin
kill Points:
in
int
nts
ts: 5 Stealth
Stea
St ealt
ea lth
lth
lt 5
Possessions: Commoner’s
ossesssions:: Co
C mm
mon clothing,
nerr’ss clo
loth
lo
othi
thing, 50
th 0 go
gold
ld Social
Soci
So cial
ci al 3
Spells:
pells: None
Survival
Surviv
val 4

Additional Base
all B ase Skill Points: 1
Additional
Addi
diti
tion
nal Advanced
a Adv
dva
an
anced
an Skill
Sk Points:
killl Points
s: 3
Possessions:
P
Pooss
sses
ss Commoner’s
e sions: Comm mon gold
o er’s clothing, 100 gol
Spells:
Sp None
pellls: No
N one
n

99
DESCENDANT BACKGROUNDS MINSTREL
An artist of the finest order, you travel the
IMPERATOR kingdoms of Laruna sharing your talent for a fair coin,
all the while showing the mortals the greatness of
Well schooled in the arts of battle, you have Descendant culture and arts.
served Epilesis and its p
people
p byy upholding
p g the law
and punishing the wicked.

Impera
Imperator
mper
mp erat
ato
at
tor
to Minstrel
Mi
M instre
in
nstrel
trreel
Attribute Points 30
0 Attribute
A
Atttrrib
ttr ibut
u e Point
Points
ts
ts 32

Academics
demics 2 Academics
Ac
A cademics 4
Craft
ft 3 A
Appraisal
pprai
pp aisa
sall 2
Metalworking
alworkin
ng 2 Kingdoms 4
Magic
gic
i 2 Cr
Craft 3
Elements
ments 2 Magic 0
Melee Combat
ee Combat 7 Melee
Me
ele Combat
ee Co
C mbat 0
Double-Sided
ble-Sid
ided
id
de Glaive 3 Ranged Combat 0
Ranged Combat
ged C omba
om at 5 Skullduggery
Skul
Skulld
ul ldug
ld uggery 0
Skullduggery
lldugg
gery 0 Social 4
Social
ial 0 Negotiation 3
Survival
vival 3 Performance 4
Seduction
Sedu
ducction
n 4
Additional Base Skill Poin
Points:
nts: 1 Survival 3
Additional Melee Combat
bat Adv
Advanced
van
nced
d Skill P
Points:
oints
tss: 5
Possessions: Glaive,ive, Descen
Descendant
ndant Armor, 10 100
00 gold
gold Points:
Additional Base Skill Points
s: 3
Spells: 1 Spell (Cannot
Canno ot be D
Dark)
arrk)
a k
Additional
Additi
tion a Advanced Skill
onal Points:
Skiilll Points
s: 3
Possessions: Basic
s Baasic clothing,
otthiing, melee weapon,
clot weap
instrument,
musical in
nsttrume 120
m nt, 12
120 gold
Spells:
Sp None
pells: No
one

100
0
Prized Apprentice Wanderer
You were tutored by the Archmages of Epilesis You were taken from (or left) Epilesis as a
in preparation for becoming a lorekeeper or wizard youth and spent your early years in the western
devoted to the needs of the kingdom. lands, mingling with the varied races and cultures
therein.

Prized Apprentice Wanderer


Attribute Points 28 Attribute Points 32

Academics 3 Academics 2
Appraisal 2 Kingdoms 2
Kingdoms 3 Religions 1
Craft 4 Craft 3
Enchanting 3 Magic 2
Magic 6 Melee Combat 3
Calling 4 Ranged Combat 3
Change 3 Bows 2
Elements 3 Skullduggery 0
Melee Combat 2 Social 3
Ranged Combat 0 Intimidation 2
Skullduggery 0 Seduction 2
Social 3 Survival 3
Leadership 1 Foraging 1
Negotiation 3 Skinning 1
Survival 0 Tracking 2

Additional Base Skill Points: 2 Additional Base Skill Points: 3


Additional Advanced Skill Points: 3 Additional Advanced Skill Points: 3
Possessions: Enchanting materials (150g), 100 Possessions: Basic clothing, melee weapon, 10 gold
gold, robes Spells: 1 Spell (Any)
Spells: 1 Calling Spell, 1 Change Spell, 1 Elements Spell

101
MESMULOT BACKGROUNDS DARKSTAR
Redeemers are no strangers to the darkness, but
COURTESAN being born with the Legacy of the Dark has caused
others of your kind to see you as a source of constant
With skills of vast renown and the unparalleled mistrust between them and the other mortal races.
exotic appeal of your people, you are a highly Thusly, you often find comfort with the less
successful courtesan. savory members of society.
You’ve learned that secrets are of great value
and by selling your services to the right people, you
have risen in prominence
om
mini en
ence
ce a
and
nd shaped
d yo
yyour
ur the events
of your homeland.
nd.

Courtesan Darkstar
Attribute Points
ts 3
30 Attribute
A
At
Attrib
t but
u e Points
Points 28

Academics
cademics 3 Academics 1
Appraisal
ppraisal 3 Kingdoms
King
Kingddoms 1
Kingdoms
ingdoms 3 Craft
Cr
C raf
at 2
Medicine
Me
edi
dicin
ne 1 Alchemy
A lch
hem
my 2
Craft
raft 0 Magic
Ma
agic 3
Magic
M agic
i 3 Dark
rk
k 3
Calling
alling 3 Melee
Mele Combat
ee Comb
m at 4
Melee
Mel
Me lee Co
lee Combat
C mbat
mba 0 (SW) Thorned
(S ned Whip
Thorn 3
Ranged Combat 0 Ranged
Ra n ed Combat
ang Combat 2
Skullduggery
kul
ulld
ldugge
gery
ry 4 Skullduggery
Sku
Sk
Skuullld
l dug
ugge
ge
ery 5
Deception
eception 4 Deception
Deceeption 3
Pickpocketing
ickpockettin
ng 2 Stealth
Stea
St ealt
lh 4
Social
ocial 7 Social
Sociial 3
Diplomacy
iplomacyy 2 Intimidation
Inti
timidatio
ti
tim on
on 3
Leadership
eadership 3 Negotiation
Nego
otiiat
ati n
atio 2
Negotiation
Negotiat
atiion 4 Seduction
Seductio
on 3
Seduction
eduction 5 Survival 2
Survival
urv
rviv
i al 0
Additional
Addiitional Base Skill Points: 1
Additional Base Skill
se Sk
Ski Points:
ill Poin
ints
t : 1 Additional
Add
dit
itio all Advanced
onal Advan d Skill
anced Skill Points:
Poin
Po i ts: 1
Possessions: Exotic clothing, 300 gold Possessions:
Poss
sessions: Commoner clothing, alchemy supplies
(100
(100g),
0g)
g , 100 gold
Spells: 1 Calling
ng Spell
g Sp
Spel
ll
Spells:
Sp
pells
ellls
ls: 1 Dark
ls: D rk
Da k Spell
ll

102
2
DYING LIGHT PARAGON
Born as part of the Mesadrin Empire, you were Rising above the distaste many have for your
nearly sacrificed as a child for bearing the Legacy of kind, you hold a respected position in society that has
Light. Being miraculously spared has allowed you to brought great honor to your people. An accomplished
live as a redeemer, but cost those who cared for you warrior, you have earned the accolades of the masses.
dearly.

Dying Light Paragon


Attribute Points 30 Attribute
Attr
trrib
ibut
ute Points
ts 30
0

Academics 3 A
Ac
Academics
cad
dem
emics
emi 1
Appraisal 2 Kingdoms
Kin
Ki
Kingdoms 1
Kingdoms 2 Medicine 1
Medicine 3 Cr
Craft
rafft 3
Craft 0 Magic
Ma
agi
gic
ic 0
Magic 4 Combat
Melee Co
ombat 5
Light 3 One-Handed Impact
Impacct 3
Melee Combat 3 Two-Handed
Two-Hand
nd
ded
d Slashing
Sla
lash
shin
ingg 3
One-Handed Impact 3 e Whip
(SW) Thorned
ed Whi
hp 2
Ranged Combat 0 Ranged
R
Ra nged
ng Combat
ed C om
mba
at 2
Skullduggery 0 Thrown
T hrown Weapons
Weapo
pons
po n 2
Social 3 Skullduggery
Skulldug
gge
g ry
y 0
Leadership 3 Social 3
Negotiation 1 Intimidation
Intimidati
tioon
on 3
Survival 3 Leadership
Leader
rship 2
Climbing 3 Survival
Su
urv
rvivall 3
Foraging 1
Swimming 2 Additional
A
Addditio
onal Base
Base Skill Points:: 2
Tracking 2 Additional
tional Advanced Skill Points:
Additi
ti 2
Possessions:
Po
oss
sses
essi
es siio s: Co
sion Commoner’s
Comm
mmon
mm o er clothing,
er’s cloth 100
00 gold
hing, 10 gol
oldd
Spells:
Spel
e ls: None
Additional Base Skill Points: 1
Additional Advanced Skill Points:
ts: 1
Possessions: Commoner’s clothing, gold
ng, 100 gol
ld
Spells: 1 Light Spell
*Must choose a Light Legacy Archetype

1
103
GARAITH BACKGROUNDS HONOR BOUND
You have taken a vow to vanquish one who
DISGRACED WARLORD has disgraced your clan. This hunt has lead you into
foreign kingdoms, but has resulted in you learning
Your bid for power was thwarted by a rival a specific set of skills that make you a dangerous
warlord and rather than g granting g yyou an honorable tracker.
death, you ha
have
ave be exiled
been exile ed fr
from
om D Darco’Garaith
arco’GGaraithh iin
th n
disgrace. This
his painful eexistence
xistencee h
xi hasas d
driven
riven
i yyo
you
ou to
excellence and depravity
nd d ep
pravi
vity
ty in equal parts.

Disgraced Warlord Honor Bound


Attribute Points
oints 3
30 Attribute
Attrib
ib
bute Points
Poin
nts
t 30

Academics 2 Academ
Academics
mic
i s 3
Kin
ngdoms
Kingdoms 2 Kingdoms
ms 3
Medicine 2 Medicine
nee
n 3
Re
Religions
eli
ligion
ns 1 Craft
Cr
raf
aftt 3
Craft 0 Alchemy 2
Magic
Magi
Magicc
gi 0 Magic 1
Combat
Melee Comb
mb
bat 6 Calling 1
One-
On
One-Handed
e-Ha
Hand
nded
d IImpact
mpact 3 Melee
M elee Co
Combat
omb
m att 1
Slashing
One-Handed Sl shing
la 5 Ranged
nged Combat
Ran Comba
ba
at 4
Two-Handed
Tw
Two-
o-H
Ha ded Sla
Hand Slashing
la
ash
hin
ng 2 Bows
ws 4
Brawling 4 Skullduggery
Sk
S kulld
duggery 2
Weapons
Natural W eap
pons
ons 3 Social
Soci
So cia
al
al 2
Ranged Combat 0 Survival
Su
urviv
val 5
Skullduggery
Skulldug
gge
ery
y 0 Climbing
Clim
mbi
b ng 3
Social 4 Foraging
Fora
agi
g ng 3
LLeadership
eadership
ip 4 Skinning
Skin
Sk in
nning 3
Survival 1 Swimming
Swim
mmi
m ng 3
Tracking
Tr
rac
acki
king 5
Additional Base Skill Po
Points:
oin
nts: 3
Possessions: Commoner
s: Co
Commmonerer cclothing,
loth
thin
th ng 100
g,, 1 00
0ggold,
old,
ol d, Additional
Addition Base
nal B Skill
ase Sk
Skil
i l Po
il Points: 1
armor, 3 melee
elee
el weapons
ee w eap
ea pons
nss
Additional
Additio
on
o al Advanced Skill Points:
nal 1
Spells: None
ne
Possessions:
P
Po ssessiio
onns:
s: Co
C
Commoner
mm
mon ner clothing, 50 gold, bow
bow, 30
arrows,, 300 gold
gol
o d worth
wortth of furs
fur
urs
Spells: 1 Calling
Calling Spell
Ca

104
4
PIT SAVAGE WHISPERER
Placed into slavery at an early age, you have The ancient dragons knew secret words of
been raised to demonstrate the Garaith’s ferocity in power. They needed only to be whispered for the
battle. elder
elldeer dragons
dragononss to create fantastic effects.
efffe
fecctss.
Serv vin
ing
Serving g as a p i g
it
pit ladi
la diat
ato
at or, yyou
gladiator, ou
u spille
l d ri
spilled rivvers
rivers Ass a descendant
descecenddantt of one such
such h eldederr dr
elder drag
agon
gon,, yyo
dragon, ou
you
of blooddb byy to
tooth
h an
andd cl
claw
aw ffor
or thee amusement of have
h
ha vee d
dutifully
utif
iful
ully
ly sstudied
tu
udiedd d
draconic
r coni
ra nicc lo
lor
lorere aand
nd mmagic
agiiicc iin
ag n
the mass
masses
ses until yyour
ourr escape tur
ou turned
urne
ned their chee
cheers
eers tto
o hopes
hope
ho es of preserving
preseservvin
ng th
theirr gl
glory.
lor
ory.
screams.s

Pit Savage Whisperer


Attribute
Attr
trib
ibut
ib u e Points
ut 3
344 Attribute
A ttrrib
ibut
u e Points
ut Poiin
Po nts
ts 30
0

Academics 1 Ac
A
Academics
cad
ade
em
mic
ics 4
Craft 0 Lang
La ngua
uages
Languages 3
Magic
M gic
Ma 0 Medicine
Medici
innee 2
Melee
Me
e Combat
att 5 C
Craft
raft 0
One-Handed
On
One-
e Handed Impactt 4 Magic 5
One-Handed
One-Ha
One-Hannd
ded Piercing
e Pierci
ing 1 Change
C hange 4
One-Handed
On
One-
e-Ha
H nded Slashing 4 Dark 2
Natural
Natu
Na
attu
urra
al W
Weapons
eapons 5 Elements
Elemen
nts 5
Ranged
Ran
ng
nged Combat 0 Melee
Mele
Me lee Combat
lee 1
Skullduggery
Skul
ulld
lldug
lld
dugg
gery 0 Ranged
Ra
ang d Combat
nged
ed Com
mbat 0
Social
S cial
So a 3 Skullduggery
Sk
kul
u ld
dugge
g ry 0
Survival
Su
Surviv
rviiv
rv val 3 Social
Soci
Social
ci al 2
Diplomacy 1
Additional
Additi Base
ional B Points:
ase Skill Po
P ints
in ts:
ts:
ts 1 Survival 1
Additional Advanced Sk Skill
kil Points:
ill Po
oints
ttss: 1
Possessions:
Posssessiion Commoner’s
ons: Common clothing,
nerr’s clo
otth
hin
ng,g 100
00 gold, Additional
Additi
tion
onal
a Base Skill Points:
Poin
nts: 2
armor,
arm
mor, 3 melee
mel
elee weapons
weapo
onss
Additional Advanced Skill Skill Points: 2
Spells: None
Possessions:
Posssession on
ons Commoner’s
ns: Common ner’s cclothing,
loth
lo thin
th ing,
ing, 100 gold, 400
gold
d worth
worth h of
orrth of researchh material
researrch materria
iall
Spells:
Spells
lss: 1 Change
Chan
Ch ange
an g Spell,
Sp
pell, 1 Dark Spell, 1 Elements
Spell
Spel
elll

105
1 05
ASHIK BACKGROUNDS DRUID
Being born with the Calling legacy is a special
DENIED occurrence among the Ashik. Having the power of
nature at your disposal has lead many Ashik to seek
You sought approval at the Grand Telling to you out for advice, favor or approval. Over time,
create offspring but were denied. You seek to rectify you have accrued a fair amount of social accolades,
this oversight by earning a glorious reputation as an making dealing with others of your kind pleasant.
agent for change. Helping the mortals of Laruna learn
how to live in harmony with land and curtail their
rampant destruction will make you a hero at the next
Grand Telling.
Druid
Denied
Attribute Points 30
Attribute Points 30

Academics 2
Academics 4
Kingdoms 2
Appraisal
Ap
ppr
prai
aisa
aisall 1
Medicine 1
Kingdoms 3
Reli
Religions
ligions 2
Medicine
Me
edicine 4
Craft 3
Craft 4
Alchemy
Alch
chem
ch
hem
my 2
Alchemy
Alch
Al hem
emyy 4
Magic 5
Leatherworking 3
Elem
Elements
men
entts
ts 2
Magic
M agi
gicc 0
Calling 5
Combat
Melee Comb
mb
mbat
a 1
Melee
Mele Combat
ee Co
Commbat
att 0
Ranged
Ra
Rang
ged
dCCombat
omba
om b t 3
Ranged Combat 0
Blowguns
ns
ns 1
Skullduggery
Sk
kul
ulld
l ugg
gery 0
Bows
Bo
B ws 2
Social
So
S oci
c al 3
Skullduggery 0
Survival
Su
urvival 3
Social 3
Foraging 3
Diplomacy
Di
ipl
p omacy 2
Negotiation
Ne
N gotiatio
on 3
Additional
Addi
ittiional Base Skill Points: 2
Survival 5
Ad
Additional
dditiional AAdvanced
dvanced Skilll Po Points:
P oin
intt
in 2
Foragingg 3 Possessions:
Po
P oss
sses
essions: Commoner clothingclothing, 100 gold
Skinning 1 Spells:
Sp
pells: 2 CaCalling
C llin
in Spell
ng Sp pelll (1
1 of which must be a
Trackingg
Tr Nature-type
N atur e type sspell),
urre- pelll),
pe ll 1 Elements
Elements Spell
Sp
3
Additional
al Base Skill Points: 5
Additional Advanced
al Advance
ce Skill
ed Sk
Skil
i l Points: 5
Possessions: Commoner clothing, alchemy materials (180
gold), bow, 20 arrows, 100 gold
Spells: None

106
6
KREESH SLAYER WYRMEATER
When the time of the Telling was upon you, After your birth, your maker took you to a secret
there was only one promise you felt was worth place where you could grow strong. There they fed
making. You have vowed to stop Kreesh at all costs, you the petrified remains of a long dead dragon in
sparing Laruna from their destructive ways the hopes it would fortify you for the years to come.

Kreesh Slayer Wyrmeater


Attribute Points 32 Attribute Points 34

Academics 1 Academics 2
Craft 3 Medicine 1
Metalworkingg 2 Religions 2
Woodworkingg 1 Cra
Craft
aft 0
Magic 2 Magic
Ma
agic 5
Change 2 Change
Ch
Chaangee
ange 2
Melee Combat
bat 4 Dark 2
One-Handed Slashin
Slashing
i g 3 E
El
Elements
em
men
nts
ts 4
Ranged Combat
mbat 2 Melee
M
Mele Combat
ee Co
C mbat 4
Crossbows 1 Brawling
Br
B raw
awling
liin
ngg 3
Skullduggery
ry 0 Ranged
Ra
annge Combat
ged Comba 0
Social 3 Skullduggery
Sk
kulld
lld
l ug
u gery 0
Leadership 3 Social
So
oci
cial
a 0
Survival 3 Survival
S
Su
Surviv
u vala 3
Riding 3 Foraging
F
Foraging 3

Additional Base Skill Points:


ints: 1 Additional
Addition
on
nal Points:
a Base Skill Points 2
Additional Advanced Skill
illl Po
Poin
Points:
ints
in ts::
ts 3 Ad
Additional
dditiio
onnal A
Advanced
dvanced Skilll P
Points: 1
Possessions: Commoner’ss clothing
clothing,g, 100 g
g, gold
olld
o Possessions:
Po
osssses
essi clothing, 75 gold
s ons: Commoner’s clo
Spells: 1 Change Spell Spells:
Spe
ellls
e l : 1 Change
ge S
Spell,
pell, 1 Da
Dark S
Spell, 1 Elements Spell

1
107
HUMAN BACKGROUNDS FLAMEGUARD OF RANATH
Having served honorably as a member of
ASSASSIN Ranath’s legendary Flameguard, you still possess the
fire wand that served as your badge of office.
You are no common thug, killing peasants for a Maintaining order in the cities has been your
few coin. Taking the life of people too dangerous or privilege and being part of the Flameguard afforded
prominent for your contractor to deal with is an art you a fine, well-rounded education.
form you have practiced one death at a time.

Assassin Flameguard of Ranath


Attribute
ttr
t ib
i ute Points 30 Attribute
At
ttr
t ib
ibute Points 29

Academics 2 Academics 3
Appraisal 2 Appraisal 1
Kingdoms 2 Kingdoms 3
Lang
Languages
nguages 2 Lang
Language
nguage 2
Medicine 1 Craft 2
Reli
Religions
liigi
gion
ons
on 2 Ench
Enchanting
chan
ch anti
an ting 2
Craft 3 Magic 5
Alch
Alchemy
hem
my 3 Elements
Elem
El emeen
em ents 1
Magic 1 Melee
Mel
lee Combat 2
Dark 1 Ranged
Rang Combat
ged C omb
ba
bat 2
Combat
Melee Comb
mbat
mb 2 Skullduggery
Skul
u lduggery 2
Ranged
R
Ra ng
ged Combat
ed C ombat 3 Stealth
Stea
St e lt
lthh 1
Blowguns
Blow
ow
wgu
g ns 2 Social 2
Bows
Bo 2 Diplomacyy 2
Skulldugge
Skullduggery
ery 4 Intimidation 1
Deception
n 3 Negotiation
Negotiatio
on 2
Lock
Lo
Lockpicking
ckpi
ck picking
k 2 Survival 2
Stealth
S tealth 3 Riding
R iding 1
Social
all
a 3 Tracking 2
Negotiation
N egoti
eg
gotiat
a ion
n 1
Survival
Surv
Su
urv
rviv
ival
al 1 Additional
Ad
A ditional Base Skill Points: 1
Additional
Ad Advanced
dditiionall Advan
nced Skill
d Sk
S ill Points: 1
Additional
dditional Base Skill Points: 1 Possessions: Commoner clothing, 275 gold,
Wand of the Flameguard
Additional Advanced Skill Points: 0
Possessions: Commoner clothing, dagger, bow, 20 arrows,
Spells: Burn
blowgun, 10 darts, 250 gold
Spells: 1 Dark Spell

108
8
HEALER SPY
Being the town healer is a great honor and Kingdoms pay hefty sums for information
responsibility. You have tended to the needs of the on their rivals, but a Spy has loyalty that can’t be
commonfolk, as well as brought mercy to the soldiers bought with gold. You are a master at gaining access
on the battlefield. to people and places, unlocking their secrets by any
means necessary, and reporting this information to
the relevant party.

Healer Spy
Attribute Points 30 Attribute
Attr
trib
tr i ut
ibu e Points 30

Academics
demics 5 Academics
Ac
A cad
adem
adem
e iiccs 3
Medicine
dicine 5 Kingdoms
K
Kingdo
Kii do
omss 3
Religions
gions 4 Languages
Langua
ua
ages
gees 2
Craft
ft 4 Religions
Re
eli
ligiion
onss 2
Alchemy
hemy 4 Craft
Craft
Cr afft 0
Magic
gic
gi
ic 4 Magic
Ma
agi
gicc 0
Light
ht 3 Melee Combat 3
Melee
le Combat
ee C ombat 0 Ranged
Ra
ang ed Combat
nged Combat 0
Ranged
nged Combat 0 Skullduggery 5
Skullduggery
u ld
ul ldug
ugggery 0 Deception
Decept
ptio
ion
n 5
Social
ial 2 Lockpicking 3
Negotiation
oti
tiaatio
on 2 Stealth
Stea
St ealt
ea lth
lt h 3
Survival
vival 2 Social 4
Foraging
aging 2 Intimidation
Intimidati
ion
o 3
Negotation 3
Additional Base Skill Po
Points:
oin
nts: 1 Seduction
n 4
Additional Advanced
anced Skill Points: 0 Survival 2
Possessions: Commoner’s
mmon ner’s cclothing,
loth
lo thin
th ing,
in gold,
g, 75 g old, 200
gold worth of alchemy materials
chemyy materi rial
alss
Additional
nal Base Skill Points:
Addition
on 2
Spells: 2 Light Spells,
pells, 1 Healing Spell
Additional
A dditi
tion al Advanced
o al Adv
dvan
ance
an ced
ce d Skill
Sk Points: 0
Possessions:
Po
oss
s ession clothing,
ns: Commoner’s clothing, Fine cloth
2800 gold
Spells:
Sp
pel
ells
llss: 1 Chan
Change
ngee S
Spell,
p ll
pell,, 1 Dark
D rk Spell, 1 Elements
Da Elem
emen
ents
ts Spell
S

1
109
The consistent pounding of hammer on nail reverberated off the chapel’s high ceiling. Each nail driven meant, potentially a
few more precious minutes to figure out what to do, a few more moments with a loved one, or a few more mere seconds to offer prayer
to Sadreen for help. Muffled only slightly by the wooden barriers being installed over the finely crafted stained glass windows were
the moans, grunts, and growls from the hungry undead roaming the village streets, looking for flesh to devour.
Inside the safety of the small building the surviving villagers cowered, offering prayers to the goddess Sadreen to protect them
and their children from the risen dead that had seemingly sprung up and devoured their quiet town. The strongest of them searched
for anything to use as a weapon. They took up candelabras, decorative ornaments, legs from broken chairs. Anything that they could
put between themselves and the hellish dead.
The clergyman of Sadreen, Father Hal, tried to lead them in prayer, but his voice quivered and shook with dread. Finally, he
looked toward the heavens and asked
“Goddess Sadreen, is there nothing you will do? Is there no one you will send?”
A voice responded, “I will help.” It was calm, small and echoed through the chapel. Father Hal’s face contorted in shock. Had
Sadreen answered his call? Was the Goddess repaying all his years of piety and sacrifice with heavenly salvation from this dark
curse that befell them?
“I can stop them,” the voice called again.
Father Hal then realized it was not the voice of his Goddess, but the call of a young girl from the back of the crowd. Alone
she stood, filthy and with hair matted to her face by sweat and tears. Her clothing was torn and she could not have been more than
fifteen or sixteen years old.
Father Hal’s stomach flipped. The overwhelming dread return and he yelled in anger to Sadreen, “Why have you forsaken
me, for all I have given for you?”
The crowd hushed and the fortification of the chapel halted. The young girl walked to the altar and knelt before it, praying
silently. As she did, the crowd noticed a faint light emanating from just beneath her golden red hair, at the base of her skull.
It was a mark. The mark of Light. Sadreen had not forsaken them. She had sent them a Legacy bearer. The ones who noticed
it cried tears of joy. The others waited with baited breath.
Father Hal approached the young girl. He had not seen her attend worship before and only vaguely recognized her.
“What is your name, sweetheart?” he asked softly.
She broke her reverie and responded, “Valari, Father.”
“You can help us?” he asked.
“I believe so. Yes.” She responded.
Her eyes had a fire in them that was not there moments prior and her frail appearance had dissipated. Though still in the
frame of a young woman, there was a strength about her now; a light that would purify this small village. Valari picked up one of
the broken chair legs and a makeshift shield fashioned from the wood of a chair back and some rope.
A murmur of doubt rippled through the frightened crowd. Could this young woman, this little girl be their savior? She marched
toward the barricaded entrance way.
Looking to the men who stood by she said, “Close that door behind me and lock it up tight until the break of day.”
They nodded with an acceptance filled with disbelief. That disbelief would soon turn to devotion as Valari’s hand and pathetic
wooden weapon began to shine. Her body became a source of Sadreen’s light and wings of golden flame sprouted from her shoulder
blades.
The savior angel of Sadreen nodded and the men pulled the main entrance open. The villagers shrieked in horror as only darkness
and the ravenous undead awaited her. With a determined ferocity, Valari charged out, weapon of light in hand
. As she raised it high, a purifying sunbeam ripped through the night sky and lit the battlefield for all to see. The undead caught
within shriveled and dropped. Others began to fall to her now mighty weapon. The men of the village slammed the doors behind and
did as she commanded. They locked them up tight so no one was able to come in or out until morning.

110
0
Chapter Four: Character Creation

CHARACTER CREATION OVERVIEW


For a player, creating a character is the first step
in participating in any Dreamscape: Laruna story. The What do I do?
characters the players create, the way they interact,
and the struggles they face are the core components
of any story. Each step of character creation will end
This chapter will detail how to take your with a box like this one. That box will
character concept, translate it into components that contain a checklist that specifies the exact
can be used for the purpose of playing, and show how decisions you must make during that step,
to record this information on your character sheet. as well as what information to record.
Character Creation is a relatively simple process
that can be easily divided into a number of steps.
The first time you make a character, you may find
it beneficial to read through the entire process and
example, and then follow through again step by step
while making the character.

1
111
PREPARATION: CREATE A CHARACTER CONCEPT STEP TWO: CHOOSE A BACKGROUND
One of the most important parts of making a The provided character backgrounds serve as a
character happens before any statistical choices are template that helps you build your character based
made or anything is written on a character sheet. on their history before the current story begins. Each
Before you begin creating your character, you should background provides an explanation for how their
start with a character concept. distributed statistics reached their current level, and
The world of Laruna is a strange and varied place can serve as a strong starting point when creating a
which allows for a multitude of different character character’s story and personality.
concepts. While much of your character concept will Some backgrounds are universal and can be
fall into place through the choices you make during chosen by any type of character, while some of
the character creation process, you should start with them are race-specific. The statistical information
an idea of the kind of character you make. Is your each background provides will be used during steps
character a hero who wants to make the world a four, five, seven, and eight of character creation.
better place? A grim and gritty realist who’s in it for Backgrounds can be found starting on page 95.
themself?
Your character should not just be a collection of What do I do?
Attributes and Abilities, but instead a living, breathing
person with hopes, dreams, and fears. Starting with a
strong character concept is a great way to bring such † Select a background.
life to your character. † This background will be used throughout
the rest of character creation, so keep it
STEP ONE: CHOOSE A RACE handy.

In Dreamscape: Laruna, Player Characters can


be one of five mortal races who are capable of being
Legacy bearers. Each race has their own place within
Larunian society and faces life in a different way, so
this choice can determine a lot about a character. STEP THREE: CHOOSE A LEGACY ARCHETYPE
When you choose a race, you receive all of the
benefits of its Inherent Traits, and may choose a Choosing your character’s Legacy Archetype
single Racial Trait as well. To learn more about the is one of the most important decisions to be made
races of Laruna and the traits they have available to during character creation. Not only does it provide
them, please refer to the Races section of this book. a great number of their abilities and bonuses, but
it also goes a long way to define their place in the
What do I do? world.
† Choose from one of five races and record While every Shadowmancer or Shifter is not the
it on your sheet. same, the Mark a character is born with can greatly
† Choose a racial trait and record the affect how they are seen in society, and the kind
necessary information on your sheet. of roles their powers make them best suited for. In
† Your choice may alter the attributes addition, each Legacy Archetype possesses a Legacy
and skills you record during steps four Trait, a strong pull that a Legacy Cearer feels that
and five, so keep note of your Inherent alters their behavior.
Traits. During character creation, each Legacy
Archetype provides certain bonuses and abilities
that will be applied to your character during steps six
and seven of character creation. These are referred
to as the archetype’s “Starting Benefits,” which can
be found at the beginning of each Legacy Archetype
listing.

112
2
Each Legacy Archetype also provides a choice • Perception is a measurement of one’s intuitive
from 3 Legacy Virtues. Your Legacy Virtue is the recognition of their environment and surrounding
defining ability for your character and will not be situations. It is used to generate the Reaction and
able to be changed. Study them carefully and choose Evasion scores for a character, and is an important
one, recording it on your character sheet. statistic for tracking and ranged weapon use.
• Charm is the measurement of a character’s
What do I do? appearance, personal magnetism, and persuasiveness.
† Select a Legacy Archetype and record it It plays a heavy role in all social interactions and
on your sheet. skill use.
† Select one Legacy Virtue and record it
on your sheet. Your character may only In addition to the 6 basic attributes, there are
ever have one Legacy Virtue. some attributes that are not assigned a number by the
† Your Legacy Archetype’s “Starting player, but are generated either from existing scores
Benefits” will be used during the final or a preset value.
steps of character creation. These generated attributes cannot be directly
increased during character creation using attribute
points, but are affected by your attribute selections.
The background that was chosen during step
STEP FOUR: DISTRIBUTE ATTRIBUTES two provides a player with a certain amount of
Attribute Points, which are used to raise each of the
Attributes are a measurement of the inherent six Attributes on a one for one basis. For example, if
qualities of a character. In Dreamscape: Laruna, there a player wishes to raise their Strength from a 1 (the
are six attributes that can be rated during character default starting value) to a 7, they would spend six
creation. There is no upper limit to Attributes, but of the Attribute Points given to do so. This process
the average will range anywhere between 0 and 10 is continued until all of the given Attribute Points
without any sort of magical assistance. An attribute have been spent in this way. Once you distribute
rated as one is the bottom of human possibility while your allotted Attribute Points, apply any bonuses or
an attribute rated at ten would show the absolute penalties due to the Inherent Traits of your chosen
peak of human potential. Race.
A character’s attributes significantly affect how Be aware that your Attributes may change
well they utilize any relevant skills. During character during further steps of Character Creation, so you
creation, every attribute starts at one, and every may want to record your choices on a separate piece
attribute point spent increases any chosen attribute of paper before recording them on your character
by one. sheet.

• Strength is a measurement of pure physical


power and the level of intensity that can be applied to
What do I do?
all physical feats. It affects how much a character may † Distribute the Attribute points given by
carry or lift, and is also factored into melee combat. your background. Increase or decrease
• Agility measures the flexibility, grace, accuracy, them as necessary depending on your
and speed of a character’s physical movements. racial traits.
Agility plays a role in physical forms of expression like † These Attributes can still change, so
dancing and in a character’s Reaction and Evasion either record them in pencil or record
scores. them on a separate piece of paper.
• Endurance describes how much activity one’s
body and mind can handle. It is used for the creation
and regeneration of Stamina for a character, and
fighting through pain and exhaustion.
• Intellect accounts for one’s capacity for learning,
reasoning, and understanding. Intellect plays a vital
role in spell casting and the use of knowledge-based
skills such as Academics.

1
113
STEP FIVE: DISTRIBUTE SKILLS associated Advanced Skill. Like Base Skills, Advanced
Skills are rated from zero to twenty. A zero in an
There are eight Base Skills that cover the wide Advanced Skill shows that a character has absolutely
range of things a character can do. Each of these no training, experience, or relevant knowledge
Base Skills is rated from zero to twenty, and measure towards using that Advanced Skill, while having an
a character’s understanding of the fundamentals of Advanced Skill of twenty shows total mastery.
that Base Skill. A zero in a Base Skill shows that a Each Background gives a character a defined
character has absolutely no training, experience, or number of points in certain Advanced Skills. In
relevant knowledge towards using that Base Skill. A addition, some Backgrounds may provided additional
Base Skill of twenty shows complete understanding Advanced Skill points, which can be freely used to
of all the basic concepts and applications of that Base raise any Advanced Skill on a one-for-one basis. No
Skill. Advanced Skill can have a value greater than its
The eight Base Skills are: associated Base Skill.
Once your Base Skills and Advanced Skills have
• Academics: The general level of a character’s been assigned, you can record the chosen or granted
education or study. values in the appropriate “Skill” box on the character
• Craft: A measure a character’s ability to sheet.
transform raw materials into usable objects.
• Magic: Measures how proficient a character is What do I do?
using magic to cast spells. † Your background sets your skills and
• Melee Combat: Covers fighting with melee and base skills at specific values.
close range natural weapons. † Each background also lists “Additional
• Ranged Combat: Aiming and firing ranged Skill Points.” Use these additional points
weapons such as bows and crossbows. to increase the skills of your choice on a
• Skullduggery: A unique skillset that is focused one-for-one basis.
on traditionally illegal or dishonest skills. † Record your base and advanced skills on
• Social: The ability to socialize with others and your sheet.
properly understand social situations.

Each Background gives a character a defined


number of points in each Base Skill. In addition, some STEP SIX: SPELLS, TECHNIQUES, AND EQUIPMENT
Backgrounds may provided additional Base Skill
points, which can be freely used to raise any Base Some backgrounds and Legacy Archetypes
Skill on a one-for-one basis. either grant you (or allow you to choose) specific
If you use these additional points to raise the spells, techniques, abilities, and equipment, which
Magic skill from 0 to 1, you may choose 1 spell of can be recorded directly on your character sheet.
any type during step six. Other backgrounds may provide you with a
specific amount of gold. You may use this gold to
ADVANCED SKILLS purchase additional items, at the Dreamweaver’s
discretion.
Within each Base Skill, there are specific skills
that are more detailed, focused, and showcase more
developed knowledge or ability. For purposes of What do I do?
gameplay, these are called Advanced Skills.
Every Advanced Skill is derived from a Base
Skill. Functionally, this means one cannot have any † Choose any spells, techniques, abilities,
points in an Advanced Skill without first having the or equipment that your Background and
same number of points in the corresponding Base Legacy Archetype allows you to choose.
Skill. Base Skills are combined with Advanced Skills † Record your spells, techniques, abilities,
when attempting to use an Advanced Skill, showing and equipment on your sheet.
how your knowledge and experience with the basic
fundamentals still directly applies to the usage of the

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4
STEP SEVEN: APPLY LEGACY BENEFITS • Resistance: A character’s Resistances are
equal to their Legacy Rank plus any bonuses
Every Legacy has a group of “Starting Benefits” from magical items.
which can include additional skill bonuses, Attribute • Protection: A character’s Protections are
points, or spells. equal to their Legacy Rank plus any bonuses
The Starting Benefits can be found on the same from magical items.
page as your chosen Legacy Archetype’s Legacy Arc.
When applying these bonuses, add any Attributes that Once you have created and recorded your
are granted by the Starting Benefits to the Attributes Generated Attributes, you can continue filling out
you recorded in step Four, and record these values in your character sheet by completing the skill section,
the appropriate spots on the character sheet. and recording any equipment and spells in the
Then record any Skill Bonuses in the “Legacy appropriate places throughout the character sheet.
Bonus” section of the appropriate skill. These bonuses The process of filling out your character sheet is
allow your character to exceed their racial limits for displayed in full in the following character creation
attributes, and their advanced skill limits for skills. example.

What do I do? What do I do?


† Apply any Attribute bonuses your
Starting Benefits gives you directly to
your character’s Attributes. † Follow the formulas to create your
† Any Skill bonuses from your Starting generated attributes.
Benefits should be filled in the “Legacy † Remember that your Legacy Starting
Bonus” box next to the appropriate skill Benefits may affect these numbers.
on your character sheet.

STEP EIGHT: FINISHING TOUCHES STEP NINE: LEGACY ARC


Once your Attributes and Skills have been The Legacy Arc is an important part of every
chosen and recorded on your character sheet, you character’s advancement. At character creation, you
can use those values to determine your Generated should fill in the provided Legacy Arc spaces with
Attributes and finish your character sheet. Some the appropriate choices that each node along the arc
Legacy Archetypes may increase these values, so it is provides you. (You can learn more about the Legacy
a good idea to reference your Starting Benefits while Arc and how it works on page 335.)
determining and recording your Generated Attributes. Every Legacy Cearer starts the game at Legacy
Rank 1, meaning they select one of the options
• Health: All Legacy bearers start with 200 granted to them by their first node and apply that
Health. bonus to the appropriate statistic on their character
• Stamina: A character’s Stamina value is 50 sheet.
plus their Endurance score times 5.
• Mana: A character’s Mana value is 50 plus
What do I do?
their Intellect score times 5.
• Energy: All characters start with an Energy
value of zero. † Choose a bonus from the first node of
• Reaction: A character’s Reaction is generated your Legacy Arc and apply it to your
by adding their Agility and Perception. character.
• Evasion: A character’s Evasion is generated
by adding their Agility and Perception.

1
115
CHARACTER CREATION EXAMPLE appropriate section of her sheet.
Now that the core elements of her character are
Stephanie is starting a new Dreamscape: decided, Stephanie begins to use her Background to
Laruna story and must make a character. She has a build Lydia’s statistics, starting with her Attributes.
character sheet, a pencil, a piece of scrap paper, and The Hunted Background gives Stephanie 32 Attribute
is following along with the character creation steps points to spend. Since Lydia spends a lot of time
previously listed. walking the land, Stephanie decides that her Strength,
Stephanie knows that in this story she wants to Agility, and Endurance should all be above average.
play Lydia, a human wanderer who has little use for Stephanie spends 6 points raising Lydia’s Strength
society. She hasn’t decided on an actual backstory, to a 7, 7 points raising her Agility to a 8, and 7
but instead decides to go through the character points raising her Endurance to a 8. Stephanie then
creation process to help fill those details in. decides to split her remaining Attribute Points equally
Stephanie proceeds with the first step of across Intellect, Perception, and Charm, spending her
choosing a race. She already knows she wants to remaining 12 points to raise each of these statistics
play a human. Humans do not receive any specific to a 5. Since some of these Attributes may change
statistical advantages in their Inherent Trait, so she later due to her Legacy Archetype, she notes these
goes about selecting a Racial Trait. Attributes on a separate piece of paper rather than
Looking through the available blessings, she directly on her sheet.
sees two that pique her interest: Blessing of Nomai When selecting her spells, Stephanie realizes
and Forsaken. Blessing of Nomai would definitely that the Hunted background does not provide her
fit her character concept and offers an interesting with any Magic skill points, which Stephanie feels
benefit and ability. Thinking back to her character Lydia should have. She spends her 1 Base Skill point
concept, Stephanie decides that being Forsaken and in Magic, and 1 of her Advanced Skill points in
not having taken a Rite of Fealty exemplifies the fact Calling.
that Lydia feels she doesn’t fit in well with others. Since she increased her magic from 0 to 1, she
Stephanie settles on Forsaken, writes the trait on also gets to choose a spell. She chooses Entangle, a
her sheet, and makes a note that when it comes time convenient spell to know for a woman who is on the
to record the information, Lydia has an additional run. She decides to build upon her existing Advanced
+15 Protection and +15 Armor. Skills with her remaining 2 points, increasing her
Stephanie must now decide on a background. Tracking from a 4 to a 5, and her Foraging from a 2
None of the human-specific backgrounds fit her to a 3.
concept, so she decides to go with the universal Stephanie records each skill selection in the
background of Hunted. Not only does this background appropriate “Skill” Box. She then looks through the
give her the very useful Survival skill, but it also helps Skills chapter and records the appropriate Attributes
flesh out her character concept. Lydia is a woman that Lydia will most commonly use with her chosen
constantly on the run from the law, so consumed by skills.
the idea of her past catching up to her that she has Stephanie must now select any additional
no home and no religion. benefits that her background or Legacy gives her.
Stephanie now knows what Attribute and Skill The Earthwarden Starting Benefits grant Lydia the
choices she can make, but first must choose her Ancient Guardian Legacy Ability and 1 Calling Spell
Legacy Archetype, since many of her Attribute and of Stephanie’s choice, who chooses Adaptation.
Skill choices should be made in conjunction with She also receives +2 Perception, +1 Charm,
knowing what abilities her Legacy Archetype will and +1 Endurance, as well at 15 mana. Stephanie
provide her. adds these bonuses to the Attributes she noted
When selecting her Legacy Archetype, Stephanie earlier, and uses these final numbers to fill in the
decides to build further upon her concept and play Attributes section of her sheet. Lydia also receives a
as an Earthwarden. With each step, she is further +2 Calling Magic Advanced Skill, which she fills into
defining Lydia not only by what she can do but the the appropriate spot on the sheet.
things in her life that have shaped her character and Stephanie is now ready to add the finishing
world-view up to the start of the story. touches and finish filling out her sheet.
She records her Legacy Trait (Outrage) on her
sheet and picks her Virtue, Tree of Life, filling out the

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6
Stephanie has raised her
attributes using the
Attribute Points granted to
her from her
chosen background.
These Attributes may
increase later based on
her Legacy Starting
Benefits and her Legacy
Arc choices.

Stephanie’s Survival skill has


been set by her background.
Stephanie spent two of her
additional advanced skill points
to increase her Foraging and
Tracking by 1 each.

Stephanie feels comfortable with the amount of


combat skills Lydia has, but still wants to make her a
bit better at spellcasting. Stephanie chooses the +2
Calling option. This increases the Legacy Bonus for
She fills in her Health as 200 (the default Calling Magic a +4.
starting value for a Legacy Cearer) and her Stamina Now that the finishing touches are complete,
as 95 (50+ her Endurance x 5). Her Energy starts Stephanie is ready to experience the tales of Lydia,
at 0, and her Reaction and Evasion scores are 15 the Hunted Human Earthwarden!
(Agility + Perception). Her mana value is 50 plus
her Intellect score times 5 (75), plus an additional 15
from her Legacy Starting Benefits, making her total
mana 95. Stephanie then recalls that her Racial Trait
gives her +15 to Protection (All), and +15 to Armor
(All), which she records on her sheet.
Stephanie now completes filling out her sheet by
adding up the appropriate skill values and bonuses.
When filling out an Advanced Skill, she places
the number in the Base Skill “Skill” box into the
associated Advanced Skill’s “bonus” box, showing the
benefit she receives from that base skill.
Stephanie now decides what benefit she wants
to gain from the first node on her Legacy Arc. To
make the process of advancing on her Legacy Arc
easier, she records all of the available choices on their
appropriate nodes.

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117
Warren peered through a fog so thick that the oil lamps perched on the side of the muddy road were nearly snuffed out. It was
moments after a hard summer rain and the air was heavy, humid, and difficult to breathe. He was begrudgingly following the lead
of his childhood buddy, Tosh, to an old decrepit building and a promise of ferocious bare knuckled fisticuffs.
“Come on, Warren. We’ll miss the fights if we move at your pace,” Tosh yelled.
“I’m coming. My boots are overflowing with gods know what. Where in the hells are you leading me?”
Tosh sighed audibly, “Stop whining. We’re almost there.”
Finally they came upon it. A small wreck of a place that had smoke and the muted sounds of a hardy group having more fun
than most likely permitted spilling from the boarded up windows. Tosh lead Warren down a set of slippery, moss covered stairs to a
heavy oak door. Tosh knocked three times and the door cracked open with a shrieking groan. A stale air escaped. All Warren could
make out was a lone beady eye peeking out into the night. He wasn’t expecting the voice that followed.
“The words?” it asked in a deep, throaty tone.
“The Mesmulot fries in Sol,” Tosh answered emphatically.
The door closed.
Warren stared hard at his friend, “Good going you dolt, now we’ll never get in. I walked for miles in the downpour for nothing.
I knew I shouldn’t have—”
The door creaked open once again, this time wide enough to let them in. It was dark inside, but the sounds were no longer
dampened. Tosh bolted in but Warren nearly fell over at the sight of the doorman. He wasn’t a fat, wine filled drunkard like Warren
imagined, but a massive dragon-like man, with hard scaled skin and a maw that could easily bite a mere human in two.
The Garaith reached out and steadied Warren. His fingers were long, with sharp black claws at their tips, “Easy there, kid.”
Warren nodded in thanks, still recovering from the shock. The doorman pointed into the darkness toward the sound. Warren
blindly moved forward, almost tripping on the Garaith’s powerful tail, but successfully made his way past the black curtain and
into the main area of the pub.
Dozens of patrons from all across Laruna were gathered here to drink, party, gamble, fight and gods know what else. He spotted
Tosh at the bar, already flirting with a woman old enough to be his mother.
Other than Tosh and the woman, the bar was populated by those too repulsive or filled with self loathing to find a companion
with which to share a table. The alcohol flowed freely and was poured with precision by a tall man with golden hair and massive wings.
Tosh, excited to see his friend, slung his arm over Warren’s shoulder, “Hey Warren, this is Viera. Viera said she will get us some
drinks and show us around. Isn’t that nice of her?”
“Sure is,” Warren stated nervously.
Warren had never seen a woman quite like her. She made him nervous. Not that the whole place didn’t make him nervous, but
her skin was pale, almost gray in pallor and her eyes were dark enough to be mistaken for black and her long hair matched. She
flashed him a wicked smile and he quickly turned away from her.
Over the crowd, he saw what they came for. The pit. The fights were on and Warren weaved his way through the crowd for
a better look. Two combatants were slugging it out. A bearded man, thick as a tree trunk and a muscular dark skinned man were
beating each other to a pulp. The crowd roared as the fight came to a close with the bearded one planted face down in the dirt, with
a broken nose and mashed in face.
Between fights, Warren looked around him. There was money changing hands, drinks being downed, girls, shady deals in the
corners, just as Tosh told him there would be. What he couldn’t believe was the type of people. He’d never ventured out of Winard,
so when Tosh told him of this place in the capital city of Hodramekus, he drummed up a story to his parents about a camping trip
with Tosh and they set out on the road to the big city.
Warren, deciding to make the most of the night, grabbed a drink off the nearest barmaid’s platter, took a swig and instantly
coughed it up. It burned, making his eyes water and face twist.
A short fellow seemingly made of rock let out a laugh at Warren’s reaction. Warren couldn’t help but join in, eventually
laughing so hard that tears came to eyes.
He was finally free.

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8
Chapter Five: Attributes & Skills
less intelligent than someone with an Intellect of
ATTRIBUTES nine. An Attribute rated as zero is usually a special
case that shows that a character completely lacks a
measurable ability to use that Attribute—a character
Every creature has certain qualities that make who is completely physically paralyzed would have
them what they are. While some of these qualities are an Agility of zero, while someone in a coma would
unique to individuals, some of them are universally have a functional Intellect of zero.
held. Attributes are the innate qualities that are Attribute ratings are used in Dreamscape:
possessed by everyone or everything in some form Laruna in two ways. First, to measure someone’s
or another. capacity with that Attribute when performing a task
Since everyone showcases these innate qualities that requires no specific skill or training. For example,
in different amounts, Attributes are given a rating you need to know how good a character’s Endurance
(which ranges from zero to ten for normal humans) is if they are asked to do as many pushups as possible
while in reality many attributes cannot actually be in a minute.
measured using numbers, these ratings are used as Secondly, Attributes are used in conjunction
a source of comparison between characters, with with skills to determine how good someone is at
a rating of 5 being baseline for an average human. performing a specific action. Nothing a creature does
While you may not be able to quantify how many is strictly a matter of study, training, or practice. The
alchemical formulae or location of leylines a character ability to throw a swift kick or achieve a peace deal
with an Intellect of 6 knows, you can know that he’s doesn’t rely solely on your knowledge of brawling or
slightly smarter than an average human, significantly negotiation, but also your level of Agility or Charm.
smarter than someone with an Intellect of three, and

1
119
There are six basic Attributes that all characters LIFTING
and creatures in Dreamscape: Laruna share.
A common function of Strength is being able to
lift or carry objects of varied weight. Lifting an object
STRENGTH is typically an untested action that is dependent
purely on a characters’
Strength is a measurement of a creature’s ability Strength rating. The following is a guideline
to exert force using their body. How much a character to help determine what a specific Strength rating
can lift and carry, their physical muscle size, and how enables a character to lift overhead.
much damage they do when hitting someone are all
determined by their Strength. Strength can be used Strength Can Lift
on its own when attempting actions like moving
1 10 Kg
something heavy or breaking down a door. Strength
most commonly affects Melee Combat skills, but can 2 15 Kg
be used whenever the application of bodily force is 3 20 Kg
relevant. Having a high Strength allows a character 4 30 Kg
to better use certain weapons and make their physical
5 45 Kg
blows more punishing.
The average human (having a Strength of 5) can 6 60 Kg
lift about 45 kg over his head, while a person with a 7 80 Kg
10 Strength could lift about 250 kg. 8 108 Kg
9 144 Kg
Strength 5: Average Human, Mesmulot
Strength 8: Average Garaith 10 180 Kg
Strength 16: Manticore +40 Kg per point of Strength over 10
Strength 25: Legendary Lightbringer, Giant
Kreesh, Dragons

Attributes Over 10

In Laruna, there are many creatures whose attributes can naturally go beyond the human limit of 10.
All of the playable races add their Inherent Trait modifier to this limit. In addition, Legacy Cearers are
enhanced with god-magic, capable of turning them into the stuff of legend. You will find many choices
along the Legacy Arc offer an increase to a particular attribute. These increases allow a player to have an
Attribute well beyond human limits and exemplify the idea of being infused with Legacy. A high ranking
Lightbringer who has focused on Strength may have a natural Strength score close to 20. The normal
populace will be quick to recognize such an individual walking amongst them as a wondrous and capable
being, able to lift twice that of the strongest human with minimal effort. This helps to display the rarity
and power of such an individual, and should not be lost when telling a story. Finally, magical spells and
effects may increase attributes beyond their limits as well, and so most mortals will be quick to blame
“magic” for an occurrence that seems impossible in their mind.

120
0
AGILITY Endurance 5: Average Human
Endurance 12: Werebeast
Agility measures quickness, hand-eye Endurance 15: Drake
coordination and flexibility. How capable a creature Endurance 25: Legendary Stormborn
is at manipulating their body and how quickly they
can move are both aspects of Agility. Agility can
be used without a skill to rush past a closing door,
squeeze yourself into a tight hiding spot, or quickly INTELLECT
snatch up a fleeing cat. Skills where the quickness
or flexibility of the user is important—being able to A measure of how smart a creature is, Intellect
punch a moving target or quick-drawing a bow would accounts for a creature’s capacity for logical thought,
all be tested with Agility. Agility is also an important memory, and abstract thinking. Being able to think
component of Reaction and Evasion, which measure on your feet, solve problems and puzzles, and easily
how quickly a person can react to outside forces. understand new information are all a part of a
character’s Intellect .
Agility 5: Average Human Intellect is sometimes tested without a skill
Agility 6: Average Mesmulot when trying to remember basic pieces of trivia or
Agility 15: Griffin information, or coming to a generically logical
Agility 25: Legendary Sora’Somin, Air conclusion about a situation using the information
Elementals, Mystical Fliers that is given. When how much a person knows about
a subject is the dominating factor in success or failure,
Intellect is the attribute mostly commonly used with
a skill. Being able to recall the laws of a specific
ENDURANCE kingdom, being able to diagnose a sickness or casting
a spell would all involve using Intellect.
Endurance measures the ability to remain active
over a period of time either mentally or physically. Intellect 2: Werebeast
How much activity a creature can maintain Intellect 5: Average Human
before giving in to fatigue and how long they can Intellect 6: Average Descendant
concentrate on a specific exhausting task are all Intellect 10: Celestial Guardian
limited by Endurance. When running or swimming Intelligence 25: Legendary Sorcerers
long distances, keeping yourself awake, or regaining
your composure after a long burst of intense activity,
Endurance can be used unskilled.
Sometimes the ability to not tire out is the most
important factor when using a skill. Drilling on a
target dummy or spending long hours crafting an
item before your deadline would cause Endurance
to be used for an Ability Test (AT). Endurance is
also used to determine Stamina. While Endurance
is a general measurement of a creature’s resistance
against fatigue, Stamina acts as their “gas tank,”
more directly measuring exactly how long it takes for
them to become completely exhausted. Exhaustion
can cause a multitude of effects, from being so tired
you are unable to think, unintentionally fading off to
sleep, or even passing out.

1
121
PERCEPTION
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122
2
SKILLS KINGDOMS
Skills are learned abilities that allow a character A measurement of how much a character
to do or know something. They can be learned in knows about the lands of Laruna. This skill shows
various ways, whether studied, trained, taught, or how familiar a character is with things such as a
practiced. Skills are rated from one to twenty, and kingdom’s borders, its allies and enemies, and their
are broken down into two types: Base Skills and laws. The amount of knowledge a character has of
Advanced Skills. Kingdoms can grant a bonus to other ATs that rely
Base Skills cover a broad spectrum of the on that knowledge. Skills like Tracking, Foraging, or
elements of being able to perform a skill. Mining could receive a bonus from knowing where
Advanced Skills are specific areas of knowledge exactly natural resources are likely to be within a
or ability that extend directly from Base Skills. certain Kingdom’s border. Skills like Languages,
Base Skills have two functions. First and Trade, and Social can also gain bonuses if knowledge
foremost, they act as a requirement (or base) for an of a Kingdom would improve such efforts.
Advanced Skill. A character cannot have more points
in any Advanced Skill than they have in their Base Sample Bonuses Based on Ability Score
Skill—you cannot know more about the specifics of
a skill than you do about its basics. Kingdoms 1–10: +1 Bonus
Secondly, your level of ability in a Base Skill is Kingdoms 11–20: +2 Bonus
applied when using an Advanced Skill. Your training Kingdoms 21–30: +4 Bonus
in Melee Combat is not suddenly lost, forgotten, Kingdoms 31–40: +6 Bonus
or inapplicable when using or learning to use a Kingdoms 41–50: +8 Bonus
Longsword. Below are the eight Base Skills along
with some sample Advanced Skills. Each skill also
lists commonly available CAP Adjustments, sample LANGUAGES
Difficulty levels of using that skill, and some examples
of how that skill may be used in Dreamscape: Laruna. Languages is used to learn, comprehend, speak,
or decipher any language other than your native
tongue. The Languages skill uses Intellect.
ACADEMICS To learn a language, characters must study
the language by whatever means available to them.
Academics covers any topic, general or specific, Studying a language is an Enduring action, with each
that is primarily taught and learned through direct AT accounting for one day of study. As you invest
schooling or study. When used as a Base Skill, more CAP with your Enduring Action, you become
Academics accounts for basic level of knowledge in more familiar with the language you are studying.
common areas of study—the user’s native language,
mathematics, history, and the basics of political and Base Success Difficulties to Learn a Language
philosophical thought. Academics can be used as an
Instant Action to remember a piece of information 1–10: A teacher proficient in the desired
that a Larunian could learn throughout their language and your common tongue is
education. Of course, the education one may receive instructing you.
on the war–fields of Darco’Garaith could vary wildly 11–20: Your teacher is proficient in the desired
from one in the libraries of Epilesis. Academics can language, but not your common tongue.
also be used as a basic measurement of how much 21–30: You’re lacking an instructor but are
study or education a character has. constantly surrounded by those who speak the
desired language.
31–40: You are attempting to learn the desired
language from a manuscript or writings
41– 50: You have scraps of text from an ancient
manuscript or scroll with a dialect no longer
used by the denizens of Laruna.

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Sample Difficulty Modifiers RELIGIONS
–5 Commonly spoken language
+5 Rarely used languages A measurement of a character’s knowledge
+15 Ancient languages pertaining to Laruna’s deities, religious symbols,
worship customs and rituals, and locations of places
Sample CAP Costs of worship.
The amount of knowledge a character has of
50 CAP: Can understand the language when it Religions can grant a bonus to other ATs that rely on
is spoken. that knowledge, such as certain Social ATs. Religions
100 CAP: Can read the language that is being can also be used to identify symbols or temples that
studied. belong to certain religions.
150 CAP: Can hold conversations and write
basic concepts using the language. Sample Bonuses Based on Ability Score
200 CAP: You are now fluent in the chosen
language. Religions o +1 Bonus
Religions 11–20: +2 Bonus
DECIPHERING AN ANCIENT TEXT Religions 21–30:: +4 Bonus
Religions 31–40:: +6 Bonus
Characters in Laruna may come across ancient Religions 41–50: + 8 Bonus
texts or maps written in an old or forgotten language.
The Languages advanced skill gives the player the Sample Base Success Difficulties
ability to slowly decipher its meaning or directions.
1–10: Common symbolism used in a major
Sample Base Success Difficulties religion.
11–20: Finer points of major religions or basic
1–10: An out of date piece based on an earlier information of smaller religions or sects.
version of the common languages. 21–30: Esoteric secrets of a major religion or
11–20:: A centuries old manuscript written in in depth knowledge of smaller religions or sects.
the tongue of a non–mortal race such as Fae. 31–40: Specialized information that would only
21–30:: A dusty tome written in the tongue of be known through specialized study.
an extinct creature. 41–50: Ancient or forgotten knowledge from
31–40:: A map written millennia ago in rarer religions.
magical runes leading to a secret treasure.
41–50:: An ancient text written in a forgotten
language that no longer exists in Laruna. APPRAISAL
Success indicates the user is able to decipher a The Appraisal skill quantifies your knowledge
portion of the text or a step forward on a map. of the value of items or stock, their origin, their
maker, and the demand for such items in the
Sample CAP Adjustments various kingdoms. The Appraisal skill uses Intellect.
A successful AT can grant varying levels of detail
(5c) Strength Adjustment: An additional page about the item or stock. Sample CAP adjustments
is deciphered or an additional step on a map is include identifying a rare or highly valued item
revealed. without the use of reference material. An Appraisal
AT is considered an instant action. A player failing an
Appraisal AT may not make an attempt on that item
again for 24 hours.
Base Difficulty is determined by the obscurity
level of an item.

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Sample Base Success Difficulties Sample Base Success Difficulties
1–10: The crime or puzzle is fresh and
1–10: Identifying the value of a common item. bystanders are readily available to contribute
11–20: Identifying the value of an uncommon item. information
21–30: Identifying the value of a rare item. 11–20: The crime or puzzle is fresh but no
31–40: Identifying the value of an exceptional item. bystanders are available for questioning
41–50: Identifying the value of a unique item. 21–30: Significant time has passed but the
environment allows for multiple clues to still
Sample Difficulty Modifiers be found
31–40: The scene of the event has been
Item is magical in nature: +10 tampered with, destroyed, or wiped away.
Clues may be gathered from bystanders who
Sample CAP Adjustments may or may not recall the event
41–50: The trail has gone cold. There is no
(2c) Strength Adjustment: You know the one who remembers the event and no clues are
item’s general location of origin, such as its readily evident
kingdom.
(5c) Strength Adjustment: You are familiar Sample CAP Adjustments
with the demand for this item in various
kingdoms, and gain a +5 bonus to your (5c) Strength Adjustment: A lead on a
Negotiation AT for the purposes of haggling bystander is discovered
over this item. (10c) Strength Adjustment: 1 Additional
(6c) Strength Adjustment: You know the significant clue is discovered
item’s specific location of origin, such as its city.
(10c) Strength Adjustment: You recognize the Investigation Example:
item’s maker(whether an individual or a guild.) A human body was pulled from the shore of Lake
Hathis by a fisherman and his son. Once reported to
Trade Master Byron of Lakeview, he has his retainers
INVESTIGATION hire Jak Castleton, a mercenary, to investigate.
Since there is no evident trail to follow and most
Investigation is the act of a character actively clues would have been washed away by the lake waters,
gathering and piecing together clues to solve a the Dreamweaver sets the Investigation difficulty at
mystery of some kind. The Investigation skill utilizes 45. Castleton has an Academics skill of 15 and an
Perception and is a Persistent enduring action, with Investigation skill of 15, a Perception of 8 and a magic
each AT accounting for one hour of sleuthing. These item that provides a +5 bonus to Perception when
ATs represent the character searching a scene and searching for details normally hidden from the naked
possibly questioning witnesses or people in the know. eye, giving him a total of 43.
As you spend more CAP, you become more familiar With the corpse laid out before him, Castleton
with the puzzle, clues, and possible solutions. makes an Investigation AT. With an extraordinarily
lucky roll, his over/under is +9, giving him an ATR of
52. He achieves Base Success and accrues 7 CAP.
The Dreamweaver reveals one significant clue:
the victim’s neck is broken and there are slight
bruises around his throat. Castleton decides to spend
his additional CAP to find clues about any potential
witnesses or bystanders.
The Dreamweaver reveals that the victim was
carrying a love letter from a woman who resides in
Lakeview. Castleton can now follow up on the lead and
continue his investigation.

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LONG TERM CARE
MEDICINE
A player may make an instant Medicine AT when
The science of diagnosing and treating wounds caring for a resting individual attempting to recover
can be used in Laruna to tend to injured allies Health. This AT may be made once per day, and the
determine the origin of poisons and diseases, or care result determines how much additional Health the
for the wounded. The use of the Medicine Advanced subject restores from one day of rest.
Skill is used in conjunction with the Intellect Attribute. A player must have at least 1 point of Medicine
Skill to do this. Base Success allows the individual to
DIAGNOSING A POISON OR DISEASE restore 1 additional Health during this period. The
base difficulty for this use of medicine ranges from
A player may make a Medicine AT as an instant 1 to 10.
action to determine the origin of a poison or disease.
Learning the origin grants a +5 bonus when making Sample Difficulty Modifiers
a foraging AT for ingredients to cure this poison
or casting a cure disease spell to purge a disease. Non-mortal race humanoid: +10
Knowledge of this diagnosis may be passed on to an A creature or animal:+20
ally who will then receive this bonus. An extra–planar being: +40

Sample Base Success Difficulties Sample CAP Adjustments

1–10: Diagnosing Poison or Disease (2) or lower (5c) Strength Adjustment: +1 Health restored
11–20: Diagnosing Poison or Disease (4) or lower from the day of rest.
21–30: Diagnosing Poison or Disease (6) or lower
31–40: Diagnosing Poison or Disease (8) or lower
41–50: Diagnosing Poison or Disease (10) or lower CRAFTING
Sample CAP Adjustments Crafting is a skill that allows a player to create
items. In Dreamscape: Laruna, Legacy Cearers learn
(4c) Strength Adjustment: +1 to foraging or to use Makora resources that are gathered from Nexi
cure disease AT. to create magical items, potions, and enchantments.
Crafting has Advanced Crafting Skills based on the
TENDING A WOUND type of material and kind of objects being made. Full
rules on Crafting can be found in the Crafting section,
A player may make a Medicine AT as an instant starting on page 337.
action to stop the bleeding of a wound.
The difficulty of a Medicine Base Success is set • Alchemy: Uses herbs and rare materials to
by the severity of the wound. create potions with magical effects.
• Enchanting: Imbuing existing items with
Sample Base Success Difficulties magical effects.
• Jewelcrafting: Creating magical gems and
1–10: Stopping a Bleed (2) or lower jewelry using Makora gems.
11–20: Stopping a Bleed (4) or lower • Leatherworking: Creating magical armors
21–30: Stopping a Bleed (6) or lower using Makora leather.
31–40: Stopping a Bleed (8) or lower • Metalsmithing: Creating magical weapons
41–50: Stopping a Bleed (10) or lower and armors using Makora metals.
• Woodworking: Creating magical weapons
Sample Difficulty Modifiers and items using Makora woods.

Non-mortal race humanoid:+10


A creature or animal:+20
An extra–planar being: +40

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MAGIC • Specialty Weapons (SW): Unusual
weapons such as Thorned Whips, Double-
Magic is a skill that measures a character’s bladed glaives, or the Natural Weapons of a
magical knowledge and their ability to cast spells. Garaith. Each Specialty Weapon is taken as
Full rules on spellcasting can be found in the Magic its own Advanced Skill.
Rules Section, found on page 332. A list of spells can
be found starting on page 312.
RANGED COMBAT
• Calling: The magical ability to summon
creatures, warp minds, or sway nature to Ranged Combat covers the ability to fight at long
their will. ranges with weapons such as bows, crossbows, and
• Change: The magical ability to shape-shift, slings. Ranged Combat has Advanced Skills based on
influence the tides of battle, or bend time the type of weapon being used. Full rules on combat
and space. can be found in the Combat Rules section, found on
• Elements: Magical mastery over the page 330, and in the Equipment section, found on
elements of the world, allowing a character page 364.
to use their properties to create magical
effects. • Bows: Wielding weapons such as short bows
• Light: The magical ability to heal the or long bows.
wounded, protect the weak, or pull upon • Crossbows: Wielding weapons such as light
the strings of the cosmos. or heavy crossbows
• Dark: Necromantic powers and command • Slings: Wielding weapons such as slings or
of the shadows fall under the Dark Magic staff slings.
Advanced Skill. • Thrown Weapons: The art of throwing
various weapons such as daggers or axes.

MELEE COMBAT
SKULLDUGGERY
Melee Combat covers the ability to fight at close
range both while unarmed and with melee weapons. The Skullduggery Base Skill covers skills
Melee Combat has Advanced Skills based on the specific to the art of trickery. Skullduggery is most
type of weapon being used. Some Melee Combat often used in urban settings and is used to cheat,
Advanced Skills can also be modified by adding the steal, and sneak. While not all uses of Skullduggery
ability to dual–wield those weapons. are illegal, they are inherently deceptive and
Full rules on combat can be found in the so may lead to moral or legal issues in certain
Combat Rules section, starting on page 322 and in contexts. More often than not, Skullduggery will
the Equipment section, starting on page 362. be used with Agility, but sometimes Charm is more
appropriate. Some examples of how the Survival
• Brawling: Hand-to-hand unarmed fighting. Base Skill can be expanded with Advanced Skills are:
• One-Handed Impact (1HI): Wielding Deception, Lockpicking, Pickpocketing, and Stealth.
weapons such as maces or clubs.
• One-Handed Slashing (1HS): Wielding
weapons such as battleaxes or scimitars.
• One-Handed Piercing (1HP): Wielding
weapons such as daggers or rapiers.
• Two-Handed Impact (2HI): Wielding
weapons such as mauls or staves.
• Two-Handed Slashing (2HS): Wielding
weapons such as claymores or battleaxes.
• Two-Handed Piercing (2HP): Wielding
weapons such as spears or estocs.

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DECEPTION LOCKPICKING
More than telling a simple lie, Deception Lockpicking is used to open a lock without
is used to convince a target of something that the use of the proper key. Picking a lock requires a
is unequivocally false, such as disguising your set of lock picking tools, and is a Persistent Action
identity or involving someone in a scam. Deception requiring at least two minutes of work . Picking a
attempts must be upheld for longer periods of lock requires a Lockpicking AT using Agility. Picking
time, making them Persistent or Enduring actions. a lock can cause it to be scratched or the inner
Deception primarily uses Charm for its ATs. workings to be damaged, leaving behind evidence of
Sample CAP Adjustments are altering your voice to the lockpick or rendering the lock unusable. Possible
be more convincing or extending a scam. CAP Adjustments include increasing the speed of the
lock pick and reducing potential damage on the lock.
Sample Base Success Difficulties
Sample Base Success Difficulties
1–10: Using a generic disguise to hide your
identity from a stranger 1–10: A simple lock
11–20: Conning someone out of a few coins 11–20: A standard lock
with a simple bar trick 21–30: A quality lock
21–30: Disguising your identity among people 31–40: A complex lock
who already know your true identity 41–50: A mastercraft lock
31–40: Disguising yourself as a well–known
person Sample Difficulty Modifiers
41–50: Swindling a guild into diverting their
resources into a fake project Well crafted, specialized lockpicking tools: +5
Using makeshift tools such as bent nails or
The target of Deception’s Perception is added to wires: +10
this Difficulty.
Sample CAP Adjustments
DISGUISE
(5c)Speed Duration: Reduces the amount of
When attempting to disguise your identity, you time spent by 30 seconds
must make a Deception AT the first time you interact (10c)Strength Adjustment: You pick the lock
with someone you are trying to deceive. The difficulty with extra finesse, ensuring that no functional
of this AT is as listed above and includes the target’s or visible damage is left on the lock itself.
Perception and any relevant difficulty modifiers. This (15c)Speed Duration: You are able to rake the
Deception check must be made once per day you lock in one motion and open it instantaneously
re–establish the disguise, with the difficulty going up
by +2 each time the disguise is used.
PICKPOCKETING
Sample CAP Adjustments
The ability to remove a small object from
(6c) Strength Adjustment: You goad your another’s person without them noticing. The most
target into doubling–down on their investment common goal of pickpocketing is to steal a coin
in your gamble. purse or a particularly valuable item, but any item
(10c) Duration Adjustment: Your deception that can be held in one hand can be pickpocketed.
goes unexamined for an additional day before Pickpocketing ATs will almost always be made using
anyone involved may attempt to see through it. Agility. Pickpocketing must be done quickly to be
successful and is an Instant Action. Possible CAP
Adjustments are replacing a stolen object with another
or hiding a pickpocketing attempt particularly well.

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Sample Base Success Difficulties Possible CAP Adjustments are: being able
1–10: A freely visible and free–hanging object to hold a hidden position for longer, specifically
worn outside of clothing blending into your environment, and misdirecting
11–20: An object that can be easily palmed the attention of someone searching for you.
hidden underneath outerwear
21–30: An object that has an obvious weight to HIDING
it or is close to the target’s skin
31–40: An small object that must be searched Stealth is used when a character wishes to
for obscure themselves from view. Stealth can only be
41–50: Extremely small object well hidden used for this purpose if the character is not being
within interior clothing actively observed at the time. When attempting to
hide, a Stealth AT is made against a Difficulty set by
The target of Pickpocket’s Perception is added the conditions of the location. Hiding in a particularly
to this Difficulty. precarious spot may require Endurance ATs or
Pickpocketing involves not having any sort Stamina expenditure to maintain the hiding spot.
of prolonged interaction with the target. This can
involve techniques such as brushing past someone
unnoticed, or snatching an item from behind. If a Sample Base Success Difficulties
Pickpocket AT fails by a number larger than the
target’s Perception, the target is aware of the attempt. 1–10: Hiding in a dark room filled with
For example, if the difficulty of stealing an object obstructions
is 27 (20 for the base difficulty, 7 for the target’s 11–20: Hiding behind an obstruction such as
Perception) and the Pickpocketing ATR is 20, the a large tree
target will become aware of the Pickpocket attempt. 21–30: Hiding in a well traveled or well lit area
Even successful Pickpocketing attempts leave the 31–40: Hiding when little cover or shadows are
target aware that an object is missing a phase after available
the item has been stolen. This time can be extended 41–50: Hiding from a search party in an empty
with a Duration Adjustment, as listed below. field during the day

Sample CAP Adjustments Sample Difficulty Modifiers

(5c) Duration Adjustment: The target is You are able to hide in or under large objects,
unaware that an object is missing for an such as in a chest or a trench: -5
additional phase You are hidden in a spot that is easily publicly
(10c) Strength Adjustment: You can steal an accessible : +5
additional object in the same attempt Someone has been actively searching for you
(15c) Strength Adjustment: Replace the and is aware you are in a specific area: +10
stolen object with another one of the same
weight, making someone unable to notice the HIDING IN PLAIN SIGHT
pickpocketing until they can see the replaced
object In a social situation, a character may use Stealth
to blend in with the crowd to avoid detection. Doing
this requires a large group of people to be present.
STEALTH Blending in a with a crowd in this way is
functionally the same as finding a hiding spot, but the
Stealth is the art of remaining unseen. This difficulty can be modified by the number of people
Advanced Skill covers both hiding from view and available to hide among.
silently stalking a target. Stealth ATs are made with
the Agility attribute, and are Instant actions.

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REMAINING HIDDEN INTIMIDATION
This covers the ability to prevent yourself from Sometimes force is necessary, but sometimes
making any noises, and knowing when to stand the threat of force is enough. Intimidation is used
completely still and when to subtly move to maximize when trying to frighten or bully another character
your cover. into behaving a certain way. Intimidating someone
Whenever a character uses Tracking or an is usually an instant action, but prolonged bouts of
Unskilled Perception Test to find you and you are subtle intimidation throughout a conversation could
hiding in an open space, you must make a Defensive call for a persistent action.
AT using Stealth to prevent them from being able to Intimidation ATs mostly use Charm, but
do so. Strength may be a better option if literal physical
threats are being employed.
SHADOWING A PERSON Possible CAP Adjustments are convincing
someone not to tell anyone about your social
When attempting to follow someone without interaction, being able to extract additional
being noticed, a Stealth AT is made against the information during an interrogation,or causing
target’s Tracking or Perception Defensive AT. Base someone to remain afraid of you for an extended
Success allows you to maintain a safe distance from period of time.
your target for one phase without being detected. An The difficulty of an Intimidation Base Success
AT must be made each phase to continue shadowing is set by the Defensive AT of the target. The target’s
the target. Defensive AT can be made with an appropriate Social
skill or with their Charm.
Sample CAP Adjustments
Sample Base Success Difficulties
(5c) Duration Adjustment: One additional
phase without needing an AT. May be 1–10: Bullying someone who is obviously
purchased more than once. weaker.
11–20: Intimidating someone on equal social
footing.
SOCIAL 21–30: Intimidating someone with empty
threats, or someone who has no obvious cause
The Social Base Skill is used when trying to to fear you.
learn information or influence the opinion of others 31–40: Extracting important information from
through conversation. Holding a normal conversation an enemy soldier.
will not require a Social AT, but one may be required 41–50: Projecting incredible strength that
in situations where the wrong act or word could moves others to follow your explicit commands.
change the way someone will act.
Knowledge of the Social Base Skill can be Sample CAP Adjustments
expanded with the Advanced Skills Intimidation,
Leadership, Negotiation, Performance, and Seduction. (5c) Duration Adjustment: The target of your
Social base skill ATs may be better served than Intimidation remains wary of you and eager to
advanced skills when a specific style of social please for an additional hour
interaction may have an unintended effect, such as (8c) Range Adjustment: An additional person
trying to intimidate a professional soldier in a bar. who can see and hear your intimidation is
Possible CAP Adjustments are learning new affected the same way as your original target
information about people, ensuring someone (15c) Strength Adjustment: Your Intimidation
remembers your name, and making a good first is so convincing that your target will volunteer
impression. up additional information or assistance, such as
offering you any coins they may have on them,
or telling you a juicy secret in hopes of pleasing
you

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0
INTERROGATION involving many subordinates
41–50: Giving a rousing speech to your people
Intimidation can be used to interrogate enemies that alters the direction of your kingdom
or pull information from others. If your target has
reason to lie to you, a Base Success may get them Sample CAP Adjustments
to give you information, but an additional CAP
Adjustment costing anywhere from 5–10 CAP may (3c) Duration Adjustment: The coordinated
be required to ensure they are being truthful. efforts of your followers last an additional 3
Strength Adjustments costing 3-6 CAP can phases.
also be purchased to pull an additional piece of (5c) Speed Duration: You are able to quickly
information out of the interrogation target. shout out your orders, allowing the benefits of
your Leadership to take effect immediately.
INTIMIDATION IN BATTLE (15c) Strength Adjustment: You boost the
morale of your followers, granting them a
As an IFT action, a character may make an temporary +1 RES (Fear).
Intimidation AT against an enemy’s appropriate
Social Defensive AT. A base success will cause an PREEMPTIVE PLANNING
enemy to suffer a–1 penalty to Defensive ATs against
you for one phase. 5 CAP Duration Adjustments can Creating a plan of action will vary in difficulty
be used to make this penalty last additional phases, depending on the amount of factors that are known
and 8–10 CAP Strength Adjustments can increase the going into a situation and the number of people who
penalty by an additional -1. have to follow the plan to ensure its execution. Base
A 15–20 CAP Strength Adjustment can cause an success when planning will give everyone involved a
enemy to retreat when appropriate. +3 to Reaction, and a +2 to any relevant ATs as long
as the plan is properly followed.
If the plan falls apart, these bonuses can change
LEADERSHIP to penalties as your followers scramble to adjust to
a new situation. 5 CAP Strength Adjustments can
Providing others with guidance, coordinating increase these bonuses by 1 each, or reduce the
the efforts of a group of people, and inspiring others potential penalties. 10 CAP Duration Adjustments
to achieve and exceed their potential are all aspects can make followers remember complicated plans for
of Leadership. A great leader knows when to push a longer period of time without having to keep any
and when to praise and is a vital part of any team. information recorded.
Leadership greatly depends on a character’s Charm,
but Intelligence may be necessary when formulating COORDINATING EFFORTS
plans or knowing what exactly will inspire a person.
Most Leadership ATs will be Persistent Actions, Whenever 3 or more people are attempting to
but in cases where but an inspirational moment is perform the same action, one member can make an
needed, an Instant Action will suffice. Possible CAP instant Leadership AT to coordinate their efforts.
Adjustments are granting someone a large morale Successful coordination will grant everyone involved
bonus to their own ATs, coming up with a clever plan an AT bonus that can be strengthened by CAP. In
in a short period of time, and making sure a battle addition, members of a coordinated effort can choose
formation stays intact. to give their CAP to another member in lieu of taking
Sample Base Success Difficulties a Base Success on a 2–for–1 basis.
Example: Charlotte, Kuru, and Landria must
1–10: Provide guidance or direction to someone work together to create a barrier against a river’s
who is already following you rapidly rising tide. They are all making Survival ATs
11–20: Create and execute a plan with willing to push fallen logs, twigs, and rocks together to stop the
subordinates rising water. Landria decides to coordinate the effort,
21–30: Bring former enemies together under a and make a Leadership AT against a difficulty of 15–
unified banner for a higher cause time is of the essence and the driving rain makes it hard
31–40: Coordinating a wide–scale battle plan to collaborate.

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She succeeds and earns 3 CAP, which she spends having to give up less leverage to achieve a goal, and
to give everyone a +2 to their Survival ATs. Charlotte is haggling the price of an item.
a city girl through and through and is having difficulty The difficulty of a Negotiation Base Success is
generating enough CAP to work quickly enough to move set by the Defensive AT of the target. The target’s
the debris, so she instead decides to grant the CAP she Defensive AT should be made with Negotiation, but
DOES generate to Kuru. Charlotte makes her Survival other Social skills may also be appropriate.
AT and gains 4 CAP, which is just short of the 6 CAP
necessary to increase the amount of stones she can carry. DIPLOMACY
Charlotte decides to instead gather together as many
twigs and rocks as she can and then pass them off to Negotiation can be used to form diplomatic
Kuru. This is represented by Charlotte giving her 6 CAP agreements between two sides of a conflict, whether
to Kuru, which is reduced to 3 CAP. This additional those sides are feuding street gangs splitting up
3 CAP pushes Kuru over the edge to drop a giant pile turf or kingdoms establishing trade routes. When
of debris in exactly the right spot. The crisis has been engaging in Diplomacy, each side should make a list
averted through Kuru and Charlotte’s coordinated of demands, with each item on the list having a
efforts and Landria’s Leadership capabilities. CAP value of anywhere from 1o0 CAP, depending
on the value of that item. Both sides then engage in
NEGOTIATION Enduring Negotiation ATs, with each AT representing
anywhere from one hour to one day of negotiations.
No matter who tells the tale, no telling of the The difficulty of these ATs is set by the opposing side’s
Great War passes without mention of The Summit. Negotiation Defensive AT. Each side “invests” their
Warriors and pacifists alike point to The Summit as CAP into the items on their demands list, achieving
a prime example of the power of Negotiation. The that demand once they’ve invested the full CAP value
usage of Negotiation can be as simple as two people of that demand. Either side can gain more CAP by
coming to a satisfactory business arrangement, to “giving in” to a demand, freely granting the opposing
kingdoms creating diplomatic pacts. side enough CAP to fulfill a demand. This also grants
Charm is most often used in Negotiation, but the side that “gave in” half the CAP they granted to
sometimes Intellect plays a more important role. their opponent, to be invested in any way they see
Most serious negotiations are Enduring Actions, but fit. This process continues until either a stipulated
Persistent and Instant Negotiations between two period of time ends or both sides are happy with the
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132
1 32
Example: Representatives from Faewood are The amount of time taken to perform relies
meeting with a member of the Queen of Moolsheel’s heavily on the nature of the performance. Giving
court to update their diplomatic ties. Faewood would a rousing battle cry can be an instant action, while
like to increase the amount of hides they receive from a complicated juggling act may be a persistent
Moolsheel and to expand the borders of their town action with each phase accounting for 5 minutes of
so they can bring on more tailors to refine the hides performance. Performance ATs mostly use Charm,
for shipment to Sol. The most important part of this but certain kinds of performance such as dance may
Negotiation for Faewood is the ability to expand their use Agility or Strength.
borders, but since the domain of the Moolsheel is Possible CAP Adjustments are making a
loathe to change, this demand is given a 50 CAP value. performance especially memorable, being able to
Faewood can still support its expansion without the dance for longer periods of time without getting
additional hides, giving this demand a 20 CAP value. winded, and including a unique personal signature
Moolsheel has seen a recent uptick in prosperity, in a performance.
so they are pretty amiable to extending their trade
agreement with Faewood. Their biggest point of Sample Base Success Difficulties
contention is that the roads leading into the forest have
become damaged with use, making the restoration of 1–10: A simple song or speech performed in
the trade route a 20 CAP demand. When both sides front of a small audience
meet, it is agreed that 6 Enduring Negotiation ATs will 11–20: A coordinated performance with
be made. Over the course of these ATs, Faewood gains another person, or a complicated solo effort
45 CAP which they invest towards expanding their 21–30: An advanced performance piece in front
borders. Moolsheel gains 10 CAP, which they invest of a sizable audience
towards the road cleanup. Finally, Faewood “gives in” 31–40: A highly specialized performance only
to Moolsheel’s road cleanup demand, giving Moolsheel possible by a well practiced professional
the 10 CAP needed to complete the demand, and giving 41–50: Performing a highly technical or
Faewood 5 CAP to put towards their expansion demand. coordinated piece for a large audience or an
At the end of the negotiation, Faewood walks away able audience of great important
to expand their borders, but needing to include road
repair in their new responsibilities. While Faewood will Sample CAP Adjustments
slightly expand their borders, Moolsheel has guaranteed
that the forest entry will continue to be vibrant and (5c) Strength Adjustment: Your performance
healthy. A successful diplomatic Negotiation all around! is inspirational, giving everyone who listens a
+1 bonus to their first AT in the next 24 hours
HAGGLING that requires high morale or inspiration
(8c) Strength Adjustment: Your audience is so
Negotiation can be used to buy or sell wares at appreciative of your work that they volunteer
a higher or lower price, with the difficulty being set to pay for the experience. You earn 10% more
by the seller/buyer’s Negotiation Defensive AT. for a paid performance, and earn 100b worth of
A Base success will increase or reduce the price tips for any performance where tipping would
by 5 percent, with each 3 CAP Strength Adjustment be acceptable
increasing or reducing it by another 5, to a maximum (10c) Strength Adjustment: Your performance
of a 15 percent difference. was so good that 10% of your audience have
become fans of your work. They will endeavor
to see you perform whenever possible, and you
PERFORMANCE receive a +10 to all Social ATs when interacting
with them
Whether through dance, song, or oration,
Performance is used to inform or entertain an
audience. Performance can be as simple as telling
a great joke or as grand as being a key player in the
Highland Opera Company.

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SEDUCTION plant, animal, and landscape patterns are all part of
the Survival skill. Some examples of how the Survival
The prized skill of Mesmulot and other social Base Skill can be expanded with Advanced Skills are:
hunters, Seduction is the art of introducing desire Climbing, Foraging, Mining, Riding Swimming, and
into the hearts of others and getting them to act upon Tracking.
it. Seduction can generate many of the same effects
as Intimidation, Leadership, or Negotiation, but the
results are usually much more intense. Seduction CLIMBING
does have its limits, however, as every person may
have their own inclinations that the seducer is ill– The Climbing skill is used when attempting
equipped to fulfill. Of course, it is said that there are to scale difficult surfaces, such as a rock face or an
some Mesmulot who can get anyone to try anything unsteady rope. Whenever a player finds themself in
at least once. such a precarious position with a chance of falling, a
Seduction can be the Instant Action of a well Climbing AT can be made. When making the AT, STR
placed look or the Persistent Action of working would be the standard Attribute used in conjunction
someone throughout a night. Seduction is a product with this skill. Particularly hazardous or windy
of Charm, although there is much to be said for conditions may allow for AGI to be used instead. A
a particularly Agile Seduction AT. Possible CAP Climbing AT may be an instant or persistent action.
Adjustments can make a Seduction attempt seem
meaningless to onlookers, reading body language, Sample Base Success Difficulties
and convincing someone to break a vow for the sake
of their desires. 1–10: Climbing a standard rope in normal
Base Success difficulties are set by the target’s conditions
appropriate Social AT. 11–20: Traversing a steep incline around 45
degrees or a rope in high winds
Sample CAP Adjustments 21–30: Scaling a slippery surface such as a
damp rope or slick slope
(5c) Strength Adjustment: Your target ignores 31–40: Making a mostly vertical climb with
the pain of being fed upon and allows you to some natural handholds
drain 10 more Health damage worth of blood 41–50: Making a completely vertical climb with
before trying to pull themselves away. almost no handholds available
(8c) Strength Adjustment: In the warm glow
of your pillow talk, the local mayor lets slip Sample Difficulty Modifiers
that virtually none of the guards actually watch
the Western Gate as long as they have liquor Using climbing gear: -5
to drink. Attached to climbing chain: -5
(20c) Strength Adjustment: The target of your Carrying excess weight: +5
Seduction becomes obsessed with you. Any Carrying another person: +15
additional Seduction ATs made against them
are against a difficulty of zero, and they will do LOSING YOUR GRIP
everything they can to see you at least once a
day, up to and including following your distinct Should a player be knocked about while scaling
orders. a surface, an instant Climbing AT should be made vs
the damage taken to determine if the character loses
their grip and falls.
SURVIVAL
TRAVERSING AN AREA
The Survival Base Skill is primarily used when
performing outdoor activities that require measured In the case where a player is slowly traversing an
interaction with the land or its creatures. Persevering obstacle, Climbing may be rolled as a persistent AT,
through hostile terrain, judging the success of where accumulating a total amount of CAP will mean
spending the night in a forest, or the ability to identify reaching the other side safely. The amount of CAP

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4
needed should be based upon the total distance of Sample CAP Adjustments
the climb, roughly 1 CAP for every meter needed. For (2c) Duration Adjustment: Time spent in
persistent ATs, failing a difficulty check by more than search of materials is reduced by 10 minutes.
5 causes the character to slide down or backwards A Foraging AT cannot be reduced below a 10
1m for every point past 5. Failing a difficulty check minute duration in this way.
by more than 10 causes the character to completely (10c) Strength Adjustment: You harvest
lose their grip and plummet. double the quantity.

Keep in mind that the difficulty determined


FORAGING by the Dreamweaver should take into account the
specific terrain.
Foraging is used when specifically searching for Makora wood is non–existent without the
plants, roots or other natural materials. While finding presence of a nearby Nexus, and finding nourishing
enough twigs to start a campfire in a forest would not herbs in a desert would prove to be near impossible.
normally require an AT, searching for specific herbs When using herbs to cure a poison, the forager must
to cure a poisoned ally might. locate ingredients of the appropriate strength—it’s all
Foraging ATs are considered a persistent action or nothing. It is not possible to cure part of a poison
that takes place over the course of at least one hour. by using weaker, easy to find herbs. Storing herbs
The player may make an AT each hour until they for future use should be limited, as they quickly lose
decide to stop. When making an AT, PER would their potency once picked.
be the standard Attribute used in conjunction with
this skill. The Dreamweaver may deem INT more
appropriate, however, in a case where the resource is MINING
located in a very specific location that would require
intimate knowledge of its growth and would not Mining is used when attempting to acquire
easily be seen, even with high Perception. precious stones and metals from the earth. A player
may make a Mining AT when attempting to extract a
Sample Base Success Difficulties specific metal or gem from a pre-existing mine.
Mining ATs are persistent actions that take place
1–10: Finding a common herb worth up to 2 sp, over the course of at least one hour. The player may
or ingredients to cure a weak poison (2) make an AT each hour until they decide to stop.
11–20: Locating ingredients to cure a minor When making an AT, Strength would be the standard
poison (4) Attribute used in conjunction with this skill.
21–30: Harvesting a plank of Makora wood, The Dreamweaver may deem Intellect more
locating a rare flower, or ingredients to cure a appropriate, however, in a case where the resource
moderate poison (6) is located in a very specific point that would require
31–40: Harvesting exceptional quality wood intimate knowledge of its formation.
worth up to 10gp, or ingredients to cure a Failing a Mining AT still provides one unit of
strong poison (8) materials, however the value will be reduced by 50%.
41–50: Locating a very rare material, or Failing to harvest Makora destroys the material.
ingredients to cure a deadly poison (10)
Accessing a Mine
Sample Difficulty Modifiers
It is up to the Dreamweaver to decide how
Lush mystical Forest: -10 often a player may mine and how abundant
Abundant natural forest: -5 a particular deposit will be. Under normal
Dry terrain: +10 circumstances, a player may not simply walk
Inhospitable terrain: +20 into a kingdom’s gold mine or dig site and
begin mining away without causing a large
disturbance or alerting a significant amount of
guards.

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Sample Base Success Difficulties Once a player has accumulated 100 CAP, they
1–10: Extracting a unit of common material must roll two chance tests. The first chance test
11–20: Extracting a unit of uncommon material determines the type of deposit discovered:
21–30: Extracting a unit of rare material
31–40: Extracting a unit exceptional quality 1–20%: Nothing Found.
material 21–49%: A deposit of common metal, stone, or
41–50: Extracting a unit of pristine material gems worth up to 2sp per unit.
50–79%: A deposit of uncommon metal, stone,
Sample Difficulty Modifiers or gems worth up to 5sp per unit.
80–89%: A deposit of rare metal, stone, or
Makora: +10 gems worth up to 1gp per unit.
90–95%: A deposit of exceptional metal, stone,
Sample CAP Adjustments or gems worth up to 10gp per unit.
96–100%: A quantity of pristine metal, stone,
(2c) Duration Adjustment: Time spent or gems worth up to 100gp per unit.
extracting materials is reduced by 10 minutes.
A Mining AT cannot be reduced below a 10 The second chance test determines the total
minute duration in this way. value of the deposit:
(5c) Strength Adjustment: You extract an
additional unit. 1–25%: A tiny deposit worth a total of 100gp
26–60%: A small deposit worth 1,000gp
PROSPECTING 61–89%: A medium deposit worth 10,000gp
90–98%: A large deposit worth 100,000gp
Locating new sources of materials may be 98–100%: A motherlode worth 1,000,000gp
accomplished via the Mining Advanced Skill.
Discovering new deposits is difficult and can be a MAKORA METAL
world changing event should a new abundant gold
or diamond mine be discovered within a kingdom. Makora metal is only available in deposits
Making an AT to prospect an area is an Enduring located near a Nexus, and quantities should be
action that may be done once a day, taking 1 hour to very limited. A small nexus spawning near a mine
complete. Deposits may be found in various terrain or deposit may only allow extraction of 1–3 ingots
throughout Laruna, with the most common locales of the metal, at the Dreamweaver’s discretion. More
being hills, mountain ranges, and underground is explained in the Creatures, Kreesh and Corruption
cavern systems. supplement.
A total of 100 CAP must be accrued for this
enduring action in order for the player to discover a
worthy deposit. Example Materials
The difficulty of a Prospecting Base Success is
set by the amount of deposits already discovered in Common: Tin, Onyx, Sandstone - Worth 2sp
the area. per bert/unit/slab
Uncommon: Iron, Quartz, Limestone- Worth
Sample Base Success Difficulties 5sp per bert/unit/slab
Rare: Copper, Sapphire, Granite - Worth 1g per
0–10: An unexplored or completely untapped area. bert/unit/slab
Exceptional: Silver, Ruby, Marble - Worth
Sample Difficulty Modifiers 10gp per bert/unit/slab
Pristine: Gold, Diamond, Jade - Worth 100gp
Per known tiny deposit in area: +5 per bert/unit/slab
Per known small deposit in area: +10
Per known medium deposit in area: +15
Per known large deposit in area: +20
Per known motherlode in area: +50

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6
RIDING GALLOP
All aspects of maintaining position on a mount A gallop is the fastest speed that a horse can
or traveling and exerting influence on a steed are travel. Galloping is very stressful on a horse and can
handled by the Riding Advanced Skill. A player uses only be maintained for two hours. A Gallop Base
this skill when attempting to perform special feats on Success allows a horse to maintain a Gallop for one
their steed, or when attempting to drive an animal to hour, which costs the horse 45 Stamina and allows
go further or faster than normal. them to move at 45 km an hour.
Riding may be an instant or persistent action.
Riding a horse at a walking or trotting pace does not Sample CAP Adjustments
require a Riding AT.
The rules for Mounted Combat can be found in (4c) Strength Adjustment: Increase the speed
the Combat Rules section of the book, starting on of the horse by 1 km an hour, up to 48 km.
page 330. (9c) Cost Adjustment: Reduces the Stamina
cost of Galloping by 5 Stamina.
Sample Base Success Difficulties

1–10: Riding on a road or flat, easy terrain SKINNING


11–20: Riding through hilly terrain or roads in
poor conditions Skinning is used when attempting to remove
21–30: Riding through rough terrain such as fur or hide from an animal. A player may make a
forests or steep hills Skinning AT when attempting to preserve the hide
31–40: Riding through dense terrain such as of an animal for sale or use in crafting. Skinning ATs
deep forests or jungles are considered a persistent action that takes place
41–50: Riding through complicated terrain and over the course of at least one hour. When making
bad conditions such as mountains or deep snow an AT, INT would be the standard Attribute used in
conjunction with this skill. Values of hides are listed
A Riding AT can be made to maximize your in the equipment chapter.
horse’s performance when travel time is important. The difficulty of a Skinning Base Success is set
A Riding AT is made against a difficulty set by the by the size of the creature.
terrain being traveled. Horses can travel at two
different speeds beyond a standard walk or trot: a Sample Base Success Difficulties
canter and a gallop.
0-10: Small
CANTER 11-20: Medium
21-30: Large
Cantering is the fastest of a horse’s natural gaits 31-40: Huge
before they break into a full run, or gallop. A Canter 41-50: Giant
base success allows a horse to maintain a Canter
for one hour, which costs the horse 25 Stamina and Difficulty is modified by the toughness of the
allows them to move at 16 km per hour. A standard creatures hide:
horse trained as a mount has 100 Stamina.
Sample Difficulty Modifiers
Sample CAP Adjustments
ARM 0-5: -5
(3c) Strength Adjustment: Increase the speed ARM 6-10: 0
of the horse by 1 km an hour, up to 27 km. ARM 11-20: +5
(8c) Cost Adjustment: Reduces the Stamina ARM 21-30: +10
cost of Cantering by 5 Stamina. ARM 31-40: +20
ARM 41+: +30
Corrupted: +10

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The amount of hide produced from skinning a SWIMMING OVER DISTANCES
creature is also determined by its size.*
In the case where a player is slowly traversing
Small: 1 length of hide through water, Swimming may be rolled as a
Medium: 2 lengths of hide persistent AT, where accumulating a total amount
Large: 4 lengths of hide of CAP will mean reaching the destination safely. The
Huge: 8 lengths of hide amount of CAP needed should be based upon the
Giant: 16 lengths of hide total distance of the swim, roughly 1 CAP for every
meter needed. For persistent ATs, failing a difficulty
*Corrupted creatures or Kreesh produce Makora check by more than 5 causes the character to be
hide. thrust backward by the current 1m for every point
past 5. Failing a difficulty check by more than 10
Sample CAP Adjustments causes the character to completely lose their bearing
and become subject to the mercy of the current.
(2c) Duration Adjustment: Time spent
skinning is reduced by 10 minutes. A Skinning Sample Difficulty Modifiers
AT cannot be reduced below a 10 minute
duration in this way. Swimming with current: +10
Carrying excess weight: +5
Carrying another person: +15
SWIMMING
Like the Climbing Base Skill, Swimming is TRACKING
used to traverse hazardous terrain, only underwater.
Whenever a player finds themself in such a precarious Tracking is the art and science of following a
position with a chance of drowning or being swept creature through varied terrain using clues left behind
away by a current, a Swimming AT can be made. by its movement. A player may use this advanced skill
When making the AT, STR is the standard Attribute when attempting to follow a creature in a natural
modifier used. A Swimming AT may be an instant or environment, when attempting to cover their own
persistent action. tracks, or when searching for hidden creatures. When
making a Tracking AT, PER is the standard Attribute
Sample Base Success Difficulties modifier used. Tracking is a persistent action.

Sample Base Success Difficulties


1–10: Swimming through still waters
11–20: Swimming through choppy waters or 1–10: Tracking over soft ground such as mud or
against a light current snow where deep tracks will be made
21–30: Swimming through rough waters or 11–20: Tracking through dense terrain such as
against a moderate current jungle or forests where many signs will be left
31–40: Swimming through swirling waters or 21–30: Tracking through flat terrain such as
against a heavy current dry grasslands or plains where footprints will
41–50: Swimming through a whirlpool or be limited
against extreme current 31–40: Tracking over terrain that leaves very
few signs such as through a running stream or
BEING STRUCK UNDERWATER desolate mountains
41–50: Tracking over terrain that leaves almost
Should a player be required to avoid an obstacle no signs of passing such as bare rock, or too
or strike while submerged in water, an instant many signs such as a heavy populated roadway
Swimming AT is made in lieu of an Evasion AT. The
result of this AT is then halved, rounded up, and
compared to the aggressors AT to determine if the
character is struck.

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Sample Difficulty Modifiers Obscuring Your Tracks
Tiny Creature: +10 When a player wishes to avoid being tracked
Small Creature: +5 , they may make a Tracking AT to do so. This
Medium Creature:0 represents using their specific knowledge of Tracking
Large Creature:–5 to deter an opponent by creating confusing signs for
Huge Creature:–15 the tracker. The result of this AT is halved, rounded
Giant Creature:–25 up, and then added to the difficulty of being tracked.
Colossal Creature:–60 A player must have at least 1 point in Tracking to
Per 24 hours passed since creature was in area: +5 do this.
Raining: +10
Recent snowfall after tracks have been made: +20 Searching For Hidden Creatures
Following The Trail There are times when a player may believe there
is a hidden creature in the immediate area. The player
Every point of CAP accrued from a successful may spend one phase to search, making a contested
Tracking AT allows the player to follow a creature’s Tracking vs Stealth AT, success meaning the hidden
trail for up to 1Km per CAP, after which another AT creature’s position is revealed. Failure means the
should be made based on the newest trail conditions. hidden creature remains undiscovered.
An AT failed by 5 points or less means the trail has
been lost. The player must spend 1 hour attempting
to find the trail again before making another AT
attempt. Failing an AT by 10 or more means the
player picks up the wrong trail and heads away from
the intended target.

139
“Commander! Commander Aalock!” the retainer called as he sprinted up the hillside. The boy no more than fifteen years
of age came bearing ill news.
“What is it, Jeref ?”
Out of breath and panting the boy replied, “The Garaith sir. Elrath’zir is with them.”
Aalock’s eyes widened and a pit formed in his stomach. In all his years he hoped to the gods that he would never have to face a
Legacy bearer, but the time had finally come. After a moment of utter despair, he clenched his teeth and straightened his back.
“Colin?” Aalock called out. Another of his retainers, this one a young man came rushing forward. “Colin, prepare my horse.”
He hurried off.
Aalock added a command, “And find my son.”
“Where is that damned boy?” he muttered.
Down on the battlefield, Aalock’s warriors began to fall in droves to the magics of the Garaith Legacy bearer Elrath’zir. Their
swords, spears, and arrows were nothing to him. In his right hand, a gnarled wooden staff fitted with what seemed to be a still living
eyeball. The massive organ darted around, peering hard at Elrath’zir’s victims. His left hand shimmered and pulse with violent
energy. Around him, mythical beasts, imps, demon spawn and other atrocities from inconceivable planes of existence performed his
bidding and annihilating Commander Aalock’s warriors.
Commander Aalock drew his mighty longsword and rode out onto the battlefield. Scores of Garaith and human alike lay
dead or dying around him as he made for the heart of the battle. Finally, he spotted the Garaith Legacy bearer, but it was already
too late.
Elrath’zir made a final hand motion and in an instant, a fiery red portal opened behind him. All on the field halted and turned
to look. A massive roar came from beyond the portal. It shook Aalock’s innards and his eyes watered. He was thrown from his mount
as it reared in terror.
Finally, a massive clawed hand reached through the portal and grasped the edge to pull itself through. The horror that emerged
was unimaginable. It was some dragon/demon hybrid creature covered in horns and bony spikes with flaky, burnt, scales that snorted
with earth shaking resonance. It unleashed a fiery breath that incinerated Garaith and human alike.
Aalock brought up his shield in defense, but quickly felt the metal bubbling up and melting away. With a weakened voice
he tried to call for a full retreat, but he could no longer hear the sound of his own voice as it was snuffed out by the sheer power of
Elrath’zir’s demon slave. Despite the silence of Aalock’s command, all of his brave warriors who fought that day turned to run. They
were being mercilessly cut down by the Garaith and the demon beast alike.
Commander Aalock lay in defeat with blood dripping from his ears and mouth, his very insides pulverized by the
overwhelming volume of the creature. Finally, a massive Garaith warrior stood above him, readying his axe to grant him passage
to the gods. Aalock looked to the skies. Night had finally come.
No, not night. Shadow. Before he could react, the Garaith above was split in twain by a inky black weapon. Aalock stared in
surprise. He looked around. All across the battlefield, the shadows of his enemies came alive and tore at those who cast them.
The demon spawn too was locked in battle with its own shade and in what seemed like an instant, the battle was won. The
summoned beast and the Garaith all slain by their own shadows. Aalock sat in stunned silence until a hand smacked the shoulder
of his soot covered armor; a hand bearing the mark of a bearer. Aalock looked up, and through tear blurred vision saw the visage of
his son Soran giving him a crooked smirk before moving to dispatch Elrath’zir.
The wizard was slowly choking to death on his own blood, his own victorious shadow and Soran standing above him. Through
spurts of crimson fluid, Elrath’zir spat curses at the Shadowmancer. Soran silently placed the tip of his sword on the wizards breast
and slowly drove it between his rib bones and into his heart.
The day was won.

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0
Chapter Six: Legacy
When Alshara first created the Arga’sheel, he this means inheriting some of the power (or even
sought out every source of magic he could find. memories) of the heroes whose magic was stolen to
Making the god-tongue real required more mystic create the Legacy in the first place.
power than any single mortal possessed, including
Alshara himself. LIGHT
To craft the physical manifestation, he needed
power from proper sources that would sync with five
components that together create Arga’sheel. Each of The light of creation is the heart of the Light
these components represent a specific type of divine Legacy. The power to heal, restore and protect, this
power, with its own means of influence. piece of the Arga’sheel is said to be what makes the
Since he could not channel the power needed stars burn so brightly and its power can be used to
to make the Arga’sheel outright, Alshara and his cult restore life or cleanse the world with starfire.
stole magic from multiple sources and bound it to the
appropriate components of the Arga’sheel. DARK
In this way, Alshara took the 5 components -
Change, Elements, Calling, Light and Dark, and filled It is said there is darkness in the absence of the
them one by one with appropriate power. He was Elder God, and this darkness has a malevolence. The
then able to complete an equally inconceivable task Dark legacy is power over corruption, death and the
and bind them together into the single entity, if only shadows. Those who once commanded this magic
for a moment. were known by many names most of which reviled
Now, having long been broken apart by Forenon by their peers.
the Betrayer, whenever Legacy surfaces in the land Necromancers who commanded the dead,
of Laruna it arrives as one of the 5 components. Each assassins who traveled through shadow, each was a
component lends its characteristics and abilities to force of fear in their time before lending their magic
those who possess it, and for the Legacy Cearers, to the Dark legacy.

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Many parents find a need to hide their child’s
CALLING mark from prying eyes because of this. This of course
is made much easier if the mark is in a commonly
The unknown is a vast concept and the power covered area of the body, but having the mark on a
to pierce or command it is a significant one. From location such as the face can make this all the more
beyond the known world, summoners have brought difficult.
forth mighty creatures, while gatekeepers bend the Magic and illusions can be used as temporary
laws of time and space to alter Laruna’s history. solutions but sadly this often relies on the parents
Together their power fueled the Calling Legacy, trusting a stranger with their secret.
a power to beckon or command the intangible.
BEING MARKED
CHANGE Though being born a Legacy Cearer means
different things to different people, some of the
The magic of transformation manifests in various experiences they endure are constant.
practices and traditions. Alchemists would seek to Besides their mark, there are no obvious
change lead to gold while shapeshifters transformed differences between an ordinary mortal and a Legacy
their bodies into a myriad of weapons. Cearer. They can, and often do, live relatively normal
Often believed to be the most consistent and lives in accordance with how their society handles
unassailable of the five legacies, change is ever their inheritance.
present in all things. The divergence from this normal life takes place
when they first come in contact with other Legacy.
ELEMENTS For some it is meeting another Legacy Cearer like
them self, for others it is coming in contact with
Once believed to be the building blocks of the corrupted creatures or a nexus.
cosmos, the elements of fire, water, air and earth are Regardless of the circumstance, from the
each a primal force of creation. Mastery over these moment a bearer witnesses Legacy outside of their
elements has long been sought by many. Sorcerers own, they become fully aware of the fact that Legacy
seek such dominance for power, while Sora’somin yearns to rejoin with other Legacy.
took devoted their skill to harnessing them as What was once part of the Arga’sheel forever
weapons. desires to become united again, thus all who possess
Legacy understand why corrupted and Kreesh are
THE MARK endlessly hungry. Having been the Arga’sheel’s
intended destination, mortal bodies can better
A mortal born with Legacy will bear a very sustain and repress this urge, preventing them from
distinct mark somewhere upon their body. This mark becoming ravenous monsters in their own right.
is obviously magical in nature and always the same For most bearers, their Legacy subtly aches when
for a given Legacy. in the presence of Legacy outside their own. This
For this reason, it is nearly impossible for a child sensation gives the bearer an intuitive understanding
to be born with Legacy and not have such a thing that external Legacy could be absorbed if only it
be known to those present for the birth. The mark could be free of whatever possesses it.
itself can appear on any part of the body, sometimes This realization is a formative development in
leading to them being easily concealed, even after most bearers lives. Depending on their age at the
maturity. time it occurs, their upbringing, and their personal
viewpoints, learning that the greatest power on
SECRECY the face of Laruna can be gathered by force is an
impacting revelation.
Being a Legacy Cearer can mean a life in the Prior to this first contact, Legacy Cearers
public eye. Those with the power to change the world could more or less ignore their inheritance with the
often do, and their names are not easily forgotten. exception of the mark they possess. After such an
Different Legacies suffer from varied stigmas event, however, specific characteristics manifest,
depending on the region the bearer is born in and demonstrating which Archetype their Legacy is
the beliefs of the natives. shaped in.

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2
unrivaled which all but assures that any organization
ARCHETYPES of significance will have at least one such member
amongst its ruling body.
Each of the 5 Legacies lord over large spheres
of influence, but when a mortal inherits their Legacy THEIR PLACE IN THE WORLD
at birth a specific source of this power called an
Archetype defines what characteristics they will Being desired for their magical prowess is not
inherit. the only association society makes when discussing
When Alshara stole the magic of Laruna to Legacy Cearers. Each of the five Legacies is made
infuse the Arga’sheel he also took some of the spirit up of the histories of those whose power gave them
of each of the magical sources. In the case of the life, and these histories inspire plenty of emotional
mortals of vast power used for this process, some of response from those who know them.
their abilities, tendencies and even memories were It is quite common for Legacy Cearers to be
captured as well. This manifests itself in each new viewed in wildly different manners depending on
Legacy Cearer, causing them to inherit very specific which of the five legacies they possess. A city once
powers as well as a dominant behavioral trait. tormented by the magics of a Sorcerer may have a
Once first contact is made, a bearer’s Archetype long standing bias against the Elements legacy. This
is fully awakened, giving them immediate awareness same city may have been saved by a Starcaller, and
of exactly what they are capable of. This can feel like thus see bearers of the Light Legacy as something to
someone recalling long forgotten memories, and for be revered.
good reason. These varied viewpoints and prejudices cause
That is what is actually occurring; the memories many bearers to keep their identity or archetype
just aren’t theirs. The knowledge, skill and awareness hidden from the public for as along as they can
bestowed by a Legacy’s Archetype is always vague manage, buying them time to discern how a particular
insofar as the bearer never truly gleams a specific area might receive them.
identity from the memories. They are more like Despite varying from domain to domain, there is
fragments of understanding, making the bearer nowhere in Laruna a bearer can go without bringing
clearly aware of what they can do, or will be able to with them a tremendous preconceived perception. In
do, but without much detail as to how they know this. one area they walk like gods among mortals, enjoying
In this way a bearer born with the Lightbringer cheers and adulation. In another, they are shunned,
Archetype who makes first contact would immediately scorned or even hunted for being blasphemous
be aware of what they can (or could) do with the creatures. The only reaction a bearer will most likely
power of the Light, but they would not normally recall never be exposed to is indifference.
specifics such as “Tyvas the Pure used illuminate to
save travelers from the Mesmulot.” LIMITATIONS
POWER STRUGGLES With all that Legacy Cearers can do, it is easy to
assume they are godlike people with limitless power,
Calling forth a Skylord or raising an army from but this is far from the truth. Part of surviving as a
the dead are earth shaking events that can alter the bearer is coming to the realization that even Legacy
course of history, and doing so causes the whole has its limits.
world to take notice. Such power is a highly sought For one, the bearer is still a mortal and as
after commodity, thrusting Legacy Cearers into the such, can die. Many foolhardy bearers have taken
political and military intrigue of the world whether for granted what can be accomplished by generally
they wish it or not. How could a kingdom or nation inferior forces when they band together.
expect to keep their territories safe if their enemies Beyond their mortality, they are not endless
had access to the power only a Legacy Cearer can reserves of power. Energy, .ana and 4tamina will all
possess? This places known Legacy Cearers into the deplete with exertion and in time the Legacy Cearer
world’s arms race, causing ruling parties to view them can find they no longer have the strength to contend
as either valuable assets or dangerous liabilities. with their enemies. Couple these with the ever
Due to this influence, Legacy Cearers can present threat of falling prey to corrupted creatures
be seen at the top of every powerful kingdom’s or or Kreesh, and it becomes clear how Legacy Cearers
nation’s infrastructure. Their magical capabilities are have not become the sole power in Laruna.

1
143
LIGHTBRINGER
Legacy: Light
DESCRIPTION
Lightbringers
L ight
htbr
b ingeers use
u the power of the light to stand
vvaliantly
va lian
li antly against
agaiinstt the
th darkness. Their powers hone
light
lighht magicc in a number of ways to provide
he
healing
ea
alin for the wounded, protection for
al
the
th
he w weak, and justice for the wicked.
Noteworthy Lightbringers have
No
N
performed
per
pe r miraculous feats that still
live
liv
li v on as legend.

HISTORY
Before the 6th age of
Laruna, Lightbringers were
members of an order devoted to
the sun goddess Sadreen. The
noble warriors were charged
with answering the calls of the
people and acting as their sword
or shield whenever necessary.
Humble men and women
tirelessly devoted to serving
Sadreen’s will, the Lightbringers
took no payment from the church.
Instead,
Ins
In stea
ea local cities or villages needed
only
on ly to build
bu a shelter and supply donations
at iits
ts door.
doo
oor. In In time,
t the church would assign a
newly
neewly anointed
ano ointted Lightbringer to the shelter and
from
fr om tthat
hat day
ha da ay on the Lightbringer would work
independently
in
ndependenttlyy by serving the people’s needs.
A single token,
tok e issued by the church, could be
ken
plac
pl
placed
a ed in n ththe
he contraption outside the shelter.
Once
O
On ce d donated,
onatted
on ed the box would lock, preventing
others
o
ot hers
he rs ffrom
rommd donating. The Lightbringer would
need
ne d to co com
complete
m
mp the desired task before they
could
co
oul
uld ha have
hav vvee tthe donation collected by the
church.
church h. ThThis
his forced both the petitioner and
Lightbringer
thee Li
th ight
ghhtbrri ng to explain their actions to the
rin
church
chur
ch urch rep representative,
pre allowing a third party
t hold
to hol
oldd both
booth accountable for their actions.
For th
Fo thee commonfolk, a Lightbringer’s
presence
pres
pr esen
e ce w was almost uniformly seen as a
bles
bl
blessing.
essi
sing. Byy donating tokens which were

144
1 44
Legacy Arc
+1 STR +1 Ability
+15 Health +1 CHM +2 Light Magic
+15 Mana +15 Stamina
+1 Ability +1 INT
+1 Light Spell

+1 STR
+1 CHM
+2 M. Combat

freely obtained from the church, they would have This state of affairs has lead to some churches
the opportunity for major assistance in any trouble opening their doors to those they never thought
that would ordinarily be out of their reach. These possible and has created some strange bedfellows.
tokens could only be gained once a year, making the Lightbringers now find themselves with an
petitioner’s choice of desired assistance a carefully inherent inability to turn away those who request
weighted decision. Unlike the commonfolk, many aid in the proper manner, turning unsuspecting
people of influence or power did not share this Lightbringers from thieves into protectors and from
positive opinion. On occasion the downtrodden killers into heroes.
would bring the Lightbringer in direct opposition of While some Lightbringers decide to take
the movers and shakers in an area, leading to more their mark as a sign to dedicate themselves to an
than one politician, business owner or even king appropriate order, just as many have turned to
being deposed. solitude to try and avoid the burden of having to
help those in need.
Lightbringers Today
Starting Benefits
Long after the last Lightbringer church was
closed, the promise of a Lightbringer in dark times Legacy Ability: Sacred Weapon
remained a part of common folklore. After Arga’sheel 1 Light Spell
was restored to Laruna and the Lightbringers +2 STR, +2 CHM, +2 Light Magic
returned, many churches of Sadreen rejoiced.
The Lightbringers were back, and now Legacy Trait
universally more powerful than other mortals. Their
presence was also more necessary than ever, now that Savior: You have become magically bound to
the very land itself seemed to be creating monsters the Lightbringer traditions of old. You may not refuse
that no ordinary mortal could possibly handle. an act of service that is requested of you if made
Of course, once the first Mesmulot Lightbringer under the proper conditions.
walked into a Church of Sadreen, all of that changed. A request for an act of service must be made
Now, both devout followers and avowed non- without malice or guile, and come from a place of
believers must learn to adapt to the new reality that genuine need.
the Lightbringer Legacy has not chosen its bearers by This request must be accompanied by a small
religious belief or pre-existing dedication to a cause, token - traditionally a single, low value coin.
but instead seemingly at random.

145
LEGACY VIRTUES
DAYBREAK
I have lived longer than most mortals here in
Laruna. As one of the last of the Fallen, my Descendant
eyes have been privy to a world of change. Kingdoms
have come and gone, countless wars have been waged,
and the land has shifted endlessly. I thought I had seen
it all. I was wrong. I never imagined seeing night turn
to day in an instant. I didn’t think it possible that the
dead could simply get up and walk again; that an entire
armies’ wounds could mend in seconds. I have never
witnessed such might, even though I once possessed the
"rgahsheel myself. This is truly something new unleashed
upon the world. This is the dawn of a new age.
Kyan the Elder
The Lightbringer summons a giant golden orb
overhead, bathing the entire area in bright, refreshing
sunlight.

Type: Legacy
AT: LR + INT
Cost: 100 Energy
Range: 100m
Duration: Instant/Special

Base Success: All allies in a 100m radius of the


orb are healed for 20 Health. The orb lingers for 2
phases, providing warmth and sunlight.

(1c) Strength Adjustment: +1 Health restored


(4c) Duration Adjustment: +1 phase linger
(10c) Special Adjustment: Invigorate
All allies regain stamina equal to the Health
recovered
(10c) Special Adjustment: Celestial Spirit
All allies regain mana equal to the Health
recovered
(25c) Special Adjustment: Awaken
All deceased allies within the radius are
returned to life at 1 Health; They will then
receive the Health recovery from the base effect
(40c) Special Adjustment: Hand of Sadreen
All allies within the radius have their Health
and Stamina completely restored. All deceased
allies are returned to life at full Health and
Stamina.

146
146
RADIANCE SANCTUARY
No power more so than Radiance portrays the She promised that we would be safe, and I confess,
Lightbringer as a true avatar of his god. Charging I didn’t believe her. I gripped the hilt of my sword only
forward, weapon held high, his entire body burning for fear that my fellow guardsmen would notice my
with light—a truly awe inspiring sight for his allies, hand shaking. We stood outnumbered and watching
and a supremely intimidating sight for his foes. the attacking forces pour over the towns flimsy walls,
The Lightbringer channels the spirit of Sadreen, I thought about how it wouldn’t matter—we’d all be
converting their entire form, possessions and all, into dead after the first volley of arrows anyway. I watched
a fiery golden angel. that volley break on an invisible shield before us. She
turned to us stone-faced and commanded we march
Type: Legacy forward because victory was ours. I charged forward
AT: LR + STR without thinking. I believed her.
Cost: 100 energy The Lightbringer holds their hands out to the
Range: Self side, summoning a massive protective aura centered
Duration: 5 phases upon themself.

Base Success: You gain +10 STR and +10 Base Type: Legacy
Magic Skill. AT: LR + CHM
Cost: 100 energy
(2c) Strength Adjustment: +1 STR Range: 50m
(2c) Strength Adjustment: +1 Base Magic Duration: 3 phases
Skill
(5c) Duration Adjustment: +1 phase Base Success: You create a magical aura
(10c) Special Adjustment: "SNPSPG-JHIU extending from your person that cannot be crossed
You gain ARM (All) equal to STR gained by mortal creatures or pierced by mundane weapons.
(10c) Special Adjustment: 4PMBS%JTSVQUJPO Legacy-bearing creatures and magical weaponry may
You gain PRO (All) equal to STR gained pass through at will.
(15c) Special Adjustment: 'JFSZ8SBUI
You deal STR damage (Fire) to all enemies (1c) Range Adjustment: +25m
within 3m per phase (2c) Duration Adjustment: +1 phase
(15c) Special Adjustment: "OHFMJD (10c) Special Adjustment: Unchained
You form a pair of golden wings, granting flight You may anchor the aura so that it does not
at 2x base movement speed move with you; It may not be moved once
(40c) Special Adjustment: #PEZPG4BESFFO anchored
You gain +10 STR, Armor of Light, Solar (10c) Special Adjustment: No Escape
Disruption, Fiery Wrath and Angelic; In All creatures require your permission to exit the
addition, when the effect ends, you violently aura; this permission is granted at will
expel the sunlight in a 15m radius, causing all (10c) Special Adjustment: Resilience
enemies to suffer STR damage (Celestial) and All allies inside the aura gain +25 ARM(All)
get knocked back 15m and +25 PRO (All)
(20c) Special Adjustment: Resistance is.. possible
Magic weapons and magical effects may not
pass through the aura
(25c) Special Adjustment: Impregnable
Legacy-bearing entities may not pass through
the aura unless they succeed on a contested LR
AT; the result of this AT lasts for the remainder
of the Sanctuary’s duration
(40c) Special Adjustment: Will of Sadreen
No creatures outside the aura may pass for any
reason unless permitted by the Lightbringer. All
allies inside the aura are completely immune to
all damage for the duration.

1
147
CONDEMN
LEGACY ABILITIES If there is one consistency throughout the lands
of Laruna, it is that no mortal wishes to be cursed by
ANOINTED the gods. As an arbiter for Sadreen, the Lightbringer
In times of great need, the Lightbringers have been has some capacity to enact her judgment upon another,
known to deputize a good soul to help carry out a task. causing several debilitating effects.
Some claim to have seen a peasant farmer wielding a The Lightbringer mutters a curse and gestures
fiery pitchfork, while others claim the town fool rode at a target. The target dims slightly, as some of the
bravely into battle on a magnificent divine steed. light in the area is drained away.
The Lightbringer touches any target they deem
worthy, and utters a blessing. The target is infused Type: Legacy
with a sliver of the Arga’sheel, receiving a new power. AT: LR + CHM
Cost: 15 mana
Type: Legacy Range: 10m
AT: LR + CHM Duration: 3 phases
Cost: 10 mana
Range: Touch Base Success: Condemned targets are slowed,
Duration: 3 phases moving at half their normal movement speed. In
addition, they receive +5 damage (Celestial) from
Base Success: The recipient gains the use of all Base Strikes or Base Successes that produce magic
one of the Lightbringer’s known Legacy Abilities or damage.
known Melee Combat skill of the caster’s choosing
for the duration. If an Advanced Melee Combat (1c) Range Adjustment: +1m
skill is chosen, the recipient receives the Base (4c) Duration Adjustment: +1 phase
Skill as well. The target will make all ATs at the (4c) Strength Adjustment: +1 DMG Modifier
Lightbringer’s Legacy Rank, or Melee Combat skill (Celestial)
rating, respectively. Only one target may be Anointed (10c) Special Adjustment: Damned
at any given time. The condemned target is slowed further,
and now receives -2 to any ATs made for the
(1c) Duration Adjustment: +1 phase duration
(5c) Strength Adjustment: +1 to chosen (20c) Special Adjustment: Atonement
Melee Combat Skill If the condemned target lands any type of
(10c) Duration Adjustment: Deputy strike on an opponent who did not strike them
The base duration lasts for 1 hour first, they fall to their knees in shame, and are
(25c) Special Adjustment: Blessed paralyzed for one phase. The target is aware
You may grant both an ability and an offensive they suffer from Atonement and that this will
combat skill. occur. Once paralyzed, all effects of Condemn
immediately end.
BASTION
For most denizens of Laruna, the sight of a EYES OF JUSTICE
Lightbringer is extremely comforting. Where he walks, The gaze of the Lightbringer is rightfully feared by
there is light. Where he speaks, there is justice. Where those who have sinned or have malicious thoughts. The
he stands, there is protection. Where he acts, there is god of justice does not allow his devout servants to be
hope. Those who cannot defend themselves are quick taken advantage of or treated unfairly. May the eyes
to seek the shelter of a Lightbringer. of the Lightbringer light the way for us.
Effect: The Lightbringer gains a permanent Effect: The Lightbringer gains a permanent +1
+1 Endurance. The Lightbringer emits an aura of PER and +5 Reaction.
protection, granting themself and all friendly targets Any time the Lightbringer looks upon a target,
within 10m: +8 ARM(All), +8 PRO (All) and +4 they will be able to sense whether the target believes
RES(All). In addition, any entryway within this radius he is telling the truth. In addition, the Lightbringer
(such as a door or gate) takes half damage from all can both sense hidden persons within 15m (although
sources. This effect does not stack. not necessarily see) and sense hostile intent of anyone
gazing upon him.

148
8
GIFT OF LIGHT RECHARGE
/PU BMM -JHIUCSJOHFST CFMJFWF NBSUJBM QSPXFTT 5IFTVOHSBOUTMJGFUPBMM CVUUPUIF-JHIUCSJOHFS JU
JT UIF POMZ BOTXFS UP B QSPCMFN 5IFSF BSF NBOZ JTBMTPBTPVSDFPGTUSFOHUIBOEFOFSHZ"MMCVUUIFNPTU
XIP IBWF EFWFMPQFE UBMFOUT JO UIF NBHJDBM SFBMN WJDJPVT PG GPFT XJMM IJEF BXBZ VOUJM TVOTFU XIFO UIFZ
5IFZ FOKPZ UIJT GPS UIF WFSTBUJMJUZ JU PGGFST  BOE VTF DPOGSPOU B -JHIUCSJOHFS CMFTTFE CZ 4BESFFO JO UIJT
UIJT LOPXMFEHF UP CPUI PVUTNBSU UIFJS FOFNJFT BOE XBZ
TPPUIFUIFXFBL Effect: The Lightbringer gains a permanent
Effect: The Lightbringer gains a permanent +1 END. The Lightbringer remains still and opens
+1 INT. When casting Light spells, Alternate Base their senses to the sun. After 5 phases, they begin
Successes cost 5 less CAP. to regenerate 2 Health, 5 Stamina and 1 Mana per
phase spent meditating. If the Lightbringer moves,
INSPIRE the effect immediately ends. The Lightbringer must
Whether on a field of battle, or a skirmish in a be in direct sunlight for this to function.
small village, the Lightbringer’s presence is always
a welcome one. Never faltering nor afraid, they are RETRIBUTION
capable of leading others through great strife, and Many think of justice as a simple ideal that
instilling determination in their allies. Serving as a can never truly be reached. Those at the end of a
beacon of light in the darkness, they draw out the best Lightbringer’s weapon know this to be false. Justice
in those around them. can have very real effects that are felt directly by the
The Lightbringer raises his weapon high and purveyors of evil.
yells a rallying cry. All allies within range are inspired The Lightbringer chooses a hostile target within
and receive the following effects. range. That target must direct their aggression
toward the Lightbringer or suffer the consequences.
Type: Legacy
AT: LR + CHM Type: Legacy
Cost: 10 mana AT: LR + CHM
Range: 10m Cost: 10 mana
Duration: 5 phases Range: 10m
Duration: 3 phases
Base Success: All allies within 10m receive +2
to all skill-based ATs, +3 bonus Damage (Celestial) Base Success: If the target of this spell
to all Strikes, and +5 RES (Dark) successfully strikes someone other than the
Lightbringer for the duration, the Lightbringers next
(1c) Range Adjustment: +1m successful melee strike against them will do +25
(2c) Strength Adjustment: +1 RES (Dark) damage (Celestial). This effect does not stack.
(4c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 Celestial (2c) Range Adjustment: +1m
(12c) Strength Adjustment: +1 AT bonus (4c) Damage Adjustment: +1 Celestial
(15c) Special Adjustment: Fearless (4c) Duration Adjustment: +1 phase
Immune to fear effects for the duration (10c) Special Adjustment: Long Arm
(20c) Special Adjustment: Zealotry The retribution damage may be added to your
Allies are inspired further, receiving +25 next ranged attack or magical ability
Temporary Health and +30 Temporary Stamina
for the duration of the effect

1
149
SACRED WEAPON SUNBEAM
The Lightbringer may be a warrior of little means, The Goddess of the Sun grants the Lightbringer
but the ultimate utilitarian never finds himself without many tools for his arsenal, including the ability to
divine arms. The faint glow that surrounds whatever infuse her essence into a target. Enemies will be burned
the warrior touches is just an inkling of what is to come. away, while friends will be protected and healed.
Some even tell tales of these holy warriors shaping the The Lightbringer gestures at a friend or foe,
light itself into a fearful weapon. calling down a beam of sunlight to strike the target. If
The Lightbringer speaks a blessing, infusing cast indoors or underground, the beam still originates
any weapon held in their hand with holy power. The from a position near or above the caster.
weapon glows faintly with white light, and shines
radiantly when striking an evil or undead target. Type: Legacy
AT: LR + CHM
Type: Legacy Cost: 20 mana
AT: LR + CHM Range: 20m
Cost: 10 mana Duration: Variable
Range: Weapon
Duration: 1 hour Base Success (Hostile): Targets suffer 25
damage (Celestial) and are blinded, incurring a -2 to
Base Success: The affected weapon deals +10 all ATs for two phases
damage (Celestial) upon striking a target. This bonus
increases to +20 if the target is undead. In addition, (1c) Range Adjustment: +1m
this weapon can strike incorporeal targets as though (1c) Damage Adjustment: +1 Celestial
they were solid. (8c) Duration Adjustment: +1 phase blinded
(10c) Special Adjustment: Afterglow
(3c) Strength Adjustment: +1 Celestial, +2 The target shines faintly and may not hide or
vs undead turn invisible for 5 phases
(5c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Bonded Base Success (Friendly): Targets are healed for
You may recall your weapon to your hand as 15 health and are illuminated, receiving +3 health
an IFU action regeneration and +5 PRO (All) for 2 phases
(15c) Special Adjustment: Divine Authority
Your weapon ignores the first 15 points of a (1c) Strength Adjustment: +1 Health restored
target’s PRO (Celestial) (1c) Range Adjustment: +1m
(20c) Special Adjustment: Weapons of Light (4c) Duration Adjustment: +1 phase to
Your weapon now turns into pure light. The illuminated
weapon’s base damage is converted to Celestial (15c) Special Adjustment: Afterglow
damage. Anyone other than the Lightbringer The target shines brightly, giving all attackers
attempting to pick up such a weapon takes 20 a -2 to any M. Combat ATs to hit for 5 phases
damage (Celestial)

150
0
War Horse Base Success: The target suffers 15 damage
Legends speak of the ancient Lightbringer order (Fire) and makes an Evasion AT against the ATR
Solari and their unwavering devotion to the goddess that created this effect to avoid being knocked prone.
of light, Sadreen. Their piety was unmatched, and The steed disappears after the effect is complete.
each member rewarded with the gift of a divine steed Huge and larger creatures are not affected by the
from the deity herself. Far and wide, they were easily knockdown effect.
recognized by the glowing mount they rode, peasants
and kings alike rejoicing upon their arrival. (1c) Strength Adjustment: +1 Fire
The Lightbringer gestures at a target and (2c) Range Adjustment: +1m
summons a spectral flaming steed (appropriate to (25c) Special Adjustment: Permanency
race) to trample their enemy. The creature becomes corporeal after the
effect, granting the Lightbringer a war steed
Type: Legacy which follows all commands to the death. This
AT: LR + CHM steed does not require sustenance or rest. The
Cost: 15 mana Lightbringer may have only one active steed at
Range: 15m a time. It may be dismissed at any time. This
Duration: Instant horse has the same attributes as a common War
Horse (see page 368.)

151
SENTINEL
Legacy: Light
There are plenty of criminals in the world who What life has casually thrust upon them, the
believe they understand cruelty. Many underprivileged Sentinel chose willingly. The abuse, suffering and
or sick people think they understand hardship. They conditioning they are subjected to can not be understood
are all wrong. by anyone not of their order. To protect, to defend,
and never yield, one must fear, feel or be tormented by
nothing. No pain is great enough to have them give in.
No torment can break them. The Sentinel stands until
the end, and they meet that end without flinching.

Description
A defensive specialist, the Sentinel
uses protection powers complemented by
arcane attacks to become an unyielding and
enduring fixture in any conflict.

History
The Sentinels can trace their origin
back to an order of eldritch knights who
pledged their service to protecting the
nobility of Highland. During its infancy,
the nobles of Highland frequently
found their lives and the lives
of their family members in
danger. Assassins, such as
the notorious Shadowmancers,
were often put to the task of
eliminating these political
upstarts before their notion
of service to the masses
became widespread.
Because of this
persistent danger, an
order of eldritch knights
pledged their loyalty to
Highland and devoted
their skills to protecting
the nobles and their families.

152
Legacy Arc
+4 PRO (All) +1 Ability
+15 Health +1 Elemental +1 Light Spell
+4 Armor (Arcane) Spell
+15 Health +2 Light Magic
+1 Ability
+1 Armor
Technique
+2 M. Combat
+3 ARM
+1 Light
(Protection) Spell

Over the years this evolved into a deeply For the nobility, the name Sentinel now has
ingrained tradition and members of the order became the tarnish of commonality upon it, as the kings and
known as Sentinels. princes who were taught of the Sentinel’s ways now
Sentinels served as more than just bodyguards see the mythological protectors of their bloodline
to Highland’s nobility. They became the vanguard of reduced to mere bodyguards. For the commonfolk,
the Highland army bringing their defensive prowess the Sentinel’s shield has become elevated even higher
to several wars. Many soldiers owe their lives to the than it was in ages past, as that shield may now
Sentinel’s powerful protections—a fact that causes protect them as well. The one thing that both king
commoners to hold the Sentinel in high esteem. and pauper have in common is a newfound need for
Visiting dignitaries were often assigned a the Sentinel’s abilities, as they are often the bulwark
Sentinel escort to ensure their safety while within against raging Kreesh and the terrible destruction
Highlands domain. This practice earned the Sentinels that they bring.
a great deal of respect in areas well outside Highlands
borders. Even deposed rulers would sometimes seek Starting Benefits
shelter within Highland in the hopes of gaining the
protection of a Sentinel. Whether it be a protecting a Legacy Ability: Shield
noble’s child, bodyguarding a diplomat or leading an +2 END, +5 ARM (All), +25 Health
army to victory with minimal casualties, the Sentinel
was a well regarded force throughout Laruna. Legacy Trait
Sentinels Today Bodyguard: The need to live up to the Sentinel
name is deeply embedded in your heart.
The Sentinel’s ability to protect others is You may not let an ally or an individual you
unmatched even among other Legacy bearers. It is have deemed as innocent come to fatal harm without
only natural, then, that the Sentinels of today find stepping in and trying to protect them.
themselves in the same role as their namesake. The
fact that such esteemed levels of protection are now
available to more than just the nobility has made
for some interesting bedfellows for enterprising
Sentinels.

153
DIVINE PROTECTION
LEGACY VIRTUES She just wouldn’t die. I swear it was a dozen
arrows or so, I even watched an axe head bite so deep
BLESSING OF VIGOR into her breastplate the wielder couldn’t pull it out. She
When a Sentinel issued a draft call, the commoners severed his head, wrenched the axe out of her own chest,
would flock to their ranks. Every farmer, pauper or and threw it at me! Of course I ran, she can’t be killed!
baker knew that serving in their company would be When the Sentinel reaches 1 health, this
rewarded. If victory was achieved they could walk from ability activates and spends the required Energy
the battle with a new lease on life. Stories of commoners automatically. Effects that deal enough damage to
being untouched by plague or surviving a horseback bring the Sentinels health below 1 are prevented
accident were rampant in small villages. from doing so when this ability is triggered. Roll the
The Sentinel unleashes a powerful wave of light AT listed below to calculate the effects.
and protection from their person, covering all allies
in a faint golden glow. Type: Legacy
AT: LR + END
Type: Legacy Cost: 100 Energy
AT: LR + END Range: Self
Cost: 100 Energy Duration: Special
Range: 100m
Duration: 5 phases Base Success: All damage done to the Sentinel
is reduced to 0 for 5 phases
Base Success: All friendly targets within range
gain 100 temporary health for 5 phases. Any damage (15c) Duration Adjustment: +1 phase
done is applied to the temporary health first (10c) Special Adjustment: Clarity
You become immune to any mind altering
(4c) Strength Adjustment: +10 Health effects for the duration.
(5c) Range Adjustment: +100m (15c) Special Adjustment: Purge
(5c) Duration Adjustment: +1 phase All damage over time effects such as poison or
(10c) Special Adjustment: Fortitude disease are removed from the Sentinel when
All allies gain 100 temporary stamina for the Divine Protection expires.
duration.
(10c) Special Adjustment: Purge
All damage over time effects such as poison
or disease are removed from all allies when
Blessing of Vigor takes effect
(15c) Special Adjustment: Backup Plans
If any ally loses all temporary health, they
immediately gain +10 ARM(All) and +10
PRO(All). This lasts 10 phases
(25c) Special Adjustment: Lasting Strength
The temporary health granted does not fade
until it is lost through damage

154
154
(20c) Special Adjustment: Second Wind Base Success: All allies’ weapons within range
When Divine Protection expires, you now deal +10 damage (Celestial).
immediately regenerate ½ of your total health.
(40c) Special Adjustment: Divine Touch (5c) Strength Adjustment: +1 damage
When Divine Protection expires, you are (Celestial)
restored to full health, mana and stamina, and (5c) Range Adjustment: +100m
all damage over time effects are removed. (5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Brightness
Star Blades Wielders of Star Blades gain a +5 bonus to
Every man and woman on the field stopped for a Celestial spell ATs
moment to marvel at the sparkles their weapons shone (10c) Special Adjustment: Corruption Killer
with. From a distance it must’ve looked as if we were Star Blades deal +10 Damage (Celestial) to all
holding the stars in our hands as we charged the enemy Kreesh.
lines. It came as no surprise they could not hold us back. (10c) Special Adjustment: Starburst
The Sentinel unleashes a powerful wave of Light Any strike that causes 30 or more health to
energy from his person, enhancing the weapons of be lost by the target creates a bright flash that
all allies within range, covering them in the sparkles gives the target a -2 penalty to all ATs for one
of starlight. phase.
(30c) Special Adjustment: Culling of the
Type: Legacy Darkness
AT: LR + END Star Blades deal double damage to all Kreesh
Cost: 100 Energy of the Dark Legacy. This Additional damage is
Range: 100m considered Celestial.
Duration: 5 phases

155
(2c) Duration Adjustment: +1 phase
LEGACY ABILITIES (2c) Strength Adjustment: +1m range
(10c) Special Adjustment: Open Link
ELDRITCH ENHANCEMENT The Sentinel may take the entire damage of the
Even the Sentinel knows that sometimes the best strike
protection is to simply kill the opposition. If that fails, (15c) Special Adjustment: Deep Bond
they often know a clever spell or two to ensure they, or The Sentinel may choose to incur any or all
their ward, survive the retaliation anyway. wound penalties for his target for the duration
Effect: The Sentinel gains a permanent +1 to (30c) Special Adjustment: Fortified Bond
INT and a permanent +1 Legacy bonus to Elemental All damage incurred by the target is halved,
Magic. When casting any Protection or Arcane spell, rounded up, and then applied to the Sentinel.
Alternate Base Successes cost 5 less CAP. This damage is subtracted directly from the
Sentinels Health and cannot be reduced further
INDOMITABLE by ARM or PRO
There is no “gaining ground” with them. You
can not push, press or bully a Sentinel around the OATHSWORN
battlefield. Once they lay claim to a patch of dirt, you A tradition long followed by the fae, being
could move the skies or the mountains, but I promise Oathsworn means being magically connected to another.
you, the Sentinel will not budge. Their rage is your rage, their hate is your hate. You
Effect: You gain +50 Health and become enemies are their enemies, and so it goes.
immune to any knockback or knockdown effects. The Sentinel taps his shield three times, and
spiritually links to an ally or an enemy within sight,
LIFE LINK gaining several advantages.
The ultimate connection. The Sentinel will know
you like no other. Every pang of pain and every burst Type: Legacy
of joy. Sharing life essence is a way of life for the AT: LR + STR
Descendants, but this particular ability allows other Cost: 20 mana
races to share a taste of the otherworldly process. Range: 10m
The Sentinel pounds against their shield with Duration: 5 phases
their fist twice while gazing at a target within range,
forming a spiritual link. Base Success (Friendly): If both the Sentinel
and his ally are engaged with the same enemy,
Type: Legacy that enemy suffers an additional -3 penalty to any
AT: LR + STR Defensive AT made vs the Sentinel or his ally.
Cost: 20 mana
Range: 5m (2c) Duration Adjustment: +1 phase
Duration: 10 phases (2c) Strength Adjustment: +1m
(10c) Special Adjustment: Threatened Bond
Base Success: The Sentinel and their target Any wound penalties suffered by either party
become linked. When the target is hit by a successful grant the other an equal bonus to defensive ATs
strike, the Sentinel may choose to transfer up to half (15c) Special Adjustment: Link Dead
the Health damage taken by the target (rounded up) If either party dies, the other immediately
to themself. This may work in the opposite fashion, regenerates all lost Stamina and Health, and
although if the target wishes to take Health damage gains +5 to STR, AGI and END for 5 phases
for the Sentinel, the Sentinel must agree. This will
not affect unwilling targets. Armor and Protection
values do not apply to this Health transfer, as they
have already been applied at the time of the strike.

156
6
Base Success (Hostile): The Sentinel ignores up (30c) Special Adjustment: Testudo
to 5 ARM and 5 PRO of the linked enemy. The shield extends an invisible barrier around
you, rendering you immune to all mundane
(2c) Duration Adjustment: +1 phase projectile weapons. Magical arrows and effects
(2c) Strength Adjustment: +1m will pass through as normal
(4c) Strength Adjustment: +1 ARM ignored
(4c) Strength Adjustment: +1 PRO ignored SHIELD BLAST
(10c) Special Adjustment: Focused Bond Anyone who’s had the misfortune of being on the
You gain +4 to any ATs that target the linked front line of a charge that’s met by a phalanx formation
enemy, but lose -4 to any AT that targets any knows the fear of seeing a spear or sword reaching
other creature sharply over a shield towards their body. Just imagine
if they also knew the shield might just burst energy at
SHIELD them—they’d never charge again.
A Sentinel’s shield is their heart and soul. Never The Sentinel uses their shield as a focal point
out of reach and always at the ready, this magical relic to channel Arcane energy, shooting a blast out from
protects the Sentinel from all forms of attack. the center.
The Sentinel clenches their fist tightly, conjuring
an elaborate heater shield into their off-hand. Type: Legacy
AT: LR + INT
Type: Legacy Cost: 15 mana
AT: LR + STR Range:
Ra
ang
nge:
e: 110m
0m
Cost: 10 mana Duration:
Dura
Du ati
tioon: IInstant
nsta
ns tantt
Range: Self
Duration: 1 day Base
Ba se SSuccess:
uccess An
ss: A n arcane
arca ne missile
cane missile shoots
h ots forth
sho fort
fo rh
from
m thee center
cen
ente
terr of your
youur shield
sh
hieeld and
and
n smashes
sma
masshes
sh into
in
nto a
Base Success: A magical
magical heater
heateter shieldd forms
shieeld for
om mss in target,
rgett, dealing
targ dealling 12
de 2 damage
dam age (Arcane).
amag (Arcan
ane)
e .
your off-hand with the
h ffollowing
ollo
l wi ng sstats:
wing tats:
ta
(1c) Str
(1c) Strength
tren
engt
gth Adjustment:
h Ad
Adju
just
stme
men +1
nt:: + Arcane
1 Ar
A ca
ane
Weight: 5kg (2c)
(2 Range
c) Ran Adjustment:
nge Adjus ustmmenent:: ++1m1m
Block: 6 (8c)
(88c) S Strength
tren
tr engt
g h Ad
gt Adjustment:
dju
just
stme
st me ent
nt: +
nt: +11 missile
miss
miissiile
le
Cover: 12 ((12c)
(1 Special
2c)) Sp
2c pec
ecia Adjustment:
i l Adju
ia A
Add ust
stme
men nt: Ar
Arcane
Arca
c ne E
ca Explosion
xplosi
xp loosi
s onn
PRO "--
 +5 U
Up
Upon on impact,
impapact
ctt, the
th
he missiles
mis
issi
s lees explode,
exp
xplo
lod
de d
de, dealing
eaali
lin
ng h half
allf
the
tth
he dadamage,
damamageg , rorounded
roun
unde
dedd d down,
own
wn, too aall enemies
ll ene
n mimiesess
her tha
If someone other an th
than tthee ccaster
asterr attem
emptptss tto
attempts o within
w
wi thin 2m
itth 2m of thethee original
ori
rigi
g na
gi al target
t rg
ta get
pick up the shield,, it wil
ll fe
will feel
e unn
el natturral
ally
unnaturally ly hea avy
heavy
nky to
nk
(25kg) and too clunky ow ieeld ffor
wield o creatures w
or ith
it
withha
STR less than 15.

djustme
(5c) Strength Adjustment: mennt:: +
+1 1B lock
Block
(5c) Duration Adjust stme
ment
Adjustment: n:+
nt +1 1 da
d
dayy
dju
just
stme
(10c) Special Adjustment:mentt: BoBond ded
Bonded
You may recall you o r sshield
your hield
ld too yo
yyour
ur hand ass a n
an
IFU action.
dju
j stment
(15c) Special Adjustment: nt: Immovablee Ob O ject
Object
mmune to
The Sentinel is immune o all knockd kdow
knockdownown and
knockback effects ts wh
while wiwiel
eldi
ld ng thi
wielding his
is shield
this shield
dju
justme
(20c) Special Adjustment:ment:: Li ight As a Feather
Light
uced
uc
The shield is reduceded to 1kg in wei igh
ght, and
weight, and the
penalty incurred dudue to B l ck Rat
lo
Block tin
ing
Rating g is rreduced
educced
ed
by 5

157
1 57
SPIRITUAL GUARD TAUNT
These masters of protection are almost always The Sentinels of Highland are experts of
the most sought after bodyguards of royalty and other manipulating their enemy. Not just their footwork, but
important targets. Their edge is not simply a better their desires. It takes a special warrior to get under the
ability to defend their ward, but the ability to absorb skin of a cold blooded killer and inspire him to make a
an incoming blow meant for that target from anywhere mistake that he would’ve avoided ten out of ten times.
nearby, greatly increasing the survival chances of their The Sentinel grabs the attention of an enemy,
patron. compelling them to attack.
The Sentinel pounds against their shield once
while gazing at a target within range, forming a Type: Legacy
spiritual link. The next incoming strike meant for the AT: LR + STR
target will strike the Sentinel instead. A blue ethereal Cost: 10 mana
image of the Sentinel will appear in an instant in Range: 15m
front of the target, and defend against the blow as Duration: Instant
though it were the Sentinel. The spirit then shunts
back into the Sentinel, wounding them accordingly. Base Success: If the target is engaged in melee
combat with the Sentinel, the target must change
Type: Legacy his action this phase to make a single AT against the
AT: LR + STR Sentinel.
Cost: 15 mana If the target is disengaged and at range from the
Range: 5m Sentinel, the target must either make an attempt to
Duration: 1 hour/1 AT engage in melee combat with the Sentinel, or use a
ranged AT or ability against the Sentinel.
Base Success: Any hostile AT directed towards If the target is engaged with one or more
the linked target is instead directed toward the opponents in melee combat, but not the Sentinel,
Sentinel. The attacker rolls as normal, but instead the target is distracted by the Sentinel, but remains
uses the Sentinel’s appropriate Defensive AT. engaged in melee with their other opponents. The
Any damage or effects done by the AT, whether target receives a penalty for the remainder of the
physical or magical, are immediately done to the phase as though he were defending against the
Sentinel. Damage is calculated as though the attacker Sentinel as an additional opponent.
were striking the Sentinel. Special effects such as This ability has no effect if the target has already
rooting, knockbacks or knockdowns apply as normal, acted this phase.
and take effect at the Sentinel’s current position.
Once the AT occurs, whether successful or not, (2c) Range Adjustment: +1m
the effect ends. If the Sentinel exceeds a distance of
30m from the target, the effect fades. If the AT causes
the attacker to accrue CAP against the Sentinel, any
unspent CAP accrued is lost.

(2c) Duration Adjustment: +1 hour


(2c) Strength Adjustment: +1m
(2c) Strength Adjustment: +10m link range
(10c) Special Adjustment: Persistence
This ability lasts for two ATs
(20c) Special Adjustment: Stalwart Defender
If the attacker’s AT was unsuccessful due to the
Sentinels defense, the effect remains in place.
(20c) Special Adjustment: Strength of Spirit
All damage incurred is halved, rounded down,
and then applied to the Sentinel

158
158
WARD
The blessing of a Sentinel is miraculous. Once
offered, it is said only the gods themselves can pierce it.
The Sentinel traces their hand in the air in front
of a target, placing a magical ward over them.

Type: Legacy
AT: LR + STR
Cost: 20 mana
Range: 1m
Duration: 1 hour or 1 Base Success

Base Success: The next non-Legacy Base


Success directed towards the warded target will fail
and have all damage reduced to 0. Any Legacy type
ability will have its difficulty increased by the ATR
that created the Ward. The target gains +5 ARM (All)
and +5 PRO (All).

(2c) Duration Adjustment: +1 hour


(4c) Strength Adjustment: +1 ARM
(4c) Strength Adjustment: +1 PRO (All)
(15c) Special Adjustment: Persistence
The ward lasts for two hostile Base Successes
(20c) Special Adjustment: Polarized
The attacker is knocked back 5m after
attempting their AT, whether successful or not

159
1 59
STARCALLER
Legacy: Light
So
Some
ome
me sayay tthat
hatt the stars and planets in the sky are
ha This group of eager minds found answers and
the
h godsd themselves.
h l As they move about in the heavens, guidance in a Descendant named Lomorith. As was
so do the constellations. To chart the movement in the every Descendant, Lomorith was charged with giving
sky is to know a piece of the gods power. The ancient the humans an education about the Young Gods. He
Starcallers sought to glean that power long before upheld this obligation, taking those eager to learn of
Alshara was known to Laruna. the Elder God and forcing them to learn extensively
Now, with the Arga’sheel and the knowledge of about the Young Gods, even if only to have Lomorith
the celestial bodies combined, their abilities reach new give insight to the Elder himself.
heights in this age of chaos. Lomorith was a special Descendant who studied
the Elder God’s methods and designs thoroughly.
DESCRIPTION Called the Architect, Lomorith was the only of his
people who was privy to the Elder Gods design for
The Starcaller changes the fabric of fate by the cosmos. Thus, when a small group of humans
manipulating and drawing upon the stars in the sky. cried out for more knowledge about the Elder God,
Lomorith handled the group personally. To these
HISTORY humans he taught the inner mysteries of the cosmos.
Often called the “Grand Design,” Lomorith preached
Early in human history, learning about the that much of Laruna, and the many other worlds
Young Gods from their Descendant teachers was a unknown to her inhabitants, are ruled by the laws
significant part of every man and woman’s existence. written in the stars. Lomorith claimed that the “rules”
Possessing a strong free will, humans quickly took of the universe were displayed in the sky for all to
to formulating opinions of their own regarding the see. With a proper education, a person could not only
Young Gods, and a small group quickly decided that better understand their world, but also learn how to
they were far more interested in the Elder God than manipulate the very laws of existence.
they were in his children.

+1 Ability +1 Spell (Any)


+2 R. Combat +1 INT +1 PER
+2 M. Combat +1 CHM +1 CHM
+15 Mana +1 INT
+1 Light Spell
+2 Light Magic

+1 Ability
+1 PER
+2 Light Magic

160
0
Years later, students of Lomorith would come Starcallers are also seldom ever lost, as they
to be known as Starcallers, mages who could create have a natural understanding of the position of stars
star patterns on their own skin and bend the laws of in the sky, making excellent navigation one of the
the reality to their wishes. Studying, altering, and more grounded elements of a legacy that often finds
admiring the Grand Design is the focus of every itself above concerns.
Starcaller. Through the ages, the mysterious and
often misunderstood group has been beseeched for STARTING BENEFITS
wisdom or aid. Time and again the Starcallers have
shown great ability, wisdom and skill in settling issues -FHBDZ"CJMJUZ Zodiac of the Eastern Sky OR
or guiding people through important decisions. Zodiac of the Western Sky
During times of war, the Starcallers have 1 Light Spell (Celestial)
used their abilities to bring the powers of +2 PER, +1 CHM, +1 INT, +2 Light
legendary beings to the battlefield. Famous Magic
heroes and beasts of past ages, who are
recorded in the zodiacs of the sky, are briefly LEGACY TRAIT
channeled by the Starcaller to change
the fate of Laruna when needed. The Design: Try as
they might, Starcallers
STARCALLERS TODAY must follow the Grand
Design. Whenever making
The concept of the a significant decision
Grand Design is an integral that has wide-reaching
part to a Starcaller’s consequences, a
Legacy and abilities. Starcaller must first
While it may take them “consult”
a lifetime to interpret the
what they saw, every stars to
Starcaller is granted
a glimpse of the
Grand Design determine
and their the proper course of
position in it. action, spending at
This can lead least one night studying
to a Starcaller the stars while
being obsessed considering
with fulfilling (or the decision.
denying) their The Dreamweaver will
destiny, or it can then declare if the course of
exist as a small action is determined to be
tugging reminder part of the Design. Once an
in the back of action has been decided to
their minds. be a part of the Starcaller’s
place in the Grand Design
in this way, the Starcaller
must not alter their course.

1
161
(2c) Duration Adjustment: +1 phase
LEGACY VIRTUES (2c) Strength Adjustment: +1% to CT of
hostile
COMET OF KISHETH (25c) Special Adjustment: Cosmic Curse
Before the great war, the comet of Kisheth Choose one Legacy; All Legacy entities of that
streaked across the sky. As Madruk’s herald, Kisheth type have healing reduced to 0
was notorious for announcing his lord’s arrival, and (25c) Special Adjustment: Cosmic Blessing
being the sign of the bloodshed that would follow. Choose one Legacy. All Legacy entities of that
The Starcaller causes the Comet of Kisheth to type gain +5 to all ATs and deal +15 damage
appear in the sky. This comet makes wounds bleed (Celestial) on all base strikes and magic base
profusely, dampens healing magic, and causes people successes that deal damage
to have violent outbursts with only slight provocation. (25c) Special Adjustment: Change of Fate
Choose one Legacy. All Legacy entities of
Type: Legacy that type are considered a different type of
AT: LR + CHM your choice. Any damage and damage effects
Cost: 100 energy produced by their Legacy abilities are converted
Range: Special to a single type of your choosing
Duration: 2 phases
PERFECT SKY
Base Success: The comet appears and causes It is the law of the cosmos that a mortal is born
any non-Legacy bearing mortal to become Hostile. under one sky, with the stars mapping their destiny
Wounds suffered while the Comet of Kisheth is in from the moment of birth until the moment of death.
effect are more difficult to heal. Add this virtue’s Starcallers can achieve such mastery over the cosmos
ATR to the difficulty of any AT made to heal them, that even this great law can be bent to their will.
including the base difficulty of all healing type spells. Recreating the image of a celestial map on their skin,
Furthermore, any bleed effect has its potency doubled. they cheat destiny into believing they are somehow
more than an ordinary mortal, and that many fates
Hostile: This mortal is instilled with the need are theirs for the taking.
for violence and can barely control their anger. Any The Starcaller’s skin becomes transparent and
provocation that would normally anger the mortal, takes on the image of a starry sky, granting them the
regardless of how insignificant, will cause them to benefit of multiple zodiacs simultaneously.
take a CT (50%) which if successful, causes them
to respond to the irritation with violence. This CT Type: Legacy
has its chance reduced by 1% for every point of INT AT: LR + CHM
possessed by the mortal affected by Hostile. The Cost: 100 energy
manner of violence must be immediately accessible, Range: Special
so an unarmed mortal will immediately make Duration: 3 phases
an unarmed attack, even if it is unwise to do so.
Spellcasting, ability use, or other means of violence Base Success: All Zodiac Passives have their
may be deemed acceptable at the Dreamweaver’s bonuses doubled. In addition, the Starcaller gains
discretion, provided it is a natural method of attack +5 to all Light magic ATs.
for the mortal affected by Hostile. Once violence is
initiated in this manner, combat will not stop until (2c) Strength Adjustment:+1 Light ATs
the creator of the provocation is neutralized by being (2c) Duration Adjustment:+1 phase
rendered unconscious, incapacitated, dead, or the (10c) Special Adjustment: Celestial Knowledge
duration ends. All Constellation techniques have their costs
reduced to 0 and Base Success effects doubled
(25c) Special Adjustment: Map of the Cosmos
All Zodiac passives may be active at the same
time

162
162
Vision of the Cosmos (2c) Duration Adjustment: +1 phase
The stars and celestial bodies that fill the sky (2c) Strength Adjustment: +1 AT bonus
are all the divinity that can be seen from within the (10c) Special Adjustment: Sudden Insight
Dreamcatcher. Beyond our world are the forces that When used on a living creature, Vision of the
guide all things and to see them, to know them as only Cosmos causes the Starcaller to understand the
a Starcaller truly can, is to have an insight into our target’s immediate intentions, gaining +8 to
world that is unmatched. Defensive ATs made against the target
The Starcaller’s eyes become filled with stars and (10c) Special Adjustment: Whole Truth
the void of space allowing them to gain extraordinary When used on a living creature, Vision of the
insight into whomever or whatever they gaze upon. Cosmos grants +2 additional significant facts
(15c) Special Adjustment: Piercing Gaze
Type: Legacy You may see all magical spells or abilities
AT: LR + PER currently affecting the target
Cost: 20 energy
Range: Special
Duration: Instant/5 phases

Base Success: Gives instant, powerful insight


into anyone. May also be used on banners or icons
to gain similar knowledge of an institution. The
Starcaller gains powerful benefits when dealing with
anyone whom they understand via this virtue.
If used on another living creature, the Starcaller
becomes instantly aware of the target’s current
Health and Stamina, the value of their highest and
lowest attribute, as well as their highest and lowest
Protection (in the event of tied score values, only
one is revealed by the Dreamweaver). The Starcaller
also becomes aware of one significant fact about
the target which could only be known by someone
intimately familiar with the target.
When used on an icon or banner, the Starcaller
immediately becomes aware of the true health of the
institution, a significant objective that institution is
working towards, and how close they are to achieving
it.
For the remainder of Vision of the Cosmos’
duration, any Social or Academic AT made against
or about the target receives +8 bonus.

163
Base Success: You gain Burning Aura: All
LEGACY ABILITIES enemies within 2m take 15 damage (Fire) per phase.
In addition, all spell damage inflicted deals +10
BURNING CROWN OF ABILE (CONSTELLATION) damage (Fire).
Long before Alshara and his towerman, Abile
was once considered the greatest mage in the land. He (2c) Duration Adjustment: +1 phase
crafted himself a crown made from the embers of a lava (2c) Strength Adjustment: +1 damage (Fire)
lord. The crown made him burn anyone he touched, to Burning Aura
and fueled his fire magics with great power. (2c) Damage Adjustment: +1 spell damage
The Starcaller aligns the pattern on their body (Fire)
to
o for
form
orm the BurnB
Burning
urnnin
ing Cr
Crown.
rowwn. A ffiery
iery ccrown
rown
ro wn ccoalesces
oale
oa lesc
scess (10c)
(10c Adjustment:
0c) Speciall Ad
Adju
just
s me
ment
n : Extended
Exte ded Aura
tend Aurra
over
ov
ver the
the
h caster’s
caste
ter’ss head,
head
he a , granting
gran
antting some magica
magical
call ef
effe
effects.
fects.. Thee ra
rang
range
ngee for yo
ng you
your
ur Burning
ng Aura
a is eextended
xtended
d to 5
5m
m
A Starcaller
Sttarca
S all
ller
e may
er may only
onl
nlyy havee one
ne Constellation
Con
onst
s el
ella
lati
tion
on
n (10c)
((1
10c
0c) Sp
S
Special
eccial A
Ad
Adjustment:
dju
ustm
sttment
nt: Fire Pow
Power
ower
ow er
active
a ti
ac tivee a
att a time.
timee. Yo
Y ou g
You gaain +5
gain 5 to A Ts made
ATs mad
ade
de to
to cast
cas
ast a Fire
Firree spell
Fi spelll

Type: Legacy
Type:
T Legaccy
AT:
A T: LR
R + PER
PER
Cost:
C
Co 25
st: 2 5 mana
man
ma na
na
Range:
R
Ra ngee: Self
Sel
ef
el
Du
Duration:
uratiionn: 5 phases
pha
hase
sess

164
4
DEVOURER (CONSTELLATION) EVANOR (CONSTELLATION)
An elemental creature of the Void that was The great hunter who killed Krasheth, as well
commanded by the heavens to punish the arrogant as the Rock Lord. Evanor wielded the legendary spear
Abile. It devours mana and is nearly impervious to “Heartstrike” and was known across Laruna for being
magic assault. It ate all of the mana from Abile’s castle able to bring down any beast, no matter how ferocious
before devouring his defenseless body. or elusive.
The Starcaller aligns the pattern on their body The Starcaller aligns the pattern on their body
to form the Devourer constellation, causing them to to form the Evanor constellation, causing them to
gain the powers of the Devourer for the duration. shift into a mythical monster hunter for the duration.
A Starcaller may only have one Constellation A Starcaller may only have one Constellation
active at a time. active at a time.

Type: Legacy Type: Legacy


AT: LR + PER AT: LR + PER
Cost: 25 mana Cost: 25 mana
Range: Self Range: Self
Duration: 5 phases Duration: 5 phases

Base Success: You gain + 10 RES (All), +10 Base Success: You gain +5 Ranged Weapons
PRO "MM
. In addition, you gain Devour: All enemies Skill, and deal +10 damage (PJercing) on all Ranged
within 10m lose 10 mana per phase. You also gain Weapon Strikes.
the natural weapon Tendrils.
(1c) Duration Adjustment: +1 phase
Tendrils (4c) Strength Adjustment: +1 Ranged
AT: Brawling + STR Weapons Skill
Threat: 3 (12c) Special Adjustment: Heartstrike
%BNBHF STR + 6 (Impact) Any weapon you wield changes into Heartstrike
(1c) Damage Adjustment: +2 *NQBDU for the duration.
(2c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 RES (All) )FBSUTUSJLF (Throwing Spear)
(4c) Strength Adjustment: +1 PRO (All) Requirements: STR 4
(5c) Strength Adjustment: +1 .ana lost AT: Thrown Weapons + AGI
per phase Range: 0-25m/26m-50m/51m-100m
(5c) Strength Adjustment: +1m range to %JGGJDVMUZ 15 / 25 / 35
Devour %BNBHF STR + 30 (Piercing)
(15c) Special Adjustment: Reflection 4QFFE User’s STR+15
All single target magical damage done to you
(after protection) is then reflected back to the (1c) Damage Adjustment: +3 Piercing
caster (8c) Weapon Adjustment: Impale
Target loses use of a limb
(15c) Weapon Adjustment: Broken Heart
Damage is tripled

Return
Heartseeker may return to the user’s hand as
an IFU action, once per phase.

1
165
KRASHETH (CONSTELLATION) A Starcaller may only have one Constellation
A dreaded Lucrous Lord, Krasheth was half man active at a time.
and half beast. He once overran a whole countryside, Type: Legacy
devouring countless mortals before being suppressed by AT: LR + PER
an entire militia force. Cost: 25 mana
The Starcaller aligns the pattern on their body Range: Self
to form the Krasheth constellation, causing them to Duration: 5 phases
shift into a werewolf-like creature for the duration.
A Starcaller may only have one Constellation Base Success: You gain +3 CHM. M. In addition,
add
dddititio
io
on,
active at a time. any hostile entity that comes withinn 2m oorr ttakes
ak
a kes
kes
a hostile action towards you takess 15 damage
dama ag
gee
Type: Legacy (Celestial) as moonbeams strike them.
AT: LR + PER
Cost: 25 mana est
(1c) Damage Adjustment: +1 Celestial stiall
Range: Self (2c) Duration Adjustment: +1 phasease
Duration: 5 phases (4c) Strength Adjustment: +1 CHM M
(10c) Special Adjustment: Peacefull A ura
Aura a
The range for your moonbeam effect iiss extended
ex
xte
tendnded
ed
d
Base Success: You gain 4 points of physical to 15m
attribute bonuses to be allocated as you choose; In (15c) Special Adjustment: Charminging
addition you regenerate 2 Health per phase; You ade
You gain +10 to any Social ATs made
cannot cast spells or wield weapons. You gain a
natural weapon: Claws. HEAVENLY
Extensive study of heavenly bodies and th
the sour
source
rce
of celestial magic grant the Starcaller a bo
bonus when en
(2c) Duration Adjustment: +1 phase casting spells in that sphere.
(3c) Strength Adjustment: +1 Health Effect: The Starcaller gains a permanent
man
anent ++11 INT
NT
NT
regeneration per phase and a permanent +1 Legacy bonus to o Lightt M
Magic.
agi
gic.
giic..
(3c) Strength Adjustment: +1 any physical When casting Celestial or Protection spells,
pells, A
Alternate
lterrna
ate
attribute Base Successes cost 5 less CAP.
(10c) Special Adjustment: Infravision
You can see in total darkness THE WELL OF ETERNITY
(10c) Special Adjustment: Bestial When the Young Gods first looked u upon
pon
po n the vast st
You are immune to wound penalties cosmos they had yet to understand the d depth
epth
ep ho off wh
w
whatat
they saw. The Elder God called the infinite
iniite sspace
p cee the
pa
Claws hin
n tthe
Well of Eternity and told them that within he eendless
nd
n dle
lesss
AT: Brawling + STR expanse lurked limitless greatness and sstars
ta
arss w ithout
without
Threat: 4 number.
Damage: STR + 12 4MBTIJOH
The Starcaller opens his body up tto
o th
the fu
furthe
furthestestt
(1c) Damage Adjustment: +4 4MBTIJOH depths of the cosmos, allowing the light
ht a and
nd enenergy
nerggy
gy
(3c) Weapon Adjustment: Bleed (4) of the deepest stars to shine through.

AT: LR + PER
MAIDEN OF JASTAL (CONSTELLATION) Cost: 50 mana
The Maiden of Jastal was a human girl so Range: 10 meters
beautiful that the gods couldn’t bear to let monsters Duration: Instant
kill her. Every time one came near, it was struck by
moonbeams that burned its flesh away. Base Success: Any creature within
hin range maymay
The Starcaller aligns the pattern on their body drink the energy radiating from your body
boodyy as a IU
to form The Maiden’s constellation, causing them to action. Doing so grants them 25 temporary
rarry Ma
Man
Manana and
nd
shift into a beautiful female of their species for the +3 to ATs when casting Celestial spells.
s..
duration.

166
6
(1c) Strength Adjustment: +1 temporary ZODIACS OF THE WESTERN SKY
Mana Showing the gifts of the mind and spirit, the
(5c) Strength Adjustment: +1 to Celestial zodiacs of the western sky allow a well studied
spell ATS Starcaller to gain extraordinary benefits from great
(10c) Special Adjustment: Lasting Glow insight to personal magnetism.
For 5 phases you gain +10 PRO (All) Effect: Upon acquiring this Legacy Ability,
(10c) Special Adjustment: Restorative Glow choose one of the Zodiacs listed below. You may
You are h
healed
ealled o
off up to
o 25 He
Health
ealth
h shift
shif
ft between
betw
ween them once
onc
ncee per phase
ph
phas
ha e as an
an IFU
IFU
U action.

ZO
ODIACS
DIA T E EASTERN
ACS OF THE
TH RN SKY CAZAR
The si
The
Th signs of tthehee easte
h eastern
ternn ssky
ky exemp
exemplify
mpllify tthehe Cel bran
Celebrant
Cele nt of life and good
good fortune.
forrtu
tune
n .
labo
la b riou
bo
laborious us de
dema and
demandsds we m a e off o
ak
make ur b
our odies. K
bodies. nowi
wing
Knowing ng Effe
Ef f ct: +
Effect: +44 CH
CHM, M ay retak
May ke a
retake ny AT o
any nce (1)
once (1
1)
these
thes
th ese zozzodiacs
diacss well ggives
ivvess a S
Starcaller
taarc
rcal
alle
l r un
unusual
nus
usua
uall ph
p
physical
yssic
i al p
pe
perr day.
dayy.
da
a
apti
apptitu
tud
aptitude de at a m omentnt’s
moment’s ’s notice.
not
otic
icee.
Effect:
E ffe
ect
ct: Youu receive
recei
eive the
the benefits
ben nef
efit
i s of one
one ofof the
the EPOCH
ffollowing
ollow win ng zodi
zodiac
diac signs
signs.
ns.. YYou
ou mamay sh shif
shift
ift betwee
betweenen th
themem Sage, source
sourcce of wisdom
wisd
wi sdom and pur
purveyor
urve
v yo
ve or of
o tru
truth.
ruth
th.
o
on ce p
once perer phase a ass a
ann IIFU
FUUa cttion
io
on, b
action, ut m
but ay onl
may nlyy ha
only haveve Ef
E ffe
fect
ct:: +4
Effect: 4 Int,t, A ll m
All a a expenditures
an
mana ex
xppeen
nddit
itures
es a nd
and
on
one
ne si
ssign
gnn active at
at a time.
time.
im
me. losses
loss
lo sses
es are
re reduced
redduc
u ed byy 2,
2, to
to a minimum
miinimum m of 1.

IVIS
I GRE
RENN
N
Th pi
The pion
pioneer;
neer; brave,
bra
rave
ve,, defiant
d fi
defiant an
a
and
d ad
adve
adventurous.
enturous. Th
The
he hunter,
hunt
hu nterr, observant
ob
bser
servan
ant and cucunn
cunning.
ning.
Effect:
Ef : +4 4 AGI,
AGGI,
I +15 5 bonus
bonus when
when resisting
r si
re sisting Effect:
Effe
Ef f ct
c : +4 PER,
PER
PE R, +5
+5 Stealth
Stea
St ealt
lthh
Mind
M nd o
Mi orr Fear
arr type
ypee spells.
typ spel
sp e ls.

VER
ERNN
Toiler
To
oil
iler o
off th
thee field,
fiel
eld
ld,
d, strong
str
trong and d devo
devoted.
voted.
Effect:
Effect
c : +4
+4 E END,
ND,
D, AAll
ll sstamina
tamina
ina eexpenditures
xpen
xp en
ndi
d tu
ture
res an
a
and
nd
losses
lo are
a re rreduced
e ucced by 2, to a minimum
ed miini m m off 1.
n mu 1.

REEKLAR
K AR
KL R
Thee prot
T
Th protector,
tec
ector,
r, defending,
defendingg, car
ccaring
ari
rinngg a
and
nd
daaggressive.
ggrreesssiv
gg ive.
Effect:
Effffe
ect
ct: +
+44SSTR,
TR,
R, +10
+10 ARM
ARM M (All).
(A
Alll)
l).

167
1 67
DEATHLORD
Legacy: Dark
I se
serve
erv
rvee Ar
Arli
Arliman,
lima
ma the most powerful of all deities. In These warriors attacked the Temple of Siltis
h
his name I spread dd
death, disease, and fear. His enemies in a vicious betrayal that killed many of their kin.
cower before me; They tremble in my wake. When I am Inside the temple, with Arliman’s magics, they
done, all will know the extent of his power. All will bow enslaved Siltis, massacring many Barabas before they
to him as the one trueue ggod.
rue od..
od ed tto
fled o the eastern
easttern n mountains.
moun
mo untainss.
After
A offering
fter of ffeeri n the
ring the ccaptive
apti ve Siltis
tive Siltiis to Arliman,
Arlim man n,
DES
ESCRIPTION
SCRIPTION ssurviving
thee su
th rvviv
ivin warriors
i g warrio ors were
eree transformed
wer tran
tr a sforrme med into in
ntoto
mighty
m
mi ghty u undead
ndea ad warlords,
warl lords, capable
rlo caapapablbe
bl
Dark warriorsr s wh
w
whoh o wi
w
wield
eld
el d coccorruption
rrr up
rrupu p ti
t i on
n a and
nd
n d of ccommanding
ommma andin ng tthehe deadliest
dead dli
lies
esst
est
disease on the battlefield,
ttlef
tlle ield
ld
ld,
d suffusing
su
ufffu
ussin
ng th
ttheir
thei
heiir sststrength
tre
reng
ng
gtth
h Arliman’s
of A rliman’s
rl ’s ggifts
ifts
if nd lleading
ts and ead
ea ding
via necromantic arts.
ts
ts. newly
a ne
n w y cre
wl created
eated undead
d un nde
dead add
army
a myy Ba
ar of Barabas
B rabas to war into war
HIISTORY
STORY with
wi h neighboring kingd kingdoms.
gdoms..
believed
It is believ ed that
eved tha
hatat
The temple o off S Siltis
iilltis
tis wa
ti wass on once
nce
ce o onene o
ne off th
tthe
he these
th
hesse fi ffirst
rst DeDeathlord’s
Dea athl
hloro d’s
many marvels of Laruna.
La
L aru una
na. It
na. I waswa ass a magnificent
magagni
gnifi
niifiice
cent
ent
nt aree et
a
ar eternal,
ernal, still
ter sti
till
ll
structure; a citadel
dell cconstructed
onst
on
onst strrurucctted
ted eentirely
ntirrely
nt elly of
of lording
lo
ording ov over the Ice ce
ice. Devoted to an na nciieentt iice
ancient c elemental
ce ele
l me
ment ntta
all Citadel,
C
Ci t del, a
ta and giving
nd givin ing
ng
arlly
said to possess nearly ly g odli
od
godlike lliike
ke p owweerrs,
powers, s, ccommands
co mma
mm andss to o ththeir
heir
eir
the native humanoids
noiids tto o tth the
he reregion
egiion
o llegions
egiions of undead
of u ndea
nd ead
ea d
called Barabas w were
ere we well ell vversed
erse
er seed inin minions,
m
mi in
niion
o s,s, aaway
way
wa
the Ice Lord’s domain.
maiin. n. T They
heey h hadad shar
sh
shared
har
arededd from
fro
fr om the
rom thee
ltis
the domain of Siltis iss ffor
or ccenturies
or enttu
en turiiess w
turi ih
it
with rest
rre
est
st ooff
the Elemental and d th thou
though
ou ug gh h tthey
heyy we
he w
were
ere a Laruna’s
La
L arur na
n ’s ’s
primitive culture, they
hey le llearned
earrneed to to llove
ove
ovve an
a
and d gaze.
ga
g aze.
zee.
even worship the Icee L Lord.
o d.
or d. L Legends
egen
eg en ds ttell
nds el
el
stories of how the IIce cee L Lord
o d taug
or taught
ta
augughthtt the
the
he
Barabas many things ngs fr
ng from om m
om magic
agic
ag ic tto
o
architecture, but a fewfew am among
mon o g th their
heir
people grew jealouss of tthishiis b
his benevolent
ene
nevovollent
ntt
n
demi-god’s status.
A select grouppo off wa
warr
warriorsrrioiors
r
turned to a visiting
gm merchant
erchcha ant
who taught them of the he
Dark Lord Arliman.. Thesee
warriors grew enamoured
mou ured
with Arliman’s teachings
chhings g
and sought to gain
his approval so they
eyy
could displace the Ice
Elemental as lord off
the Barabas people.e..

168
8
Legacy Arc
+
+11 S TR
STR +
+11 A bilit
Ability
+ 15 Health
+15 Health +11 IINT
+ NT +
+22 D ark M
Dark Magic
+ 15 Mana
+15 Mana +15
+ 155 Stamina
Stamina
+11 A
+ Ability
bility
y +11 Dark
+ Dark Spell
Spell
+11 Dark
+ Dark Spell
Spell

+
+11 S TR
STR
+
+11 IINT
NT
+
+22 MM.. Combat
Combat

DEATHLORDS TODAY Everything dies, and no matter the path they


choose, Deathlords are involved in that process in the
While all Legacy can be viewed as equal part most intimate of manners.
blessing and curse, perhaps none exhibit this fact as
much as the Deathlords. All warriors bring death to STARTING BENEFITS
their enemies, but only Deathlords are faced with
the actual reality of what that means. It takes an Legacy Ability: Blood Drinker
unusually thoughtful or odd mind to accept that 1 Dark Spell
stealing the life force of an enemy is not far off from +2 STR, +2 CHM, +2 Dark Magic
striking them with a sword, making even the most
heroic of Deathlords a frightening presence to behold. LEGACY TRAIT
By contrast, their historical relationship with Arliman
make Deathlords prized members of Mesadrin Dominion: The undead minions of the
society; there are even rumors that non-Mesmulot Deathlords followed orders without question, leaving
Deathlords can find themselves accepted parts of the them with an expectation that their commands are to
Mesadrin Empire. Entire orders of Deathlords exist, be followed by any who hear them.
who claim that their relationship with Arliman is not You are unable to accept opposition or insolence.
merely historical, rather current affair to this day, You must attack those who defy your direct orders or
making them valued members of Arliman’s temples. otherwise actively hamper your efforts.
It is not only society’s views that make Deathlords
different from others. Regardless of their allegiance
or moral inclinations, Deathlords are by their very
nature intimately familiar with subjects most mortals
endeavor to ignore. For a Deathlord, life and death
is not a romantic concept or a philosophical debate,
it is an ever-present reality.
While some Deathlords may struggle with this
knowledge, many are able to revel in the fact that
for them, death is not a sad end but an empowering
event, as the command over death is by definition the
command over life.

1
169
(40c) Special Adjustment: Madness
LEGACY VIRTUES Anyone who loses 50 or more health to Death
Plague is gripped with madness becoming
PESTILENCE violent, rabid and bestial. They will lash out
Disease and death go hand in hand. Spreading and strike anyone coming within 3m of their
virulent plague amongst his victims, the Death Lord person; In addition, when hungry, will attempt
revels in the suffering he creates. Enhanced with the to consume any living creature as sustenance
Arga’sheel, this particularly horrific ailment prevents (40c) Special Adjustment: The Ghouling
the body from any form of recovery. Any victim who dies from Death Plague returns
The Death Lord sends out a dark, poisonous mist to life the following night as a ghoul. Ghoul
from his mouth which settles over a massive area. statistics can be found on page 407.

Type: Legacy PLAGUE OF SPIRITS


AT: LR + END From the vantage point we watched as an army of
Cost: 100 Energy spirits materialized and savaged our army. The screams
Range: 100m of the living were nearly drowned out by the vengeful
Duration: 1 day curses of the dead. Those whose heart hadn’t stopped by
the touch of the spirits were soon put down by steel as
Base Success: A dark mist settles over a 100m they could barely keep their wits about them, let alone
x 100m area. Any living creature spending a phase in defend themselves from other undead combatants.
this area becomes afflicted by Death Plague for 5 days. The Death Lord calls upon the Arga’sheel to pull
Death Plague: Victims lose health per day equal trapped spirits down from the clouds, cascading them
to the number of days they have been infected. For onto the battlefield.
example: Upon being infected, victims lose 1 health,
on day 2 they lose 2 health, on day 3 they lose 3 Type: Legacy
health, etc. Up to a maximum of 10 health lost per AT: LR + CHA
day on day 10 and thereafter. Cost: 100 energy
Range: 100m
(1c) Duration Adjustment: +1 day to Duration: 3 phases
Pestilence
(1c) Duration Adjustment: +1 day to Death Base Success: All enemies in a 100m x 100m
Plague area take 20 damage (Curse) each phase for 3 phases.
(1c) Area Adjustment: +100 square meters
affected (1c) Damage Adjustment: +1 Curse
(15c) Special Adjustment: Midnight Terror (2c) Area Adjustment: +100m x 100m
The affected area is now expanded to the affected
entirety of a city, town, village, forest or other (5c) Duration Adjustment: +1 phase
natural enclosure (10c) Special Adjustment: Death’s Respite
(15c) Special Adjustment: Virulence The spirits steal energy from their targets, and
The difficulty of casting healing or dispelling return it to you before heading back to the
spells on a target afflicted by Death Plague is clouds; You restore 10 health for every phase
increased by 15. Plague of Spirits is active as long as at least one
(20c) Special Adjustment: Contagion target suffers damage from it
Upon first contact with another humanoid that (10c) Special Adjustment: Mana Burn
is not affected by Death Plague, those affected Damage done by this Virtue causes an equal
by Death Plague have a 20% chance to spread amount of mana loss to the targets as the spirits
the disease in a violent explosion swipe away at their victims souls

170
0
(40c) Special Adjustment: Hated Remains Base Success: After 2 phases, an undead horror
A target killed by Plague of Spirits has their takes shape, following all commands of the caster.
entire body stripped away leaving only a
vengeful shade behind. This shade has nothing (2c) Range Adjustment: +10m
but hate for the living and will continue to (4c) Strength Adjustment: +1 any attribute
attack all living creatures within the area of (5c) Duration Adjustment: +1 phase
Plague of Spirits. This shade will last for 10 (10c) Special Adjustment: Bone Armor
phases and will not leave Plague of Spirits area The Horror gains +10 ARM
of effect. Shades created with Plague of Spirits (15c) Special Adjustment: Mass of Flesh
have the same statistics as the Shade Lord The Horror gains +150 Health
found on page 406. (15c) Special Adjustment: Putrescence
Any creature making a successful melee strike
UNDEAD HORROR against the Horror rolls a 50% chance test; If
The thing lumbered toward us from the shadows. successful the attacker is splashed by rotting
We couldn’t quite tell what it was at first. Some thought ichor and is Sick. Sick causes the recipient to
it must be a half-giant breed we hadn’t encountered vomit violently, suffering -6 to all AT’s for 3
before. The stench in the air grew with every step phases. This effect does not stack.
toward us. Finally its full form came into the light. A (15c) Special Adjustment: Extra Appendage
sickening mass of twisted flesh, bone, and sinew stood The Horror may make an additional melee AT
before us. No more, no more will I speak of it. Such per phase without incurring a multiple action
putrescence cannot be contained by words alone. penalty
Corpses in varying states of decay claw their (40c) Special Adjustment: Gaping Maw
way out of the ground, merging together into a putrid Upon a successful grapple AT, the Horror
amalgamation of decaying bodies, skeletons, rot, and consumes a target, swallowing them whole.
refuse. While inside the Horror, living creatures take 10
unavoidable Health damage per phase as they
Type: Legacy are slowly digested. They may be broken out
AT: LR + INT of the Horror’s stomach by dealing 50 Health
Cost: 100 energy damage to the abdomen
Range: 25m
Duration: 10 phases

UNDEAD HORROR
LARGE UNDEAD
STR 25 Health 250 ATTACK
AGI 5 Stamina 125 The Undead Horror pummels
targets to death with its giant fists.
END 15 Mana 0
INT 0 Reaction 9 Fist
Threat: 4 Damage: STR +9 (Impact)
PER 5 Evasion 9
(1c) Damage Adjustment: +3 Impact
CHM 0 Base Movement 5 Typical Attack Ability Score: 45

Armor 10 Magic 0
Protection 10 Melee Combat 10
Resistance 0 Brawling 10

1
171
BLOOD DRINKER
LEGACY ABILITIES The Death Lord’s blade hungers. Each strike steals
life force from its victims. The servants of the dark god
ARLIMAN’S EMBRACE Arliman demand much blood, and their thirst will never
The dark god Arliman is considered more closely be quenched. Pray you do not come across a Death
connected to the Void than any other deity. With this Lord, for when they come bearing down, there will be
connection comes the power to temporarily nullify parts nothing of you left.
of the Arga’sheel. Doing so is universally considered The Death Lord coats their weapon in their
taboo by magic users, but Arliman has no such own blood as an offering to Arliman, causing 5
compunctions, and grants his most devout followers Health damage. A thin black nimbus will surround
a sliver of this power. ‘Tis quite the uncanny feeling the weapon, causing life to be drained with each
when one loses the ability to do something that is as successful strike.
instinctual as breathing...
The Death Lord stares down their target, eyes Type: Legacy
glowing red for a moment, as a shadowy spectre AT: LR + STR
descends and hovers over them. Cost: 10 mana + 5 Health
Range: Self
Type: Legacy Duration: 5 Successful Strikes
AT: LR + STR
Cost: 10 mana Base Success: The affected weapon deals +5
Range: 5m damage (Curse) upon striking a target. In addition,
Duration: 2 phases up to 5 damage is converted to Health for the Death
Base Success: The target pays an increased Lord. You may not restore more Health than total
mana cost of +10 mana for spells and Legacy damage inflicted.
Abilities.
(2c) Strength Adjustment: +1 damage (Curse)
(5c) Strength Adjustment: +1 Mana cost (+1 Health absorbed)
(5c) Duration Adjustment: +1 phase (2c) Duration Adjustment: +1 strike
(10c) Special Adjustment: Essence of the Void (12c) Special Adjustment: Poisonous
A spell or Legacy ability cast while under the Your successful strikes now cause poison (10)
effects of Arliman’s Embrace may not be cast for 5 phases. This effect does not stack
until again until the duration expires (20c) Special Adjustment: Infected
Your successful strikes now cause disease (10)
AURA OF DECAY for 5 phases. This effect does not stack
The very air around the Death Lord reeks of death.
Plants wilt, animals suffocate, wood warps, and stones DARK GIFT
crumble. Arliman is generous. He heeds our requests
Effect: You gain a permanent +1 STR and +1 for power, unlike these pathetic, false gods. All hail
INT. All enemies within a 10m radius lose 2 Health Arliman and his gracious gifts.
per phase. This health cannot be recovered in any Effect: You gain a permanent +1 INT. When
way until the victim has left the aura for at least 1 casting any Dark spell, Alternate Base Successes cost
hour. In addition, plant-life, animals, and objects will 5 less CAP.
slowly rot, at the Dreamweaver’s discretion.

BLACKGUARD
The Death Lord is a powerful warrior whose
strength grows even further in the darkness. Beware
when the sun sets, for there are things even worse than
undead lurking in the shadows.
Effect: You gain a permanent +1 STR and +1
INT. When not in the presence of natural or magical
sunlight, you gain +3 STR and regenerate 2 Health
and 4 Stamina per phase.

172
2
DEATH STEED CHARGE Type: Legacy
From the Death Lord, there is no escape. With but AT: LR + INT
a thought he may summon a charging steed underneath Cost: 10 mana
him and chase after his enemies. Only in a dream could Range: 20m
you survive the incoming gallop of death. Duration: 5 phases
The Death Lord gestures at a target and Base Success: A 10m x 10m area is afflicted by
summons an undead steed (appropriate to race), desecration. All enemies standing in the area
which emerges from the earth below, and swiftly lose 5 stamina per phase and have their STR
carries the Death Lord to melee range for a strike. reduced by 1. (To a minimum of 1)
Once the strike is made, the steed sinks back into
the ground. (2c) Range Adjustment: + 1m
(2c) Strength Adjustment: +1 square meter
Type: Legacy of area affected
AT: LR + CHM (5c) Strength Adjustment: +1 stamina lost
Cost: 15 mana per phase
Range: 5m–20m (5c) Duration Adjustment: +1 phase
Duration: Instant (6c) Strength Adjustment: +1 STR lost
(15c) Special Adjustment: Poison Mist
Base Success: Charge: You immediately enter All Health gains are reduced to 0 while in the
melee range with your target and make a Melee affected area
Combat AT at a +3 bonus. This can only be used on (20c) Special Adjustment: Death Grip
a target that is not within melee range. Skeletal hands will randomly reach out and
grab the ankles of enemies in the area. At the
(1c) Range Adjustment: + 1m beginning of every phase, each enemy inside
(6c) Strength Adjustment: +1 to melee AT the area rolls a 20% chance test. If successful,
(25c) Special Adjustment: Permanency the target may not move for the turn and incurs
The creature becomes corporeal
real
al aafter
fter tthe effect,
he effffec
e t, pen
nal
altty to all ATs
a -6 penalty AT
A Ts requiring
requ
uir
irin
i g movement
in m ve
moveme
ment
nt
granting the Deathbringer a war ssteedtee
e dw which
whhich
follows all commands to thee death. T This
hiss st
hi steed GIF
IFT O UN
T OF NDEATH
DEATH
TH
does not require sustenance o orr re
rest. The
est. The DeaDeath
ath Unfettered
Unfett
Un ter
ered b byy th
the li limi
limitations
miita
t tion ns of llife
ife or flesh, th
if thee
Lord may have only one active steed
ive steeed a a ttime.
d at ime.
im e Deathlords
Deeathl hlor
o ds a are
re rrelentless
elen
el enttlles
esss wa
w
warlords,
rllor
ords
d , pu
ds pur
pursuing
rsui
uingng the
their
heir
he ir
This horse has the same attributes
butes asas a common
commmmon n twisted
twis
tw iste
is tedd ambitions
ambi
am bition
o s w with
ith
th unpunparalleled
npar aralalle
leelleed dedevotion
evo
vottionon a and
nd
War Horse (see page 368). persistence.
pe
p erssistencnce.
Effect:
Effect
Effe ct: You
You are re now classified
classifieed as Undead.Undn ea ead.d You u
DESECRATED GROUND are n
ar no
nowow immu
immune
une tto op poison,
oisono , di dise
disease,
seas
asee, bleed da and
nd ffear
ear
What the fire did not ruin, th
thee lifeless one did
did.
id. We effects.
effe
ef f ctts. You no lo
fe long
longer
n er neeneed
eed
d to breathe
breathe, h , eaeeat,
t,, o
orr dri
d
dr
drink.
rink.
ink.
few with blood still in our veinss and
an strength
streeng
ngth
th in
in our Healing
Heeal
alinin
ng ef
effe
effects
fect
cts no
now
ow d de
dealeal
a CCelestial
e estial d
el damage
ama agee ininstead
nst
stea
teeaad
arms watched as a simple gesture ccaused
aused ded
decay
ca
ay to
t ssweep
weep
we ep of rrestoring
estoriing Health. h. YYou ou aalso
llsso rece
re
receive
eceiv
eiivve a p pe
permanent
ermr anen e t
ent
through the village. Our homess ccrumbled,
ru
umbled, d, oour
ur lland
and
an d +2
+ 2 END.
ENDN .
turned desolate. Our blood wentt coccold,
ld, ourr ar
ld arm
arms
ms ggrew
reww
weak. It was then we knew whatt hadhad d truly befallen
bef
efal
alleen us..
The Death Lord waves their heir hand, cursing
he currsi
sing
n a
section of ground before them. T Thehe area transforms mss
into a cursed wasteland for the duration. W Wood
ood rots, s
plants wilt, water turns black, mold gro grows
rows
w on rock rock,
k,
and skulls rise from the earth, dotting
d tt
do ttin
ing th terrain.
the terrai in.
n

173
1 73
Harvest of Sorrow (2c) Range Adjustment: +1m range
It’s not enough that their enemies needed to worry (5c) Duration Adjustment: +1 phase
about every fallen troop potentially rising from the dirt (6c) Strength Adjustment: +1 STR stolen
to fight again, they also had to witness the Deathlords (10c) Special Adjustment: Weakness
feed off the dead to reconstitute their undead forms. You drain an equal amount of END
The Death Lord motions at a nearby spirit or (15c) Special Adjustment: Forked Tongue
corpse, draining it’s dark energy to refuel their own. The beam will split after hitting your first target,
The corpse or spirit must be mostly intact for this to latching onto a second target within 3m; Make
function. (More than 50% of the whole.) Corpses will another AT to determine the effects to the
shrivel up and turn to ashes, while spirits will slowly second target; You may not purchase Forked
fade away. This will effectively destroy the spirit. The Tongue more than once per cast
corpses or spirits of Legacy bearing creatures are not
affected.

Type: Legacy
AT: LR + INT
Cost: 10 mana
Range: 5m
Duration: Instant
Base Success: You restore 10 health and
stamina.

(1c) Range Adjustment: +1m


(2c) Strength Adjustment: +1 health/stamina
restored
(15c) Special Adjustment: Stolen Essence
You now gain an equal amount of Mana
(25c) Special Adjustment: Loss Becomes Gain
Harvest of Sorrow now affects up to 3 targets
within range simultaneously.

Siphon Strength
Against the Deathlord, even mighty warriors were
laid low. Using necromantic magics, the Deathlord
would steal away a great warrior’s strength adding
it to their own. Many enemy forces had their moral
destroyed as they watched their heroes cut down and
cast aside like helpless children.
The Death Lord channels dark energy and points
at his target. A bright green beam shoots forward,
linking the two, as the Death Lord steals life force
from the target.

Type: Legacy
AT: LR + INT
Cost: 10 mana
Range: 10m
Duration: 5 phases

Base Success: You drain 2 STR from the target.


This cannot reduce a target’s STR below 1.

174
Soul Armor Unholy Burst
The Death Lord wraps himself in the sorrow and Such was their grasp of dark magic that the
despair of his past victims, creating a glistening black Deathlord’s could expel unnatural energies to plague
sheen to any armor he wears. Undaunted, he gladly the living or, at a whim, use the very same energy to
forays onto the battlefield to do the work of his dark reconstruct their undead slaves.
god, protected from his enemies and instilling fear into The Death Lord unleashes a powerful blast of
his foes. Dark energy towards their target. Upon successful
The Death Lord gestures briefly, causing dark impact, the blast explodes, surrounding the victim in
energy to enhance his armor. Attackers are frightened a thick, fog-like energy that is subsequently inhaled,
and tormented by the sounds of wailing souls when causing detrimental effects. Using this technique on
in close proximity. an unliving target will instead have several positive
effects.
Type: Legacy
AT: LR + END Type: Legacy
Cost: 10 mana AT: LR + INT
Range: Self Cost: 20 mana
Duration: 5 phases Range: 20m
Base Success: Your armor gains +4 ARM (All) Duration: Variable
and +4 PRO (All). In addition, all attackers
suffer a -2 to any offensive melee AT made Base Success (Living): Targets suffer 15
against you. damage (Curse) and 10 stamina loss.

(2c) Duration Adjustment: +1 phase (2c) Damage Adjustment: +1 Curse


(4c) Strength Adjustment: +1 PRO (All) (2c) Range Adjustment: +1m
(4c) Strength Adjustment: +1 ARM (25c) Special Adjustment: Nauseating
(8c) Strength Adjustment: -1 to offensive The inhaled energy causes the target to vomit
melee ATs uncontrollably, giving them a -6 to all ATs for
(15c) Special Adjustment: Violent Souls two phases.
The tormented souls become violent, striking
out at attackers. You deal your LR + 10 in Base Success (Undead): Targets are healed
Damage (Curse) to a target that has successfully for 10 health and enter Frenzy, gaining 1 free base
landed a melee strike. strike upon any successful strike for two phases.

(2c) Strength Adjustment: +1 Health restored


(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase to Frenzy
(20c) Special Adjustment: Unholy Strength
Targets gain +5 STR for the duration of Frenzy

175
SHADOWMANCER
Legacy: Dark
No
Nothing,
oth
hining,
g, a
and
nd no one, is safe. So long as they are upstart nobles who believed the vicious oppression
out there,
h llurking
k in the dark, anyone who has enemies of the masses could be stopped. The nobles in charge
needs to worry. Let’s face it, who doesn’t have enemies? of the movement that created Highland proved to
The question is: does someone want to bring evil to your be impossible to coerce or bribe. To this end many
door bad enough to pay for it? politicians of rival kingdoms turned to more unsavory
If they do, any time you walk down a dark methods in an attempt to get rid of critical members
corridor, or see your own shadow in the corner of your of the newly formed Highland.
eye, you better watch out. Shadowmancers serve the A small cult of Arliman worshippers were given
darkness, and the darkness serves them. extensive funding and magical resources on the
promise that they could eliminate targets efficiently,
DESCRIPTION without concern for existing laws. This cult would give
rise to exceptional assassins called Shadowmancers.
With mastery over shadows, the Shadowmancer As a group they would take contracts from interested
is an expert assassin capable of quick and precise parties, always in secret, and plot the death of anyone
strikes. Enhanced by their ability to terrify, confuse for a high enough price.
and escape their enemies, many victims find The Shadowmancers would claim credit for
themselves dead or dying before they know what hit countless assassinations through the years and
them. become a feared organization that always managed
to find plenty of clients. In Laruna, there was always
HISTORY need for exceptional killers who could get in and out
of the most secure places without a trace. Eventually
When the kingdom of Highland first rose to the Shadowmancer would transform its order into
prominence, its lofty ideals created shockwaves an efficient guild that commanded outrageous prices,
across the human kingdoms. The dominion of kings but offered unequalled skills for a plethora of criminal
and lords had been shaken to its core by a group of deeds from simple theft to coercion and murder.

Legacy Arc
+1 Ability +3 Reaction
+2 AGI +1 Dark Spell +3 Dark Magic
+15 Mana +2 INT +5 PRO
(Celestial)
+1 Ability
+1 Dark Spell
+2 INT

+3 Reaction
+3 Dark Magic
+5 PRO
(Celestial)

176
6
Shadowmancers Today Legacy Trait
The more things change, the more they stay Scorn: The Shadowmancer’s hatred of the
the same. Some say that assassination is the second light runs deep. Enemies who generate light in any
oldest profession in the book, and none are better mundane or magical way must be attacked before
than the Shadowmancers. Criminal jobs that would those who do not.
once require a whole team can now be achieved by While a Shadowmancer will defend themselves
one Shadowmancer in half the time. Law abiding from other attacks, they will not focus on other
citizens may tell dark tales of assassins and thieves, enemies while light-bearing ones still live.
but those assassins and thieves now tell tales of the Something as simple as carrying a torch can
Shadowmancers. Shadowmancers may not be fated be considered light generation for purposes of scorn,
to live unscrupulous lives, but being born of the though idle reflections from ordinary objects will not.
Dark in certain lands is often such a stigma that they
are pushed down that path. Some end up reveling
in such a life, but the strongest willed amongst the
Shadowmancers resist the urge to settle for a life of
petty street crime and rise above.

Starting Benefits
Legacy Ability: Shadow Tendrils
+2 AGI, +1 INT, 1 Dark Spell, +10 Health

177
(4c) Duration Adjustment: +1 phase
LEGACY VIRTUES (10c) Special Adjustment: Beneath the Skin
A successful strike dealt by the Shadow gives
BETRAYING SHADOWS the creature -10 Resist to Fear and Mind spells
The darkness is a part of you. Even if you spurn (15c) Special Adjustment: Vicious Assault
it with every fiber of your being, you need only look The Shadow’s first Strike deals +25 damage
behind you to see how the shadow follows you every (Shadow)
step of the way. Just remember that with a single (15c) Special Adjustment: Assassin Strike
command the Shadowmancers could turn even your The Shadow treats its target as surprised for
own darkness against you. Cross them and you may all attacks
find your own shadow cutting out your heart. (40c) Special Adjustment: Silent Murder
The Shadowmancer gives life to the personal The Shadow treats its target as unaware for its
shadow of every person in a large area. This shadow first phase
will mindlessly attack the person who cast it until
either they or the person are dead. ENDLESS NIGHT
Old legends speak of a shadow so great that it
Type: Legacy blotted out the sky. There was no sun, no moon, not
AT: LR + CHA even a star in the sky. There was nothing but utter
Cost: 100 energy darkness, and within this darkness there was the sound
Range: 100m of screaming. . .
Duration: 1 phase The Shadowmancer unleashes a darkness so
vast that it shrouds an enormous area. Within this
Base Success: All creatures in a 100m x 100m area mortal minds slowly begin to shatter, plagued by
area have their shadows become living enemies with whispers of evil and the sound of blood curdling screams.
the statistics listed below. The shadow lasts one phase
and seeks to kill the creature who spawned it. Type: Legacy
AT: LR + END
(1c) Strength Adjustment: +1 Melee Combat Cost: 100 Energy
Skill Range: 100m
(3c) Strength Adjustment: +1 any attribute Duration: 5 phases

SHADOW SPAWN
VARIABLE SHADOW CREATURE
STR 7 Health 100
ATTACK
AGI 10 Stamina 100
These living shadows form shadow daggers,
END 5 Mana 100 striking their targets ruthlessly.

INT 0 Reaction 18 Shadow Dagger


Threat: 1 Damage: STR +3 (Shadow)
PER 8 Evasion 18 (1c) Damage Adjustment: +2 4IBEPX

CHM 0 Base Movement 10 Typical Attack Ability Score: 25

Armor 20 Magic 0
Mental Immunity
Protection 10 Melee Combat 10 Shadow Spawn isimmune
to all fear andmind
Protection 100 Natural Weapons 5 control effects.
(Shadow)
Resistance 0

178
8
Base Success: An area in a 100m radius around Type: Legacy
the Shadowmancer becomes completely dark. Within AT: LR + END
this area, no form of natural vision is possible. Any Cost: 100 energy
creature other than the Shadowmancer are afflicted Range: Self
with Vile Whispers. The Shadowmancer may see Duration: 5 phases
normally, ignoring Endless Night.
Vile Whispers: Causes the target to suffer a -15 Base Success: You gain +20 ARM (All), +5
penalty when resisting Mind and Fear type spells. In AGI, and may choose a single ability each phase and
addition, a target must take a 50% CT when affected use it as an Instant, Free action which receives +5
by Vile Whispers and every phase they remain under CAP with Base Success. All costs for using an ability
its affect. If the CT is successful, it causes the target in this manner are reduced to zero.
to have minor panic-induced breakdown. This causes
the target to immediately lose 20 Stamina and have (5c) Strength Adjustment: +1 ARM
all Stamina costs or losses increased by 10. For each (5c) Strength Adjustment: +1 AGI
phase a target is exposed to Vile Whispers the Resist (6c) Duration Adjustment: +1 phase
penalty increases by -5. For creatures unable to pierce (15c) Special Adjustment: Suspended Life
the darkness, the Shadowmancer is considered an You gain +100 temporary Health
invisible target. (20c) Special Adjustment: Dreadful Sight
The first time a creature sees the Shadowmancer
(2c) Area Adjustment: +100m Radius using Shadow Demon, they must succeed in a
(5c) Duration Adjustment: +1 phase contested LR AT or become afraid for Shadow
(10c) Special Adjustment: Saturation Demon’s duration. Once afraid, Legacy Bearing
All Shadow spells or Shadowmancer abilities creatures may make a contested LR AT each
used inside Endless Night are awarded 4 CAP phase to break the fear
with Base Success (40c) Special Adjustment: Dark Lord
(10c) Special Adjustment: Deep Terror You may choose a second ability to use as an
All Fear magic or abilities used inside Endless Instant, Free action each phase. This ability has
Night are awarded 4 CAP with Base Success all costs reduced to zero. The second ability
(30c) Special Adjustment: Endless Terror chosen in a phase must be different than the
Fear effects on targets inside Endless Night have first one chosen by Shadow Demon
their duration suspended so long as the target
remains in the area of Endless Night. Should
Endless Night end, or the target of a fear effect
leave Endless Night’s area, the duration of any
fear effects will resume as normal

SHADOW DEMON
What is more terrible than the darkness within
one’s own heart? A talented Shadowmancer could
harness that evil and let it reshape their whole being
into an unspeakable monster. Precious few survive
witnessing such an event, and those that do can barely
recount what they saw without trembling at the
memory.
The Shadowmancer becomes suffused with a
terrible dark power that transforms them into a large
demonic entity made completely of shadow.

1
179
(10c) Special Adjustment: Lifesteal
LEGACY ABILITIES Any time the Shadow Beast deals damage with
a strike, the Shadowmancer restores up to 10
BLACKBLOOD lost Health.
All Shadowmancers let the darkness in, but it’s
when they choose to let it back out you need to worry. DARK MIND
Maybe they do it to cleanse the soul, maybe it’s just Who can tell what lurks in the mind of one who
to terrify others. Either way, when they start pouring has communed with the darkness? Staring into the
that black ink from their veins, beware what monster kingdom of shadows must leave a mark on a person
follows. and I tell you, diving into such a mind cannot be a
By spilling their own blood, the Shadowmancer wise endeavor.
creates an inky pool of darkness that rapidly shifts Effect: You gain a +25 bonus when resisting
and solidifies into a Shadow Beast. Mind or Fear type spells. Any time a Mind or Fear
spell is resisted, the attacker pays the Mana or
Type: Legacy Stamina cost of the spell again, as their energy is
AT: LR + STR burnt away. If they cannot pay this additional
Cost: 20 mana + X health* amount, they will lose Health instead. You also gain
Range: 1m a permanent +1 Intellect.
Duration: 3 phases
DISSIPATE
Base Success: You sacrifice a portion of your When threatened, a Shadowmancer lets their body
own Health, and create a Shadow Beast, whose dissolve into shadows, so that a deadly thrust from a
statistics are based on the amount of health sacrificed. sword will split nothing but vapors of darkness.
*X is the amount of Health sacrificed upon using The Shadowmancer changes their body to be
Blackblood. This cost is paid immediately upon use partially made of shadow, giving them tremendous
and cannot be prevented in any way. resilience to physical damage, and allowing most
physical attacks to seemingly pass through their body
(1c) Strength Adjustment: Natural Weapons Skill +1 without harm.
(2c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 Any attribute

SHADOW BEAST
LARGE SHADOW MONSTER
STR X*/5 Health 3*X*
AGI X*/4 Stamina 100 ATTACK
The Shadow Beast rends its enemies with massive
END 10 Mana 100 claws.
INT 1 Reaction AGI+1 Claws
Threat: 4 Damage: STR + 6 (Shadow)
PER 1 Evasion AGI+1
(1c) Damage Adjustment: +2
CHM 0 Base Movement AGI (3c) Weapon Adjustment: Bleed (3)

Armor 10 Magic 0
Shadow Absorption Light Weakness
Protection 100 Melee Combat 1 All Shadow damage dealt All Celestial
is absorbed damage taken is
Protection doubled.
100 Natural Weapons 1 and converted to Health.
(Shadow)
Resistance 0

180
0
Type: Legacy Shadow Weapon
AT: LR + END
Cost: 10 mana
Range: Self Threat: 2
Duration: 3 phases Damage: LR + 12 (Shadow)
(1c) Damage Adjustment: +2 (Shadow)
Base Success: Your body will allow physical
attacks to pass through them giving the illusion of
no harm being done. They gain +15 ARM and cannot
be grappled.
(10c) Strength Adjustment: +1 bonus to
(5c) Strength Adjustment: +1 ARM Melee Combat AT
(5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Master of the Night
All Shadow based damage is absorbed and
converted into Health; your maximum Health
cannot be exceeded in this way
(15c) Special Adjustment: Shielded from the Light
All Celestial based damage taken is halved
(20c) Special Adjustment: Shadow Body
Your body and all possessions change
completely into shadow, granting immunity to
all physical damage. In this form you may not
physically interact with anything, but you may
cast spells and use abilities. While in this form
any source of Celestial damage has its base
damage increased by 10

SHADOW ASSASSIN
It the midst of combat it can be difficult to
remember that there are dangers other than the foe
before you. Doing battle with a Shadowmancer means
fighting both them and their darkness. Be wary of the
shadow at your their back, and the one at yours.
The Shadowmancer causes a target’s shadow to
temporarily animate and deliver a vicious attack with
surprising speed.

Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: 10m
Duration: Instant

Base Success: The target’s shadow makes a


Melee Combat AT using your LR + 25 as the Ability
Score. The target is considered surprised for this
attack. The shadow may appear to strike with any
type of weapon but the damage and relevant statistics
are always as below:

181
1 81
SHADOW’S CALL SHAD
ADOW TE
HADOW
H
HA ENDRILS
ND
DRI
RIL
LS
As the Shadowmancer er de
delves
elves
lves ffurther
lv urth
ur ther
er iinto
ntto ththe
he Everyone
E ver
e yyo
one
ne at so some
ome
me p point
oiintt ccomes
omess iin
om n ccontact
ont
na acct wi
w
wit
with
ith
th
darkness, it calls out from a di
dist
distance.
stan
ance
c . It b
beckons
ecko
eccko
kons
nss tthem
n hem
he m da
darkness,
ark
rkness
nesss, b but
ut no
n
nott ever
ev
everyone
verryyoone
ne ccan ann ssay
ayy tthe
he d
he darkness
a kn
ar nes
e s
closer; deeper into the nothingness.
thingn
th g ess. S Secrets
e re
ec rets
ts o
off Da
Dark
ark actually
acctu
tually
alllyy rea
reached
each
ea
acch
hed
e o out
ut tto
ut o grab
grab b tthem.
hem
heem.
m. SShadowmancers
haaddoowm
wman
mana cec rs a
are
ree
magic lie in its depths, awaiting
itingg ththose
hos
o e tw
twis
twisted
iste
teed and
an
n boldbold
l known
k
kn ow
o wn ffo for
or ha
h
having
avi
ving
ngg tthe
he d
he darkness
arrkn
a rkn
knesess la lash o
lash out
u w
ut with
ith
it h te
ttendrils
nd
ndri
dril
riils
ls
enough to explore the abyss.s. and
annd gr
grab
grabab hold
hol of ssoon
old of oon
oo n toob bee vic
vvictims.
iccttim
ms.
Effect: When casting Sh Shadow
had
adow wa and
nddD Death
eath
ea th sspells,
peellls,,
p A shadow
shhaddooww or
or source
so
sour
ou cee ofof darkness
dark
da rknesss unfurls
unf
nfur
u ls ten
tendrils
ndr
drils
ils
Alternate Base Successes cost
cos
ostt 5 less
les CAP.
CAP
A . YouYou also
alsso
al of p pure
u e sh
ur sshadow
had
adooww tthat
hat
haat re
rreach
eac
a h ou out
o utt to grab a tar target,
rgeett,
gain a permanent +1 to Intellect.
ntel
elle
el l ct. h
ho
holding,
ldiing,
ld g crushing,
cruushin
sh
h ng,g o orr ev
evenen
n cchoking
h ki
ho k ngg iit.
t.

SHADOWSTEP Type:
Ty
yppe
e: L Legacy
eggac
acy
We chased the damned da assassin
ssassin throug
through
uggh the
thhe to
townwnn AT: L
AT: LRR+S ST
STR
TR
square but all it took was thee shadow
shado
doww of a market
marrkeett stand
sttan
and Cost:
Cost 15
t: 1 5 mana
mana
for the bastard to slip into. I saw hihim
m em
emerge
merrggee ffrom
rom
ro m ththee Range:
R ang
gee:: 110m
0m
0 m
shadow of a shop sign quite tee a bi
bit
it away
ayy a
and
nd k knew
ne in
new in Duration:
D
Duura
rattiio
io
onn: 3 p
phases
hase
ha seess
my heart we would never catchatc
t h him.
The Shadowmancer sinks i ks into
in int
ntoo a ne
n
nearby
ear
arby
by sshadow
hadod w
do Base
B
Ba se
e Success:
Succce essss: T Thehee ttarget
h arg
ar
rget is is grabbed
grabb
rabb
bbe
bed
ed by by a
and emerges some distance ce away.
away. shadow
sh
had doww ttendril
ennd il which
drril whihicch h sspawns
pawn
pawn
pa wnss ffr from
ro
rom
om
man nearby
ea
arb by ssource
ourcee o off
darkness.
daarkne
kne These
n ssss. Th
T hesse tetendrils
en nd l sseverely
driils eevvver
erel
er
rel
ely rre
ely restrict
estri movement,
ricct m oveme
em men
ent,
Type: Legacy preventing
p
pr
revven nttiing
in
ngg tthe
he target
he g t from
targe
ge fro
fro
fr omm effectively
efffec
ective
tive
tively evading
eva
vadid ng g attacks
att
t accks
tt k
AT: LR + INT defending
orr d efendiing
ef itself.
g its
tsel The
ellf.. T hee ttargetg t iss cconsidered
arrge on
o n
nsi
sid
si grappled
dered grappl
g
grr pleeed d
Cost: 10 mana and
nd ssuffers
an uff
f er - tto
erss -2 o alall
a ll d
ll defensive
deefefennssiivve ATATs
A T
Tss for
for ea
fo each
ch ttendril
ach en
ndrrilil
Range: 15m at rrestrains
that
th esstraia ns
ai ns tthem.
heem. T
hem They
heyy ma
he may n
may not
no take
ot tta
ake m more than
orre tth
han
an a
Duration: Instant single
si nglle step
ing stet p in na any
ny d
ny direction.
iirreccti
tion
on.. Te
on Tendrils
end
ndri have
rils hav ve 50
5 h health
ealt
ea ltth
and d take
takee double
dou ublle damage
d ma
da ma g from
age
ge frorom Celestial
C le
Ce lest
stiaal sources.
sourcees.
so
Base Success: You mayy pass
pass through
th
hro
roug
ugh
ug h a shadow
shad
ad
dow
o
within movement range and
nd in
iinstantly
stan
ntly em
emerge
merge ffrom
romm ((5c)
(5 c) S
c) Strength
trren
e gtth Ad Adjustment:
A just
ju sttm
stme
me ent: +1
nt: + tendril
1 tte
ennddril
a shadow up to 15m away.
y. (5c)
((5 5c)) D Duration
urat
ur atio on Adjustment:
io Adjju
Ad ust
stme
ment
entn:+ +1 1pphase
phhaasse
((10c)
(1 100c) Sp
0c
0c) Special
pe
eccial
c Ad Adjustment:
Adju j sttm
ju me entt: Crush
Crus
Cr ussh
(2c) Range Adjustment:
nt: +1m
+1mm The
Th target
he tta
arget
arg suffers
ett suf
uffe
uffe
fers 5
rs dam
rs damage
mag (Impact)
ge (I
(Im
mp pac per
actt)) p e ten
er tendril
enndr
dril
il
(10c) Special Adjustment:
ent: Nightstalker
Niigh
ghtsstalkker
e at tthe
at he sstart
he t rt o
ta off ea
eeach
ach p
ach phase
hasse tthey
ha hey a
he are
ar grappled
re gr
g rap pp plled byy
ed b
You may pull a creaturee or object
obj ect off your
bjec our size
you si e a ShShadow
S
Shad
had dow
o Tendril
Ten ndrdril
il
or smaller through the sha
shadow
ado
dow wi th yyou.
with ou. Y
ou
ou. You
Yoou ((20c)
(220c
0c) SpS
Spe
Special
pec
eciaiall Ad
Adj
Adjustment:
djujust
stme
m nt
me nt: Choke
Chok
Ch ok
ke
must succeed on a contested
teested STR
ST AT AT to
to bring
brin
brin
ng T
Thehe target
ta
argget
et has
hass ttheir
h ir
he ir air
airr ssupply
up
ppplly cuut of
cut o fff (i
off (if th
(if his
is
this
an unwilling victim iss p osssi
sibl
b ee)) a
bl
possible) nd lloses
and osees
os es 1 0 Stam
10 S
Sttam
amina
amin
Stamina na at tthe he sstart
he ta
artt
o
off eaach
each hp hasse th
phase heeyy a
they ree gra
are rap
pp
p pleed by
grappled by a S hado
had dow
dow
Shadow
T
Te enddriil
Tendril

182
2
SMOTHER SPREADING DARKNESS
Being swallowed by the darkness is a terrifying It was more than just shadows, it was alive. This
experience. Horror fills your eyes, wailing thrums in thick black mist was swallowing the light. Before I knew
your ears, and even your mouth is filled with the taste it, I couldn’t see an enemy until they were standing
of fear. Few minds can handle such a revolting assault before me. I know for certain that battle happened at
without giving in to terror and temporarily losing wits. midday, but in my mind I remember it being dark as
Inky black darkness pours over the night.
Shadowmancer’s enemy filling their orifices with All light within the area dims until the area is
living shadow. lit no better than a heavily overcast day. In addition,
smoky shadows spill out from the Shadowmancer
Type: Legacy and further cloud vision for anyone else in the area.
AT: LR + INT
Cost: 10 mana Type: Legacy
Range: 10m AT: LR + INT
Duration: 3 phases Cost: 20 mana
Range: 50m radius
Base Success: The target suffers a -4 penalty to Duration: 3 phases
PER and -2 to all ATs.
Base Success: Anyone in the area suffers a -3
(5c) Strength Adjustment: Additional -1 PER penalty and has visibility reduced to a 2 meter
penalty to PER range.
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Mute (5c) Strength Adjustment: additional -1
The target’s mouth is filled with thick shadow, penalty to PER
rendering them unable to be heard (5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Mounting Terror (10c) Special Adjustment: Fertile Shadows
The target enters a state of panic, becoming All shadow spells or Shadowmancer abilities
afraid for the duration. Legacy Bearing used within the area of Spreading Darkness
creatures may make a contested LR AT to resist gain +2 CAP with base success
this effect
UNNATURAL MOVEMENT
Arliman’s children are known for moving with
preternatural quickness. They step away from sword
swings, bolts, even arrows with a discomforting ease.
Effect: You gain a +8 bonus to Evasion and a
permanent +2 to Agility.

1
183
SOUL BENDER
Legacy: Dark
In the
their
heirr ttime,
ime,
im e, the Soulbenders were troublesome dead. Several of these warriors became locked
things.
h They
h were secretive and vicious. The mere in vicious battles with the souls of the dead. The
thought of how they plied their dark power was warriors applied their extreme devotion to the new
unsettling enough, but more so was that they were practice of mastering the soul, both their own and
renowned for being resourceful and efficient. Whatever those belonging to the vengeful dead.
their black hearts desired eventually found its way into Called Soulbenders by the coastal villagers,
their clutches. these deviant practitioners would go on to leave the
southern isles and bring their reviled mastery over
DESCRIPTION the soul to the far corners of Laruna.
Tales of the dreadful command they wielded
Bending dark magic to varied tasks, the over spirits as well as their use of dark magic in
Soulbender is dangerous foe who is equally combat caused many to fear their power. Izumo
comfortable on the battlefield or solving mysteries. eventually conceded to investigate their origins after
By capturing souls and keeping them captive, suffering such political backlash. A search party was
Soulbenders learn to force them into many purposes organized and sent to the “Fallen Isle” but nothing
from crafting weapons to divulging secrets. was found. Not even the spirits of the dead were
present to account for the rise of the Soulbenders.
HISTORY The few original Soulbenders from the Fallen
Isle eventually grew into a small and secretive order.
Off the Southern Isles, the nation of Izumo This group was publicly shunned by most kingdoms
fought long and bloody wars against its neighbors. and the Izumo nation eventually issued an eternal
The dead were buried on a lone island in effigy to bounty for the elusive Soulbenders.
what had been lost. Many years after the wars had
ended, monk warriors would venture forth from the
temples and travel to meditate among the honored

Legacy Arc
+1 STR +1 Ability
+1 INT +1 END +1 Dark Spell
+15 Mana +10 Health
+1 Ability +3 Dark Magic
+1 Dark Spell

+1 STR
+1 END
+10 Health

184
4
Those who captured and returned them to the
Izumo nation would be heavily rewarded, but rumors Starting Benefits
circulated that the leaders of Izumo merely wanted to
integrate Soulbender’s training into their own studies. Legacy Ability: Purgatory
+1 STR, +1 END, 1 Dark Spell, +1 Dark Spell
Soulbenders Today (Curse)

Modern Soulbenders maintain a strong Legacy Trait


resemblance to their historical namesakes. Magics
involving the soul and the afterlife Backlash: The captured souls within prevent
still remain taboo across the majority of restful sleep. Soulbenders can not restore
Laruna, causing them to be distrusted more than 20 Mana or Stamina each day
well beyond the level of any other Legacy via natural methods. They may also
bearer. Even the Mesadrin Empire not go more than one day without
looks upon Soulbenders with a holding a soul in purgatory.
cautious eye. Dead men tell no tales,
and most would prefer to keep it
that way.
While it is now rare to find
Soulbenders organized into an actual
order, Soulbenders know that they are
uniquely alike, as only they hold such
knowledge from beyond the veil.

185
SOULREAVER
LEGACY VIRTUES Those who cross a Soulbender know to fear their
Harvester Claw, but what very few know is that the
EXPULSION greatest of them possess a weapon that is far more
The dark energy erupted from within the threatening.
Soulbender. It swept across the battlefield and each The Soulreaver is a dark weapon of war that
person it touched was crippled with unbearable pain. provides its wielder with a nearly limitless supply of
They screamed and writhed as their souls desperately dark energy and captive souls.
tore free of their bodies. In moments, the bodies of those
who had lost their soul rose up and devoured the few Type: Legacy
who had survived the curse. AT: LR + END
The Soulbender releases stored souls to unleash Cost: 50 energy
a powerful wave of dark energy. Range: Self
Duration: 10 phases
Type: Legacy
AT: LR + END Base Success: A bladeless hilt becomes a vessel
Cost: 100 energy for the Soulbender’s power, creating a huge blade of
Range: 100m dark energy, filled by the screams of its victims. While
Duration: Instant wielding Soulreaver, the Soulbender’s Purgatory has
its maximum soul capacity increased by 5.
Base Success: All creatures within range suffer
25 Damage (Curse) plus 15 Damage (Curse) per (3c) Strength Adjustment: +1 Curse
soul released. You may choose how many souls to (8c) Strength Adjustment: +1 Soul capacity
release. Any non-Legacy bearing creature killed by (8c) Special Adjustment: Rend
this damage becomes an Undead Cannibal, as listed Slain enemies have their soul split in two,
in the creatures appendix. giving the soulbender two charges

(2c) Damage Adjustment: +1 initial damage


(Curse) SOULREAVER (2H)
(2c) Strength Adjustment: +1 STR to Undead Requirements: None
Cannibal Thre
Threat:
rea
at: 6
(2c) Strengthh Adjustment:
Adju justs mentnt:: +10
+10 0 health
l h tto
healt o AT: G
AT Glaives
la
aives
e +S STR
TR
R
Undead Cannibal
ball Damage:
Damage
Da ge:: ST
STRR + 15 (Cu
(Curse)
Curs
urs
r e)
(15c) Special Adjustment:
Adju ju
ust
s men nt: Undying
Un ndyin
ng (1c)
(1c DDamage
amag
am age Adjustment:
Adju
Adjusttme
m nt
nt:: +
+5
5 Cu
Curse
u
Undead Cannibals
balslss remain
rem
emaia n permanently
perm
pe man
aneentlyy and
and
d (3c) WWeapon
eapo
ea pon Ad
Adjustment:
Adjust
stme
ment
nt: Bleed (4)
en
nded r’
obey the Soulbender’s r’ss mental
me com
o mand
commandsndss
Addjujust
stme
(20c) Special Adjustment: ment
n : Soul
Soul Renend
Rendd
ve any
All victims have any healing
healing done
don
onee to
t them
the
hem
f, rounded
reduced by half, rou
ound dedd down,
down, for
for 5 phases
pha
hasses

186
6
TORRENT OF SOULS Base Success: Each soul released is transformed
Trapped within the Soulbender, souls suffer into a Shade, as listed in the creatures appendix.
unimaginable torment. To be free of such suffering
for even a moment is worth anything. When only (2c) Strength Adjustment: +1 AGI to Shade
the highest form of bloodshed would do, the great (2c) Strength Adjustment: +10 health to
Soulbenders would release their captives, charged with Shade
dark magic, and ready for violence. (8c) Special Adjustment: Explosive
The Soulbender releases all of their captive Upon dying, the Shade explodes, dealing 25 +
souls, transforming them into Shades. the Soulbender’s LR in Damage (Curse) to all
enemies within 5m
Type: Legacy (12c) Special Adjustment: Leech
AT: LR + END Any time a Shade inflicts damage, you are
Cost: 100 energy healed for half this amount, rounded up
Range: Self (20c) Special Adjustment: Soul Tear
Duration: 10 Phases Each soul released produces 2 Shades

1
187
Type: Legacy
LEGACY ABILITIES AT: LR + END
Cost: 5 mana
BOTTOMLESS PIT Range: Self
So vast grew the need of the ancient Soulbenders Duration: 10 phases
that they developed better methods for containing the
souls which fueled their magics. Poems spoke of hearts Base Success: Creates the Harvester Claw.
like bottomless pits, a limitless repository for suffering
and strife. (2c) Damage Adjustment: +1 weapon damage
Effect: Increases the maximum number of souls (Curse)
held by Purgatory to 5 and allows the Soulbender to (2c) Duration Adjustment: +1 phase
spend 1 soul to restore 10 Health as an IFU action. (5c) Special Adjustment: Soul Sever
Reducing a target’s health to zero with Harvester
FATHOMLESS HUNGER Claw adds their soul to Purgatory
When the Soulbender is an empty vessel, a deep (10c) Special Adjustment: Drain Essence
and unabating hunger fills the void. The dark magics Wounding a target with Harvester Claw causes
that create their soul chamber fill it with a thirst for them to suffer -4 STR for 1 hour.
life force that must be slaked, and by doing so, lets the (10c) Special Adjustment: Reforge
Soulbender be renewed. Upon expiring the soul cost of Harvester Claw
Effect: Grants a powerful life steal when below is returned
the maximum soul capacity of Purgatory. You also
gain a permanent +25 Health. HARVESTER CLAW
Requirements: None
• 1 Soul below maximum: 3 Health restored Threat: 3
each time a strike deals damage AT: Brawling + STR
• 2 Souls below maximum: 6 Health Damage: STR + 6 (Curse)
restored each time a strike deals damage (1c) Damage Adjustment: +3 Curse
• 3 Souls below maximum: 9 Health and (3c) Weapon Adjustment: Bleed (2)
3 mana restored each time a strike deals
damage LINGERING CORRUPTION
• 4 Souls below maximum: 9 Health and The wounds the Soulbender left were grievous and
3 mana restored each time a strike deals unnatural. They could not be healed by any medicine
damage, +2 STR. or magic. They say the wounds carved away part of
• 5 Souls below maximum: 10 Health and a person’s soul, something only the gods could ever
5 mana restored each time a strike deals replace.
damage, +5 STR The Soulbender digs into the target’s soul when
• +1 STR per soul after 5 below maximum striking, dealing damage that can’t be restored
through normal means.
HARVESTER CLAW
Universally feared for bringing a fate worse than Type: Legacy
death, the Harvester Claw is the signature weapon of AT: LR + INT
the Soulbender. Netherworld energy shapes trapped Cost: 20 mana
souls into a huge wicked claw. Superimposed over the Range: Self
hand of the Soulbender, this weapon harnesses the Duration: 1 strike
trapped souls hatred and hones it into a weapon of
unequaled malice. Base Success: All damage done by your next
The Soulbender crafts a large claw weapon out successful strike is considered Blighted.
of souls and dark energy that surrounds their hand
in battle, inflicting terrible wounds and curses upon
their enemies.

188
8
Blighted: This damage cannot be healed by STOLEN KNOWLEDGE
mortal magic. Any Legacy type abilities attempting The dead know things. They possess secrets that
to heal this damage add the ATR of the Lingering escape the living and with proper motivation, they can
Corruption that caused it to their difficulty. pass on this knowledge. For a Soulbender, trying to
appease the many desires of the departed is out of the
(1c) Cost Adjustment: -1 mana question. They instead offer release to their captive
(5c + 1 Soul) Duration Adjustment: +1 strike souls in exchange for the secrets they horde.
(10c) Special Adjustment: Deathgrip The Soulbender communes with one of the souls
Efforts to heal or remove Blighted damage suffer they hold in Purgatory to gain their knowledge.
a -6 penalty.
(10c) Special Adjustment: Mark of the Type: Legacy
Netherworld AT: LR + INT
Blighted targets incur +8 damage (Curse) from Cost: 25 mana, 1 soul
any source of curse damage. Range: Self
Duration: 1 hour
PURGATORY
Having your soul be kept in a eternal prison, Base Success: You gain +10 to any Academic
trapped in a suspended state of suffering is a terrifying AT.
thought. Worse is to fall victim to the Soulbender who
knows how to break a soul forever. The process instills (3c) Strength Adjustment: +1 bonus to
them with extraordinary power, but spells oblivion for Academic AT
the broken soul, now lost. (10c + 1 Soul) Special Adjustment: Forbidden
Effect: Allows the Soulbender to trap the spirit Knowledge
of the dead and use their torment to generate a The bonus granted by Stolen Knowledge may
limitless amount of dark energy. They can hold up to instead be applied to a Magic AT.
3 souls which each grant +2 to ATs to use curse spells. (10c + 1 Soul) Special Adjustment: Forgotten Art
These souls may be used to pay the activation cost Stolen Knowledge gives you access to a single
of Soulbender abilities instead of paying the mana spell you don’t already know for 1 hour. Take
cost. A soul may be gained by standing within 1m of a CT 75%, which if successful gives you a spell
a mortal whose Health is reduced to zero. Trapping of your choosing. If the CT fails, the spell is
a soul this way costs 20 mana and is a persistent, selected by the Dreamweaver.
untested action.

SHADOW PLAGUED
You need only stop and listen when you are alone
in the dark. There, in the deepest of shadows, whispers
the voice. It speaks of secrets best left unknown, and
woos those who listen down a path of power they
cannot turn back from. Woe to those who go seeking
these voices.
Effect: When casting a Curse or Shadow spell,
Alternate Base Successes cost 5 less CAP. You also
gain a permanent +1 to Intellect and Agility.

SOULBREAKER
While some poor souls are eventually granted
release with certain abilities, the truth is that most
are simply torn asunder and absorbed, fueling the
mind and body of the Soulbender.
Effect: You may spend a soul to grant a +5
bonus to a single attribute for 1 hour. Soulbreaker
may be used on more than one attribute at a time, but
does not stack if used on the same attribute.

189
1 89
EARTHWARDEN
Legacy: Calling
DEESCRIPTION
SCRIPTIION

Laruna has a sad ad history


his
isttory of suffering
suff
fferin ng at the the
hands of her inhabitants.
annts
ts. Ti
T
Titans
tans ccrushed
rush
ru sheded h her
e fforests
er oressts
or
and leveled her mountains.
unta
un tain
inss. Dra
Dragons
ago
gonss sscorched
coorc
rche
h d herr
plains and burned he her
er sskies.
kiees. Human
Humans anss mu murd
murder
rdere herr
creatures and waste heherr bobounty.
boun
untyty.
Is it much a surprise
risse that
tha she he saw
saw
a fit it to
to empower
em
champions of her own?wn? Ea Eart
Earthwardens
rthhwardedenss arearen’t
en’
n’tt savi
saving
ing
n
Laruna from everyone, e, ththey’re
hey
ey’r saving
’re savi
ving everyone
n every ryon
o e fr
on from
rom
o
themselves. How would u d we survive
ul ve wwithout
ittho
houtut hher?
er??
er

HIST
ISTORY
TORY

In ages past, the druids


dru
dr uids of of Farano
Faranok ok would sele
select
lect
ct
a worthy member among monong g their group. p T This
his dr
hi drui
druid
uid
d
would be one who had ad g gone
onee tot great at llengths
engt
engths
h tto
o
protect the wilderness and nd sshowed
how
ho wed ex exem
exemplary
mpllaryy
wisdom in their dealingslings with outsid outsiders.
der
ers.
s.
They would go and sit it before the G Great
reeat
Tree which would bestowsto
tow u upon
pon n the
them
hem
em a
ate
ten,
special fruit. Once eaten, n, the d ruid
druid id
would be known as an nE Earthwarden
arrthwa ard
rden
enn
having gained exceptional
ional po
io power
owe
werr
with nature magics.
Earthwardens wouldw ou uld go go
forth from Faranok ok k a and
n
nd
choose a domain to o ssettle
ettl
tlee
in. This domain be became
beca came m
their home and d despite
espipitet
their power, they neither
neeit ithe
heer
ruled nor changed d th thisis
territory. Instead the they
h y
kept a watchful eye
on it ensuring thatt it its
wilderness was kept ptt
safe and free of
corruptive influences..
Tales of earning an
Earthwarden’s ire aree co ccommon
mmon n
and more than one wi wise offender
se off ffendeder
has fled a territory,, abandoning
abbando donining
ng
their livelihoods in hopes
hopopes to o escape
escapepe
p
retribution.

190
0
Legacy Arc
+
+11 A bility
Ability +
+1515 Mana
Man
Calling +
+22 Calling
+ +11 Calling
Calling Spell
Spell +15
+ 15 Health
Healt
+
+22 M
M.. C
Combat
ombat +11 C
+ CHM
HM
+11 A
+ Ability
bility +
+22 R
R.. C
Combat
ombat +
+11 E ND
END
+1
+1 Calling
Calling Spell
Spell
+1
+1 CCHM
HM
+1
+1 E
END
ND
+
+22 Calling
Calling
+
+22 M
M.. C ombat
Combat
+2 RR. C b
Combat

Those who earn the genuine trust or appreciation shine a light on the hardships Laruna suffers. Those
of an Earthwarden were said to have no cares as the who look upon Earthwardens with the cliched vision
land would always provide for them. They could walk of a dusty old druid hugging a tree do so at their own
unharmed in the thickest forest, find food in barren folly, as Earthwardens are no mere lambs, but contain
fields, and drink clean water from any pond. the strength and conviction of lions.

EARTHWARDENS TODAY
STARTING BENEFITS
For those concerned with Laruna’s health, the
legacy of the Earthwarden’s return has come none too -FHBDZ"CJMJUZ Ancient Guardian
soon. The destructive behaviors of the mortal races 1 Calling Spell (Nature type)
such as war and pillaging have stripped the land +15 Mana, +2 PER, +1 CHM, +1 END
of its resources. More and more castles, cities, and
barracks are altering Laruna’s natural beauty. Death LEGACY TRAIT
and pestilence of both natural and magical means
spread across the land. Even the very same magic Outrage: You are forced to retaliate if someone
that has blessed the Earthwarden with their gifts has harms the land or its natives for any reason other
caused corruptive Nexi and disruptive Kreesh to bring than personal survival. Retaliation from Outrage
about their own wicked destruction. must result in the offender earnestly abandoning their
While Nexi and Kreesh are of importance to attempt to do harm, otherwise you must incapacitate
every Legacy Cearer, Earthwardens are especially in and relocate the offender.
tune with the unique problem Nexi present. Every
Nexus is not only a danger to Legacy Cearers, but
also the environment and creatures it corrupts. To
others, such things are a threat, but to Earthwardens
they are a crime and an insult that must be stopped.
Earthwardens do not exist outside of Laruna’s
society, so while some may find it preferable to
retreat from civilization and return to nature, just
as many can be found in mortal cities. Those who
choose to dwell with others take it upon themselves
to influence change from within society, hoping to

1
191
TREE OF LIFE
LEGACY VIRTUES The guardians of Laruna have a special bond with
the land and spirits they serve. They once walked side
EARTH ELEMENTAL by side with mystical creatures of the forest, learning
While no longer able to summon these protectors from their wisdom and helping them to defend the
herself, Laruna can rely on the Earthwarden to recall earth. Although those creatures may be long forgotten,
their spirit, bringing them forth once again. Invoking the Earthwardens remember. They use their power
the essence of the land into their body, the Earthwarden of Calling to invoke the spirit of their former allies,
becomes a force of pure, rampaging earth. showing the current age the true might of the Arga’sheel.
The Earthwarden shifts into a giant earth The Earthwarden shifts into a tree-like form,
elemental, roughly twice as large as the original resembling a mighty oak. This new form will be
caster. Depending on the environment, this form roughly 3x the original size of the caster. The caster
may be made up of several large boulders for the may choose to keep items held in their hands during
body and head, and small rocks and pebbles for the the shift. All other items carried via other means
hands, or a tightly packed ball of mud or loose gravel (backpack, belt, etc.) meld into the new form and
for the entire body. The caster may choose to keep become non-functional until the effect ends. Magical
items held in their hands during the shift. All other items that grant passive bonuses still provide their
items carried via other means (backpack, belt, etc.) effects.
meld into the new form and become non-functional
until the effect ends. Magical items that grant passive 5ZQF Legacy
bonuses still provide their effects. AT: LR + END
Cost: 100 Energy
5ZQF Legacy Range: Self
AT: LR + END Duration: 3 phases
Cost: 100 Energy
Range: Self Base Success: Gain +8 STR, +12 INT, +50
Duration: 3 phases Health. All Healing type spells gain +10 to their ATs
and may affect up to three chosen targets with a
Base Success: Gain +12 STR, +150 Health, single cast. The caster gains a +6 bonus to grappling
+10 ARM (All). All Earth type spells gain +10 to a target in melee range as they ruthlessly constrict
their ATs. You may meld through solid earthen their branches around the enemy.
objects such as dirt, stone, mud or gravel at your full
movement speed. (2c) Strength Adjustment: +1 Any Attribute
(2c) Strength Adjustment: +1 Magic Skill
(2c) Strength Adjustment: +1 Any Attribute (2c) Duration Adjustment: +1 phase
(2c) Strength Adjustment: +1 Base Magic (10c) Special Adjustment: Rich Mahogany
Skill Your Nature type spells gain a +10 bonus to
(3c) Duration Adjustment: +1 phase their ATs
(10c) Special Adjustment: Earthbound (10c) Special Adjustment: Hardened Bark
You are immune to any incapacitating effects You gain +10 ARM (All)
(stunned, dazed, paralyzed) and knockback/ (15c) Special Adjustment: Earthgrasp
knockdown effects All successful melee strikes against you cause
(10c) Special Adjustment: Indestructible roots to strike out and hold the enemy in
You gain +20 ARM (All) place, giving them a -6 to all ATs. This effect
(30c) Special Adjustment: Earthen Command is automatic. The roots have 50 health and last
Once per phase as an IFU action, you may cause until destroyed or Tree of Life ends
the earth to rise up in front of an ally, absorbing (40c) Special Adjustment: Fruit-Bearer
an incoming strike Your form will now contain 15 colorful fruits
able to be picked by anyone standing nearby.
Five (5) of each color will spawn. Red fruit
restores 50 Health, yellow fruit restores 50
Stamina, blue fruit restores 50 Mana. Once
picked, they are permanent and never rot

192
2
The Great Lion King’s Roar
During a time when titans walked the face of Once per phase, you may release a powerful
Laruna, a mighty entity stalked the plains. Known only roar, dazing all targets within 20m, causing a -4 to
as The Great Lion, this majestic and golden warbeast all ATs taken for the phase.
lorded over the lands and punished anyone who dealt
harm to the wildlands. At one time even the children of (2c) Strength Adjustment: +1 Any Attribute
the young gods were wary of provoking its ire. (2c) Strength Adjustment: +1 Base Magic
The caster shifts into a massive lion, roughly 20 Skill
feet long and 10 feet at the shoulder. Its eyes glow a (2c) Duration Adjustment: +1 phase
bright orange, claws as long as daggers, and a vicious (10c) Special Adjustment: Aura of Pride
roar that can disorient the enemy. All allies within 20m radius are immune to fear
effects
Type: Legacy (15c) Special Adjustment: Fearful Roar
AT: LR + END When you use King’s Roar, all enemies within
Cost: 100 Energy range must succeed in a contested LV roll or
Range: Self flee in fear for 1 phase
Duration: 3 phases (20c) Special Adjustment: Great Leap
After using pounce, if the melee AT succeeds in
Base Success: Gain +10 STR, +10 AGI, +6 creating a Base Success, the target is knocked
PER, +6 CHM, +100 Health. +6 to all magic ATs. prone
Gain: Pounce, King’s Roar. (30c) Special Adjustment: King of the Jungle
Your King’s Roar now extends to 1km, and lasts
Pounce 3 phases. In addition, it bestows all allies within
Once per phase, you may pounce on a target range +2 STR
within 20m, immediately closing to melee range and
taking a Natural Weapons AT with a +4 bonus.

193
(5c) Duration Adjustment: +1 phase
LEGACY ABILITIES (12c) Special Adjustment: Earthgrab
The Guardian may now cast Entangle
ANCIENT GUARDIAN (12c) Special Adjustment: Lifespring
The Earthwardens will tell you that the land itself The Guardian may now cast Rejuvenation
is alive. Most will shrug that off as hogwash. It’s just (12c) Special Adjustment: Toughness
rocks and dirt. The trees and plants are living of course, The Guardian gains +50 Health and +50
but that isn’t quite the same thing is it? After you see Stamina
an Ancient Guardian come to life though, your opinion
might be different. Laruna does indeed have its own EARTHBOUND WEAPON
defenders. We must take care of Cardespawn’s dream In the hands of an Earthwarden, simple organic
lest it deem us unworthy to inhabit it. materials such as tree branches or bones can become
The Earthwarden beseeches the aid of an deadly melee weapons, imbued with magical energy.
ancient protector of the land. There may only be one The Earthwarden grasps a large bone, tree
active ancient guardian at a time. branch, piece of wood, or other organic material of
similar composition and imbues it with nature energy.
5ZQF Legacy The material will grow and shape itself into a magical
AT: LR + CHM club or staff. This may be cast upon a normal wooden
Cost: 20 mana club or staff for the same effect.
Range: 50m
Duration: 5 phases 5ZQF Legacy
AT: LR + CHM
Base Success: A nearby part of the land is Cost: 10 mana
infused with nature energy, coming to life to assist Range: Touch
the caster. This could be a tree, a conglomeration of Duration: 1 hour
earth and rock, bundles of twigs and grass, or any
other combination of plant and earth. The guardian Base Success: A club or staff is created with the
is sentient and will attempt to help the caster in any following statistics:
way possible. It cannot speak but will understand the
native language of the caster. Requirements: STR 3
Threat: 4
(2c) Range Adjustment: +10m AT: One/Two-Handed Blunt + STR
(2c) Strength Adjustment: +1 any attribute Damage: STR + 12 (Impact)
(5c) Strength Adjustment: Natural Weapons (1c) Damage Adjustment: +4 Damage
The guardian gains +6 Natural Weapons (18c) Weapon Adjustment: Crush
Advanced Skill (25c) Weapon Adjustment: Knockout CT (75%)

ANCIENT GUARDIAN This mighty elemental is slow to move but


LARGE ELEMENTAL deadly when angered.
STR 15 Health 150 ATTACK
AGI 4 Stamina 100 The Ancient Guardian pummels
its enemies with its fists.
END 10 Mana 85
INT 7 Reaction 10 Fist
Threat: 4 Damage: STR +12 (Impact)
PER 6 Evasion 10 (1c) Damage Adjustment: +4 Impact
CHM 3 Base Movement 4 Typical Attack Ability Score: 

Armor 15 Magic 8 Indomitable Mental Immunity


The Ancient Guardian The Ancient Guardian
Protection 10 Melee Combat 3
suffers no wound is immune to mind
Resistance 10 Natural Weapons 3 penalties. control effects.

194
4
Once the effect ends, the weapon is treated as Hindrance: 0
an ordinary weapon of its respective type. PRO "MM
 5
Bonus to Nature Spell ATs: +2
(3c) Damage Adjustment: +1 Impact Weight: 1kg
(4c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Earthbound (2c) Strength Adjustment: +1 PRO (Nature)
Fortitude (5c) Strength Adjustment: +1 ARM (All)
The weapon is indestructible (5c) Strength Adjustment: +1 PRO (All)
(15c) Special Adjustment: Crippling Poison (5c) Strength Adjustment: +1 to Nature ATs
The weapon deals LR+5 Damage (Poison) and (3c) Duration Adjustment: +1 hour
causes the target to lose stamina equal to half (15c) Special Adjustment: Deflection
the total damage done, rounded down* +15 RES (All)
(15c) Special Adjustment: Wound Poison (15c) Special Adjustment: Permanence
All targets hit by this weapon have their wounds The armor retains its power permanently. Any
infected. They lose 2 Health per phase for 5 creature not marked by The Calling attempting
phases and wound penalties are doubled for the to wear it treats it as an ordinary piece of
duration. This effect does not stack with itself* clothing
(15c) Special Adjustment: Deadly Poison (20c) Special Adjustment: Steward of Calling
The weapon deals LR+15 damage (Poison)* Any Kreesh or Corrupted of The Calling Legacy
(15c) Special Adjustment: Permanence are hesitant to attack, causing them a -4 to all
The weapon retains its power permanently. Any ATs directed towards you
creature not marked by The Calling attempting
to wield it treats it as an ordinary weapon EARTH MELD
The Earthwarden shares a symbiotic relationship
*Only one poison adjustment may be taken per cast. with Laruna. Indeed, the earth below takes significant
steps to ensure her protector is safe from harm in
EARTHBOUND MANTLE exchange for their services. This special bond allows
Earthwardens are often found wearing the Earthwarden to temporarily become one with the
unconventional garb. At first glance, they may appear earth, allowing them to use the land for both offense
as someone who has simply spent too much time in the and defense.
wilderness. Onlookers are quick to learn, however, that
more is there than meets the eye. The Earthwarden is 5ZQF Legacy
able to pass some of his nature energy into an animal AT: LR + END
skin or a grouping of leaves, enhancing his ability when Cost: 20 mana
worn. Range: Self
The Earthwarden touches an animal skin, group Duration: 5 phases
of leaves, bones, or other organic material of similar
composition and imbues it with nature energy. The Base Success: The Earthwarden and all of their
material will grow and shape itself into a rugged possessions sink into the earth below, leaving no
cloak or mantelet, which can be worn over armor. trace. This will effectively disengage the Earthwarden
This may be cast upon a normal cloak or mantelet from combat. They may choose to arise before the
for the same effect. duration ends. While underground, the Earthwarden
will have a general sense of the above ground world
5ZQF Legacy within 5 meters of their location. (Hearing sounds,
AT: LR + CHM detecting footsteps, etc.) Entering and exiting the
Cost: 10 mana earth is considered an IU action.
Range: Touch
Duration: 1 hour (1c) Duration Adjustment: +1 phase
(10c) Duration Adjustment: Peaceful Rest
Base Success: A cloak or mantelet is created The base duration is changed to 1 day. You may
with the following statistics: not purchase Freedom

Armor Rating : 3/3/3

1
195
(10c) Special Adjustment: Jettison PATHFINDER
When you arise, you may choose to do so All but the most experienced trackers lose their
violently, spraying dirt and gravel in all way in the mystical forest of Faranok. Their only hope
directions from your exit point. Anyone caught of finding home again are the Wardens. The Wardens of
within 2m of your exit will be treated as Faranok have patrolled their forest for ages. They know
surprised by you for the phase every inch of these woods, every crack and every crevice.
(20c) Special Adjustment: Freedom Although many adventurers enter the woods with high
You may now move at one half movement speed aspirations, they quickly realize they should follow the
while inside the earth. This does not allow the Warden’s guidance and leave peacefully—before what
Earthwarden to move through anything other lurks beyond the fog turns its gaze toward them.
than dirt, mud, sand or gravel Effect: You will always know the cardinal
direction you are heading when outdoors. In addition,
LAND’S BOUNTY your movement speed is not impaired by any terrain.
Laruna always provides for her trusted guardians. You gain the ability: Mark.
Earthwardens with this ability need not worry for
sustenance or be threatened by beasts when in the wild. MARK
Effect: You gain a permanent +1 to Endurance. You may mark a target within line of sight as an
You become immune to naturally occurring poisons. IFU action. The very land around you sees this target
You may drink from any natural body of water and as marked and spiritually guides you to their location.
treat it as though it were fresh water, regardless of You will always know the direction of the target from
contamination. You may consume a handful of earth your position, although not necessarily the distance
to satisfy any hunger or need for nutrition. Finally, between. This sense will fade when the target is more
non-magical creatures will never attack unless struck than 5km away, or when a new target is marked.
first, or you endanger the lives of their young.
SACRED GROVE
MOTHER’S GIFT Earthwardens consider the entire land of Laruna
Those Earthwardens sufficiently devoted to the as ‘home,’ but some have special ties to a particular
goddess Nomai have received her blessing, receiving place. Those ties allow for a deeper understanding
dramatically enhanced control over the land and its of the area as the Earthwarden becomes part of the
energy. ecosystem.
Effect: The Earthwarden receives a permanent The Earthwarden sanctifies an area of nature
+1 to Intellect, and +1 to Charm. When casting Earth by performing a rite handed down by the goddess
or Nature spells, Alternate Base Successes cost 5 less Nomai. They perform this rite by meditating inside
CAP. the designated area for 1 hour. This process links
their spirit to the land. Valid areas include: A body of
NATURAL ATTUNEMENT water, forest, jungle, or desert. Any natural enclosure
Studying the magics of the wild does not make you such as a cave or cliff could also suffice at the
an Earthwarden. No book or scroll can bestow on you Dreamweavers discretion. This area becomes a safe
their level of connection to the land or Nomai. haven for the Earthwarden providing extra magical
Effect: The Earthwarden gains a permanent prowess, enhanced rejuvenation, and supernatural
+1 Calling Magic Skill OR +1 Elemental Magic Skill. awareness.
Also, choose one Earth or Nature spell you currently
possess. All ATs made to cast this spell gain a +5 5ZQF Legacy
bonus. This ability may be taken more than once. AT: LR + CHM
Cost: 50 mana
Range: Self
Duration: 1 week

196
196
Base Success: You become connected to a Base Success: You link with any mammal,
location with a maximum area of 1 square kilometer. allowing you to communicate telepathically. In
While standing within the Sacred Grove you have addition, you may issue single commands as an IFU
the cost of any Nature spell’s Strength adjustments action, once per phase. The creature will follow these
reduced by 2. CAP adjustments may not be reduced commands to the death or until the duration expires.
below 1 in this way. In addition, natural Stamina
and Health regeneration from rest is doubled. Finally, (2c) Duration Adjustment: +1 hour
you are always automatically aware of every sentient (15c) Strength Adjustment: May link with an
presence within the Sacred Grove and thus can not avian or fish
be surprised while within its boundaries. Only one (20c) Strength Adjustment: May link with an
Sacred Grove may be active at any given time. insect or arachnid
(30c) Strength Adjustment: May link with a
(2c) Strength Adjustment: +1 square kilometer magical creature
(5c) Duration Adjustment: +1 week duration (20c) Special Adjustment: Soul Link
(15c) Special Adjustment: Eyes of Nature You may inhabit the creature’s body for the
By spending 1 mana, you may choose to see duration, assuming complete control of its
through the eyes of any living creature within actions. Your physical body will remain lifeless
the Sacred Grove, granting you vision from the in its current position. If the creature dies while
target’s perspective Soul Link is active, you will immediately snap
back into your body, and become paralyzed for
SPIRIT BOND 1 phase
As Laruna is the domain of the Earthwarden, so
are all of her creatures. Every type of beast, large or SUSTENANCE
small, will bow to the Earthwarden’s command. By combining nature with the power of the
The Earthwarden makes eye contact with a Arga’sheel and a small sacrifice of their own life force,
creature, spending one phase to connect to its feral the Earthwarden enhances the ability of any plant life
spirit. If the Earthwarden attempts to bond with to nurture and heal.
a creature and fails, there is no ill effect. This link The Earthwarden sprinkles a few drops of blood
may be released at will. This ability has no effect on over any edible food item and infuses it with the
intelligent beings. power of healing. This could be anything from a
piece of bread or chicken leg to a bowl of berries
5ZQF Legacy or a large vegetable. The imbiber must consume the
AT: LR + CHM entire portion to receive the effects.
Cost: 10 mana
Range: 5m 5ZQF Legacy
Duration: 1 hour AT: LR + END
Cost: 10 mana +5 health
Range: Touch
Duration: 1 day
Base Success: The affected food item will
restore 15 Health when fully eaten.

(2c) Strength Adjustment: +1 Health restored


(5c) Duration Adjustment: +1 day
(15c) Special Adjustment: Bountiful
The food item can now restore health twice,
once for each half eaten.

197
1 97
MIRAGE
Legacy: Calling
Th
The
he tr
trut
truth
uthh is that deception is exhilarating. It’s time. After causing a mighty ritual performed by a
more than
h getting your way, more than useful magic. cabal of magi to produce comedic and undesirable
It’s a release unlike any other. Warriors claim that results, Rakol found himself the subject of a large
biting into their enemies flesh with steel is an exultant scale manhunt. In the end the cabal got its revenge
feeling, but I tell you, breaching someone’s mind is the when Rakol ended up their prisoner. One of their
pinnacle of ecstasy. It’s the ultimate display of altering number took a keen interest in the unique illusionary
our world. Changing it to your whims without changing magics that Rakol had such extreme aptitude for.
anything. It’s walking the fine line of do and do not. Because of this mages interest, Rakol was given a
It’s answering without speaking, winning without bargain. He would surrender his magics to the mage
competing. It’s being a Mirage. and teach how to use them for a time, and if done
properly, he’d be released unharmed.
DESCRIPTION A magical bargain was struck to ensure both
parties honored their word. Rakol the legendary
A Mirage is a Calling archetype that uses trickster gremlin gave up his powers to a young mage
illusions to confuse and ravage the minds of their and spent years teaching her how to use them. When
opponent. the time passed, the mage honored her word and
released Rakol. His enemies found him shortly after,
HISTORY and without his magics, he met an unfortunate end.
So began the legacy of the Mirage.
Gremlins have long been a burden to members Masters of deception in all its forms, the Mirage
of the mortal races. They ply potent illusionary magic were peculiar students of magic, focusing their
with the exclusive purpose of causing trouble. These studies on illusions, mind alterations and obfuscation.
trickster fae live off the frustration, rage and agitation Ever elusive, the Mirage were seen as uncontrollable
of their victims. Rakol was infamous to mortals and wild cards that went where they would and did what
gremin alike as the greatest gremlin trickster of his they wished, often causing confusion in the process.

Legacy Arc
+11 A
+ Ability
bility +10
+ 10 Ma
Mana
M an
an
+11 Calling
+ Callin
ng Spell
Spell +1
+1 INT
INT +22 Social
+ Soc
ocia
cia
ia
+15
+ 15 Mana
Mana +1
+1 CHM
CHM +4 R
+4 RESES
ES & PRO
P
+11 Mind
+ Mind Spell
Spell +33 S
+ Social
ocial (Mind)
((M
Minind)
d)
+44 RES
+ RES & PRO
PRO
((Mind)
Mind)

+11 A
+ Ability
bility
+
+11 IINT
NT
+
+11 C HM
CHM

198
8
making those who are willing to settle down
MIRAGES TODAY an important part of many governments.

The power of the Mirage lends itself to social STARTING BENEFITS


guile as much as it does combat, leading most
Mirages to live highly social lives. The ability to Legacy Ability: Duplicate
appear as someone else is one that can always come 1 Calling Spell (Mind type)
in handy, and many a clever Mirage have mobilized +2 INT, +1 CHM, +10 PRO (Mind), +10 bonus to
armies and changed countries with a few well placed resisting Mind type spells
words. Of course, if a Mirage’s true nature has been
exposed, much of their work will fall apart and their LEGACY TRAIT
influence will fade away. This causes such Mirages
to always
wayys bee on th the
he momove,
move maintaining
v , ma
maintain nin
ing different
g di
diff
fferreen
nt An
Anchor:
nch
choror: Mirages ar aree so ade adeptept at d distorting
identities
iti
t ess thr
throughout
hrou
oughou ut th
thee Ki
King
Kingdoms
n do
ng domms off La
Laruna
Laruna.n .
na p
pe rcepptio
perceptionsons an n Ancho
Anchor or iss rrequired
equi
eq uire
reed to oh elp retain a
help
Mirages
M
Mi rage
ra aren’t
ges arren always
en’’t alw ffree-roaming
lwayys fr eee-roa
roammiing ttricksters.
rick
ri
ick
ckst
ster
erss. soli
so
solid
l d grasp of
li of rreality.
eali
ea lity
ty. Once
Onc per wee week,
eek k, tthe
he M
Mirage
i
ir must
In fact, any
t, a n spymaster
ny er cr
create
reate t an Anchor
Anch
chor by by holding
holdding a small
smm l personal
perso
pe item
worth their
h th
the will
eir saltt w illl
il in their
in th
heeir hand
han
a d forf r 24 hours
fo hou
o rs r wit
without
itho
houtut inte
interruption.
e
do whatever
hate tever is iin
n This
Th is A Anchor
n c ho
hor m
mu
mustu st remremain
e aii n iin their
their powe
power
poow r to possession
p
po ssessi
sion
on att alall
ll ttimes and
get a Mirag
Miragege in be h
be held
elld in n han
hand for at
their em
employ,
empl p oy, lleast
leat o
as ne hour each day.
one

1
199
(2c) Range Adjustment: +100m range
LEGACY VIRTUES (10c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Hero +1
ILLUSIONARY ARMY The illusion has +1 to all skills and attributes,
They crossed the field in purposeful strides, full and +25 Health, Stamina and Mana
confident their thick armor and sharp blades would (20c) Special Adjustment: Panic Stricken
chop us up in short order. When I set an army of Any target taking more than 50 Health damage
nightmares upon them, they quickly realized that they from their illusion becomes stricken with fear
needed not only fear me, but also the enemies they and will attempt to disengage and run from
couldn’t see. What they never understood was that the combat wherever possible until the illusion is
enemy they couldn’t see was their own minds. dead or duration has ended
The Mirage creates a horde of nightmarish (30c) Special Adjustment: Traumatized
illusions, one for each enemy within range. Targets that take more than 75 Health damage
from their illusion become traumatized for 1
5ZQF Legacy hour, suffering a -5 to all ATs and -20 RES
AT: LR + INT (Fear, Mind)
Cost: 100 energy
Range: 100m MASS RECOLLECTION
Duration: 3 phases Small lies can cause death by a thousand cuts,
but there are times when a small blade will not suffice.
Base Success: All targets within range spawn For these situations only a huge warhammer will do.
a frightening illusionary enemy which will attack These are the times where you need tell the whole world
only its target until the duration is over or until something completely false, and get them to choke on
destroyed. The illusion takes the form of the target’s it. When what actually happened becomes far less
worst nightmares, and copies the stats of the target. important that what people believe happened, you
All damage done by the illusion is considered Mind know the Mirage has won.
damage. The Illusion is capable of any weapon use, The Mirage enters the minds of all creatures
spells, or abilities that the target can use. nearby, changing their memory of a particular event
to suit their needs.

200
200
5ZQF Legacy VANISHING ACT
AT: LR + CHM Being unseen while in plain view is the mark of
Cost: 100 energy a talented illusionist. Moving entire groups of people
Range: 100m unseen in plain view, that’s the mark of a Mirage.
Duration: Instant The Mirage blankets and area with Illusion
magic, causing all creatures and man-made objects
Base Success: All chosen targets within range to disappear from view. The magic is powerful
will remember a specific event differently than enough to cloud the minds of anyone outside the
witnessed, described as you like. You may change area, leaving them unable to find or interact with
1 major detail and several minor details of an event anything inside the area.
that has recently transpired. For example, you may 5ZQF Legacy
change the perceived winner of a battle, and the AT: LR + INT
identities of several of the fighters on the field. You Cost: 100 energy
may convince a small village that it was a random Range: 100m
fire that burned down several houses, as opposed to Duration: 1 hour
an angry mage. You could make your entire party Area of Effect: 100m x 100m
believe it was the Gatekeeper who stole the pouch
of gold and not you, even if they had caught you in Base Success: Everything within the area of
the act originally. Whatever the case may be, upon effect becomes invisible to the eyes of all onlookers
activating this virtue, their minds will change within for the duration. This includes all man-made objects
moments, as though just coming out of a mental fog. and creatures. The natural landscape will remain.
Altering memories in a way that seems completely Those outside the area of effect will be unable to
unbelievable will cause the appropriate confusion, see or interact with anything inside the area by any
at the Dreamweaver’s discretion. “It was Lotho the means. Anyone inside the area of effect can see as
dragon that chained us up down here! I mean, I though nothing has changed, and will go about their
know this is the city jail, but I remember that dragon normal business. If a creature leaves the designated
walking us down here and locking the shackles! I’m area, they will become affected by Vanishing Act, and
not sure how he walked past everyone, or how it even be unable to see anything inside. The area of effect
got into the city. This is really strange.. but I’m sure can be made smaller if the Mirage so chooses. This
that’s how it happened!” can be used to hide a single object. If an outside
This may only affect major events that have force attempts to shoot projectile weapons or magical
occurred within 1 week. effects into the invisible area, they may do so, but
will see no visible evidence of what has occurred.
(2c) Range Adjustment: +50m range The actual effect of any such attack must be decided
(15c) Strength Adjustment: Digging Deep upon by the Dreamweaver with the consideration
You may alter an event that has occurred up to that the attacker is effectively blind. Determining
1 year prior whom or what is hit, as well as the likelihood of a
(20c) Special Adjustment: Storyteller specific target being struck, is at the Dreamweaver’s
You may change several major details of an discretion.
event
(30c) Special Adjustment: Best Dreamweaver (2c) Range Adjustment: +100m range
Ever (3c) Duration Adjustment: +1 hour
You may recreate the memory in any way you (4c) Size Adjustment: +100m x 100m
choose (15c) Special Adjustment: Oasis
You may lead other persons into the invisible
area via touch
(30c) Special Adjustment: Safe Haven
You may keep a 10m x 10m area within the
affected area permanently invisible, or until
you use this Virtue again. This particular area
is invisible to those inside the larger area
of Vanishing Act, unless you lead them in
personally via touch

2
201
5ZQF Legacy
LEGACY ABILITIES AT: LR + INT
Cost: 15 mana
DECEPTION Range: Self
Not every problem calls for violent resolution, and Duration: 5 phases
to that end, wearing whatever face you want at any
given time has solved all manner of problems for me. Base Success: You create a copy of yourself
Showing up to the barracks as a commander did as which spawns within 1m. All of the copy’s statistics
much for my militia career as showing up to a brothel and skills are equal to ½ of yours, and it may not
as a Mesmulot did for my sex life. cast spells or use Legacy abilities. You have complete
The Mirage changes their appearance into control of the copy’s actions. Its deals and receives
another humanoid they have previously encountered. damage as normal and lasts until killed or its duration
expires.
5ZQF Legacy
AT: LR + CHM (5c) Duration Adjustment: +1 phase
Cost: 15 mana (10c) Special Adjustment: Gift of Magic
Range: Self The copy may now cast spells
Duration: 1 hour (25c) Special Adjustment: Trio
You create two copies
Base Success: Your appearance changes to (35c) Special Adjustment: Body Double
that of another humanoid. Anyone staring directly at The copy now receives your full stats and skills
you when this occurs will be appropriately confused
or outraged, at the Dreamweaver’s discretion. Any
Legacy bearing creature may take a contested LR AT
to break the illusion upon first viewing, and once
more if you act against the nature of the individual
being represented (if they are familiar enough with
them to notice). Success will break the illusion. You
may end the duration at any time as an IFU action.

(2c) Duration Adjustment: +1 hour


(10c) Special Adjustment: Convincing Talent
You gain +5 to any Social AT made
(20c) Special Adjustment: Copied Mannerisms
All creatures suffer a -8 penalty to any AT made
to see through the ability

DOMINION OF THE MIND


Puzzles, illusions, trickery—the Mirage is a
master of such things. The mark of the Calling expands
their mind and gives them unnatural insight into its
workings.
&GGFDU When casting Mind spells, Alternate Base
Successes cost 5 less CAP. You also gain a permanent
+1 to Intellect.

DUPLICATE
First I was fighting with one, then there were two.
Two, who were one. It’s unacceptably confusing which
is why I refuse to duel with her again.
The Mirage splits into two, creating a duplicate
that seems as real as the caster.

202
202
JUXTAPOSE SHATTERED MIND
There is no worse feeling in combat than believing What happened you ask? I don’t know, it was as if
you have your enemy right where you want them, only my mind had suddenly become detached from my body.
to discover it is they who have you at the disadvantage. I was in overwhelming pain but somehow not hurt. My
The Mirage instantly turns invisible, leaving mind had burnt out and left me spiraling.
behind a copy of himself to trick onlookers. Any The Mirage locks eyes with an opponent,
opponents who can see through invisibility are not overwhelming their mind with a flood of sensory
affected. input.

5ZQF Legacy 5ZQF Legacy


AT: LR + INT AT: LR + INT
Cost: 15 mana Cost: 15 mana
Range: Self Range: 10m
Duration: 3 phases Duration: Instant

Base Success: You become invisible, moving Base Success: Targets suffer 15 damage (Mind)
1m away in a chosen direction, and immediately and become disoriented, incurring a -2 to all ATs for
disengage from any melee opponents, leaving an two phases.
illusion engaged in your exact place.
Melee opponents continue to fight the illusion (2c) Range Adjustment: +1m
created as though it were the Mirage. Upon a (1c) Damage Adjustment: +1 Mind
successful strike, the illusion will slowly disperse. (10c) Duration Adjustment: +1 phase to
The Illusion will only attempt to take Defensive ATs disoriented
using your relevant skill. It will not attempt to strike (30c) Special Adjustment: Psychic Blast
the enemy. The target is knocked unconscious for 2 phases.
Ranged opponents will fire upon the illusion Legacy bearing creatures may take a contested
only to find their arrow or spell pass through air. LR AT to resist this effect
Contact with a projectile causes the illusion to slowly
disburse. Opponents attempting to affect the illusion
with a mental ability or spell will know the truth,
however it will not disperse.
This ability can be used to create an illusory
copy without being engaged in combat.
Both the illusion and the invisibility last for 3
phases before fading.

(5c) Duration Adjustment: +1 phase


(10c) Special Adjustment: Escape
Your movement speed is doubled for the
duration
(20c) Special Adjustment: Realism
The image becomes solid, and will be dispersed
only after taking 50 Health damage or the
duration expiring. Opponents who can see
through invisibility may move past the solid
illusion and stay engaged as normal, although
any AT made against you this phase is done at
a -3 penalty as they reposition themselves.

203
2 03
STUTTERING ECHO Base Success: You learn of a target’s desire
Lying to someone’s face and having them accept for an object and use it to create an illusion of such.
the lie as truth—that’s real power. Think of doing that Anything small enough to be carried may be created,
in battle. I’m swinging low! They see you’re swinging from weapons and armor to a cask of wine. The
high but react as if you’re swinging low. True lies, real item may be general or specific in nature, such as a
power. “diamond ring” or “the wedding ring I lost 15 years
The Mirage manipulates the mind of their target, ago by the lake”. The object will be an illusion, and
making themself appear as a blur of moving images. anyone touching it other than the Mirage will find
their hand pass through. The object can be used to
5ZQF Legacy tempt the target into action, giving you a +5 to all
AT: LR + CHM Social ATs made against them. What results from this
Cost: 15 mana interaction is left to the Dreamweaver’s discretion.
Range: 10m When the duration expires, the illusion will fade
Duration: 3 phases away.

Base Success: Your target suffers a -3 penalty (5c) Duration Adjustment: +1 hour
to all Defensive ATs made versus you. (20c) Special Adjustment: As Real As It Gets
The object remains solid to all onlookers for
(2c) Range Adjustment: +1m the duration. Weapons, armor and the like will
(2c) Duration Adjustment: +1 phase act as their normal mundane versions. Magical
(8c) Strength Adjustment: -1 to Defensive ATs items and artifacts will produce only illusory
(15c) Special Adjustment: Confusion effects
All CAP costs to strike or target a specific part (25c) Special Adjustment: Deepest Secret
of your body are increased by 4 You learn the single most desired possession of
(20c) Special Adjustment: Expanded Reach the target. When seen, this will grant a +15 to
You may target up to 3 opponents within line all Social ATs made against them, and cause
of sight (and within range) to affect when this an appropriate reaction of shock and awe. The
ability is used target will be extremely inclined to perform
favors to obtain this object
TEMPTATION (30c) Special Adjustment: Go Big Or Go Home
“Everybody, regardless of race or creed, has one You may create an illusion of massive size, such
thing in common. They all want the things that they as the size of a ship or house
know deep down inside they cannot have.
And I assure you, they all act the same when I TERROR
give it to them.” “I had never seen Gragan in such a state. He
The Mirage enters the mind of a target, and was our trusted leader, and never showed fear. I
learns their deepest material desires. witnessed him rush headlong into battle dozens of times,
completely fearless. Some might even call him reckless.
5ZQF Legacy Naturally, it was quite a shock—and extraordinarily
AT: LR + INT unnerving—to see him fleeing the battlefield with
Cost:
Co
ost 20
st: 20mmana
ana
na a terrified look on his face, shortly after the enemy
Range:
Rang
Ra nge: 5m
e: 5m Mirage split into two.”
Duration:
Du
urati
ra
ati
t on hour
n: 1 hou
o r The Mirage alters the target’s emotions and
perception, making them feel a situation is more dire
or wounds are more lethal.

5ZQF Legacy
AT: LR + CHM
Cost: 15 mana
Range: 10m
Duration: 3 phases

204
2 04
Base Success: The target is put into a TWIST OF FATE
heightened state of nervousness. This should be role- “Once she figured out who I truly was, she cornered
played accordingly. The target suffers a -15 penalty to me in the dungeon. With nowhere to run and no more
resisting Fear and Mind type spells. In addition, if the tricks to use, she plunged the dagger into my heart,
target has any injuries, they appear worsened. (Cuts finally ridding herself of me.
seem deeper, bleeding appears to increase, broken At least, that’s what she thought she did. Her
bones seem more displaced.) All wound penalties are strike wasn’t strong enough to kill me, but it was more
doubled for the duration. than enough to end her own life.”
The Mirage magically wills the damage of a
(2c) Range Adjustment: +1m range strike against them to also damage their attacker.
(4c) Strength Adjustment: -1 RES (Fear, Mind)
(4c) Duration Adjustment: +1 phase 5ZQF Legacy
(10c) Special Adjustment: Horror AT: LR + INT
Perceived Horror will extend the duration of all Cost: 30 mana
fear effects if it will last longer than that effect Range: 5m
(20c) Special Adjustment: Fear Duration: Instant
The target becomes afraid for the duration.
Legacy bearing creatures may take a contested Base Success: Immediately after taking damage
LR AT to resist this effect from a strike, you may use Twist of Fate as an Instant
(25c) Special Adjustment: Overwhelmed action to cause your attacker to suffer half of the
Any damage taken by the target is increased by damage done to you, rounded down. Doing this will
LR+10 (Mind) force you to abandon any declared action stated
during reaction order. If you have already acted this
TWISTED REALITY phase, you cannot take any actions in the next phase
Did he really change places or was that actually if you use Twist of Fate.
him the whole time? Did I lose track of which was fake
and which was real? Damn it, can’t trust my eyes or (20c) Special Adjustment: Sweet Escape
my mind. You take half the damage of the strike, rounded
The Mirage chooses a copy or illusion of himself up
within range, and immediately switches places. (30c) Special Adjustment: Painful Irony
The target takes full damage from the strike
5ZQF Legacy (40c) Special Adjustment: Sympathetic Echoes
AT: LR + INT The target takes full damage from the strike and
Cost: 15 mana you may choose an additional creature within
Range: 20m range to suffer half the damage of the strike
Duration: Instant

Base Success: You switch position with the


targeted illusion or copy.

(2c) Range Adjustment: +1m


(20c) Special Adjustment: Refresh
The illusion or copy affected by this ability
bility is
restored to its original form, as though iitt were
just cast. (Original duration, Health, etc.)
c.)

205
2 05
SUMMONER
Legacy: Calling
Th
The
he Summoners
Summ
Su mmononee of old exhibited true mastery over Because of this, Summoners were often met with
the
h Calling.
ll Many of them considered manipulation of trepidation as their ability presented an extensive risk,
the other Legacies as short sighted and insignificant. as well as a potentially world saving reward.
Every other sage, wizard, sorcerer, or wise man had the
same limitation in common: They drew upon powers SUMMONERS TODAY
within Laruna. The Summoners understood that true
god power does not reside in one world or in one plane. With the appearance of new Summoners across
The call of a deity is answered at unlimited distance. Laruna, rulers once again seek to employ their talents
Relying on ancient knowledge of planar explorers, in an effort to advance and defend their kingdoms.
they were able to call mystical creatures from worlds With each one comes a chance of finding unique
unknown to come to their aid and do their bidding. abilities that have never before been seen. In truth,
the control of a Summoner over their creatures is
DESCRIPTION more powerful than in ages past, eliminating the fear
of rampaging beasts that could somehow break the
Calling forth beings from other worlds, the master’s call.
Summoner commands powerful creatures in battle Unfortunately, along with this newfound control
and gains significant personal benefits from their is the randomness of the Legacy’s selection. No longer
presence as well. are Summoners talented magi specifically groomed
for the task. This has led to more than one occasion
HISTORY of a lowly thief calling forth mystical creatures to
help steal a king’s treasure, or a barbaric marauder
Summoning powers from beyond Laruna is an unleashing their beasts to slaughter a village.
ancient practice that existed from the very first age. When such cases do arise, intelligent leaders are
The Titans would themselves call upon their makers, swift to dispatch overwhelming forces to put both the
combining their strength to bring forth mighty Summoner and their pet down, as they never know
avatars of the Young Gods to join them in battle. what might walk out of the portal next.
These avatars could only be called briefly, but even
their short-lived presence was enough to alter the
course of events during the war. STARTING BENEFITS
After the Great War, a cult of human magi grew
ever curious about the limitations of the Bloodoath -FHBDZ"CJMJUZ Faithful Companion, 1 Summon
and devoted their studies to reaching for aid beyond +2 CHM, +1 INT
its scope. Eventually they succeeded, coming to the
conclusion that there were great entities of vast LEGACY TRAIT
power that lurked in worlds beyond Laruna, and they
would serve the Summoner’s will if the proper magics Payback: Those who answer the call demand
were put into effect. payment. You must burn items of value worth your
Throughout the ages, Summoners of various Legacy Rank x 100 in gold at the start of each week.
teachings and creeds have played a part in
influencing Laruna’s kingdoms and have met with
a wide spectrum of results. In every kingdom’s past
there looms a tale of how a mighty force had been
called to Laruna and crushed their enemies. Equally
common however are tales of summons gone awry
that caused outrageous destruction.

206
6
Legacy Arc
+1 Calling Spell +1 Summon
+10 Mana +1 INT
+1 Passive
Ability +1 CHM
+2 Calling Magic +2 CHM
+1 INT

+1 Calling Spell
+10 Mana
+1 CHM

207
Base Success: A massive portal opens as you
LEGACY VIRTUES call forth the spirit of the First Dragon. An earth-
shattering roar echoes through the air and the ground
MAGARAITH, THE FIRST DRAGON trembles as Magaraith makes his entrance.
Of all the creatures Cardespawn had dreamed,
dragons were one of the most majestic. Both powerful (2c) Range Adjustment: +1m
and intelligent, they quickly became one of the (20c) Duration Adjustment: +1 phase
dominant forces in Laruna. (20c) Special Adjustment: Hungry
Magaraith had the honor of being the first. Most Magaraith gains Devour
would agree that in addition to being a brilliant piece (20c) Special Adjustment: First Born
of art from the mind of The Creator, Magaraith was Magaraith gains Shared Trait: The First Creation
also a well engineered machine of destruction. With a
deadly maw, thick armored scales, and a fiery breath SHARED TRAIT
that could incinerate whole swaths of land in moments, The Summoner and Magaraith are immune
only the most powerful denizens of Laruna, such as the to all Poison, Disease, Fear and Mind damage and
Titans,
T
Ti pose
tans, could po
ta ose a chchallenge.
hallllenge
ge. effects.
The Summoner
Summ
Sum on oner
er ttraces
raacees th
the pa
patt
pattern
tern fo
forr Ma
M
Magaraith
ag
garaith
i tthe
in h air, an
he and calls
d ca
call his
llss h name.
is naame
m . PUR B E SHA
URCHASABLE
URCH
CHAASA
ABL D TRA
HARED
HAR
RED I : THE
RAIT
AIT E FIR S CRE
IRST REATION
REAT
ATIO
ON
The Su
The Summoner
Summ
m on
mm onere aand
n M
nd Magaraith
agar
agaraith
th rreduce
edu
educe al
all
ll Ar
Arcane,
rca
cane
nee
ZQF L
5Z
5ZQF Legacy
eg
gac
acyy Fire,
Fire
Fi r , Cold
Co
C olld
d and
and Electricity
Eleectri
riciity
t damage
dam
amag ge taken
take
k n by hal
half.
alf.
f.
AT:
AT
T: LR
R+C CHM
CHH
HM
Cost: 100
Co 0E neerg
gy
Energy
Range:
Rang
Ra nge: 10m
e: 1 0m
0 m
Dura
Du ati
t on
on:: 1 p
Duration: hasee
ha
phase

208
2 08
ORTOX, THE LAST TITAN FORCEFUL CALL
The last living Titan known to walk Laruna, Ortox While calling the spirit of a powerful creature
was ancient, wise, and battle-hardened. A master of is basic knowledge to all Summoners, being able to
defensive prowess, it is no wonder he survived countless maintain two calls at once goes well beyond normal
battles where others had fallen. skill. Talented Summoners who have mastered the
Even with such power, the children of the Young craft have been seen with multiple monsters wreaking
Gods were fated to vanish from this world. It is not havoc together, each one more deadly than the tame
known whether Ortox was defeated or simply withered conjurations of their less practiced brethren.
away from age and grief. More inspired rumors claim The Summoner harnesses their Arga’sheel
he still walks among the living, disguised as a mortal. for a moment, then unleashes it into a single,
In any case, this bastion of might gave the Titans much overwhelming call.
needed strength in their vicious war against the dragons.
5ZQF Legacy
The Summoner traces the pattern for Ortox in AT: LR + CHM
the air, and calls his name. Cost: 100 Energy
Range: 10m
5ZQF Legacy Duration: 5 phases
AT: LR + CHM
Cost: 100 Energy Base Success: You may select any Summon,
Range: 10m whether known or not, and conjure it into Laruna.
Duration: 1 phase This creature may exist simultaneously with another
Summon, allowing you to have two creatures active
Base Success: A massive portal opens as you at once. Summoning a creature that is already active
call forth the spirit of the Last Titan. A deep bellow will replace it with this new version.
saturates the air and the land shakes with each step Creatures summoned with Forceful Call will
as Ortox returns to Laruna. have access to their ultimate ability and Shared Trait
without need for the Call of the Master or Empathic
(2c) Range Adjustment: +1m Bond ability.
(20c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Guardian (2c) Range Adjustment: +1m
Ortox gains Earth Shield (5c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Unbreakable (15c) Special Adjustment: Full Strength
Ortox gains Shared Trait: Shield of the Last The Summon has access to all of its additional
abilities
SHARED TRAIT (20c) Special Adjustment: Made Whole
Once every phase, one single target spell or The Summon gains +10 to all ATs made
Legacy ability does not affect the Summoner. (30c) Special Adjustment: Rampage
The Summon may use its ultimate ability twice
without being re-summoned
PURCHASABLE SHARED TRAIT: SHIELD OF THE LAST
The Summoner and Ortox are immune to all
mortal magic damage and effects.

2
209
Magaratih is a massive specimen,
standing 15 meters tall. His scales
take on a greyish-purple hue, save
MAGARAITH, THE FIRST DRAGON for a triangular shaped area of
GIANT DRAGON
reddish scales that extend from
under his chin, down his neck and
past his underbelly.
STR 30 Health 500 GIANT CLAW SWIPE
AGI 12 Stamina 300 AT: Natural Weapons+STR (50+LR)
Range: 5m
END 25 Reaction 28 Duration: Instant
INT 16 Evasion 28 Base Success: All targets within a 2m wide area
are struck by Magaraith’s claw, suffering STR + 12
PER 15 Base Movement 12 damage (Slashing).
CHM 18 Melee Combat 10 (1c) Damage Adjustment: +4 Slashing
Armor 25/25/25 Natural Weapons LR + 10 (10c) Special Adjustment: Tossed
All creatures hit by Magaraith’s claw are thrown
Protection LR+25 Resistance LR+25 back 10m.
PRO (Fire) 100 RES (Elements) 100

FLIGHT (1c) Damage Adjustment: +1 Piercing


Magaraith can fly at his base movement speed. (20c) Special Adjustment: Corrosive Acid
Any creature taking 100 Acid damage while in
MENTAL IMMUNITY Magaraith’s stomach has a material object on
Magaraith is immune to all mind control effects. their person dissolved as well

DEVOUR FLAMES OF THE FIRST (ULTIMATE)


Magaraith lunges forward, grasping a creature Magaraith inhales deeply, then lets loose a
in his jaws and consuming them whole. A target may massive wave of flame that blankets the area in front
take an opposed Evasion AT to avoid this effect. of him. An area 20m long and 5m wide is covered in
magical fire.
5ZQF Legacy
AT: Natural Weapons (20+LR) 5ZQF Legacy
Range: 15m AT: Natural Weapons (20+LR)
Duration: Instant Range: Special
Duration: Instant
Base Success: A single target within range
is eaten by Magaraith, immediately suffering 50 Base Success: Targets caught in the area take
damage (Acid). The target is unable to act or be 75 damage (Fire). Targets may roll an Evasion AT to
targeted normally while being digested, and suffers reduce the damage by the ATR.
50 additional damage (Acid) for each phase trapped
in Magaraith’s stomach. Leaving the stomach is (1c) Damage Adjustment: +1 Fire
only possible if Magaraith is killed, dismissed, or (25c) Special Adjustment: Scorched Earth
his duration ends, in which case Magaraith fades The area of affected earth remains blackened
away and the victim drops to the ground from their and smoldering for two phases, and all
position. Creatures of giant or colossal size are not creatures inside the area suffer 50 Damage
eaten and instead take 50 Damage (Piercing) from (Fire) per phase.
his bite.

210
0
Ortix is a giant earthen humanoid,
standing 15 meters tall. His skin
is made from earth and rock and
ORTOX, THE LAST TITAN swirls with energy. Many stone
GIANT TITAN protrusions just out from his head
and back, making an intricate
pattern resembling an extravagant
headdress.
STR 28 Health 500
AGI 10 Stamina 300
TITANIC RIGHT HOOK
END 25 Reaction 30 AT: Natural Weapons+STR (48+LR)
INT 16 Evasion 30 Range: 5m
Duration: Instant
PER 20 Base Movement 10 Base Success: All targets within a 2m wide
CHM 12 Melee Combat 10 area are struck by Ortox’s fist, suffering STR
+12 damage (Impact).
Armor 25/25/25 Natural Weapons LR + 10
Protection LR+25 Resistance LR+25 (1c) Damage Adjustment: +4 Impact
(10c) Special Adjustment: Tossed
PRO (Fire) 100 RES (Elements) 100 All creatures hit by Ortox’s fist are thrown
back 10m.

MENTAL IMMUNITY BIG GUARD (ULTIMATE)


Ortox is immune to all mind control effects. Ortox emits a wave of Legacy energy,
surrounding all nearby allies with a powerful aura
EARTH SHIELD of protection.
Ortox gestures at a target, surrounding them
with a magical barrier. 5ZQF Legacy
AT: Natural Weapons (20+LR)
5ZQF Legacy Range: 50m
AT: Natural Weapons (20+LR) Duration: 2 phases
Range: 20m
Duration: 3 phases Base Success: All friendly targets within 50m
of Ortox gain +20 ARM (All) and become immune
Base Success: The target gains a magical to one damage type of the Summoner’s choice for
aura which absorbs 100 points worth of incoming the duration.
damage. ARM and PRO values are not applied to this
incoming damage. When this amount has been fully (20c) Range Adjustment: +50m
absorbed, the effect ends. If a creature is immune (25c) Duration Adjustment: +1 phase
to the incoming damage, it is not applied to Earth (25c) Special Adjustment: Bigger Guard
Shield’s total. Targets become immune to one additional
damage type of your choice.
(1c) Range Adjustment: +1m
(10c) Duration Adjustment: +1 phase
(30c) Special Adjustment: Titan Shield
The aura now absorbs 200 points of incoming
damage

2
211
may communicate with you telepathically, although
PASSIVE ABILITIES depending on its attitude, it may wish to present
its thoughts aloud. It will understand and speak
CALL OF THE MASTER all languages the Summoner knows. The creature
Not only do Summoners bring forth mythical remains permanently in Laruna until killed or
beasts from other worlds, they also bring forth the dismissed. If killed, you must wait 1 full day before it
powers hidden within them. Bringing this power to the may be summoned again. The creature may be of any
surface is exhausting for the creature and cannot be type the Summoner wishes, at the Dreamweaver’s
done with reckless abandon. discretion. Other than small animals, some possible
&GGFDU Your summons gain access to their choices are:
ultimate ability, which can be used once per summon.
The ultimate ability may not be used in the Dragon Whelp
phase the summon appears. In addition, upon any Imp
successful summon you may distribute to them 5 Tiny Elemental
additional attribute points in any way you choose. Exotic Bird
You also gain a permanent +1 to Charm. Pixie/Fairie
Tiny Angel/Devil
EMPATHIC BOND
The link between the Summoner and the entity it The creature will have these basic stats and
calls is strange and powerful. Master Summoners are know 1 Cantrip at Rank 1:
able to draw upon their link with the creatures they
command to gain great personal power. You need fear Faithful Companion
both what their creature will do, as well as what they STR 1 Health 75
themselves might now be capable of AGI 6 Stamina 65
&GGFDU You gain the Shared Trait listed when
END 3 Mana 75
a creature is summoned. In addition, you have
INT 5 Armor 5/5/5
complete mental control over any summoned
creature, and may communicate with it telepathically. PER 3 PRO LR
You also gain a permanent +1 to Charm. CHA 6 RES LR

GIFTED VOICE
A summoner with this aptitude has learned to
project their magical voice with greater strength, CANTRIPS
allowing them to conjure forth all manner of things
more easily.
&GGFDU When casting a Summoning or Invocation Return: Teleports to Summoner’s side instantly.
spell, Alternate Base Successes cost 5 less CAP. You Cost: 5 mana
also gain a permanent +1 to Intellect. Elemental Strike: Deals 3 elemental damage
of any type to a target.
FAITHFUL COMPANION Cost: 5 mana
The master of summoned creatures would not be Phase Shift: Upon taking damage from any
complete without a magical servant by their side. These source, may phase out of Laruna for a split
tiny critters follow the Summoner endlessly, offering second, ignoring all damage.
assistance, advice, and sometimes...disruption. Cost: 10 mana
While most are disciplined enough to adhere to Enhance Attribute: Adds +1 to any of the
the summoner’s commands, there have been more Summoner’s attributes for 10 phases.
than a few companions whose hijinks have placed Cost: 5 mana
their Summoner in a difficult situation. Even with an Scare: Frightens other small animals or
occasional prank and disdain for work, the value of a familiars away for 1d10 phases. Must succeed
Faithful Companion almost always outweighs the cost. on a contested LR AT to frighten other
&GGFDU You may call forth a small companion companions or magically created servants.
no larger than the size of a house cat to be your Cost: 10 mana
pet as an IU action. This creature is intelligent and

212
2
Animal Speak (Passive): May communicate The Summoner traces the pattern for Azkethian
with any wild animal or magical creature. in the air, and calls his name.

ENHANCEMENTS AT: LR + CHM


Cost: 30 mana
Every Legacy Rank, the Summoner may choose Range: 10m
one enhancement for their companion from the Duration: 5 phases
following list:
Base Success: A ring of fire 5m in diameter
+5 Health, Mana, and Stamina forms on the ground near the Summoner. The
+2 PRO (All) Chained Demon of Stagoroth claws its way up and
+2 RES (All) out from a forgotten level of hell, and into Laruna.
+2 ARM (All) Anyone present within the circle immediately takes
25 damage (Fire).
TRAITS
(2c) Range Adjustment: +1m
Every time the Summoner reaches the 5th node (5c) Duration Adjustment: +1 phase
of their Legacy Arc, they may choose one trait from (20c) Special Adjustment: Flame On
the following list for their companion. A trait may The Chained Demon gains Flame Lash
not be chosen twice. (20c) Special Adjustment: Flame On!!
The Chained Demon gains Hellish Aura
Carry: May carry an item up to 10Kg
Flight: Flies at base movement speed JORUS, THE SOARING DREADHAWK
Genius: +4 INT Hailing from the airy peaks of the Elfaar kingdom,
Lovable: +4 CHM Jorus is a magical beast that countless hunters have
Observant: 4 PER attempted to capture. This unique creature has uncanny
Skilled: Learn an additional cantrip control over the air currents around him, flying near
Speedy: Doubles base movement speed effortlessly through the skies and keeping his enemies
at bay with powerful windy gusts.
SUMMONS The Summoner traces the pattern for Jorus in
the air, and calls his name.
Summoners call out to unique creatures from
other worlds, opening a portal to bring a part of their AT: LR + CHM
essence into Laruna. More powerful Summoners Cost: 30 mana
are able to bring forth more of a creature’s essence, Range: 10m
making them more deadly, and able to remain longer. Duration: 5 phases
Summoned creatures act on the phase in which
they are summoned, and Reaction ATs are taken as Base Success: Jorus descends from above the
though a new combatant is entering the fray. Only clouds at great speed, landing next to the Summoner.
one summon may be active at a time, and they
simply fade away once the duration ends, or another (2c) Range Adjustment: +1m
creature is summoned. Summons may be dismissed (5c) Duration Adjustment: +1 phase
as an IFU action. Summoned creatures follow all (20c) Special Adjustment: Aggressive
commands of the Summoner without hesitation. Jorus gains Diving Assault
(20c) Special Adjustment: Defensive
CHAINED DEMON OF STAGOROTH Jorus gains Wing Buffet
It’s dangerous to even speak the name. The
chained demon’s fury is limitless and whatever deity
saw fit to bind the creature did mortals a great favor.
Even within the bindings that hold it, the chained one’s
rage can burn away anyone foolish enough to stand in
his presence. Think carefully before calling for his aid.

2
213
LILITH, THE ICE QUEEN Base Success: A rapid skittering sound followed
Hailing from the nearly unknown plane of by a shrill screech fills the air as Nevaxirus arrives.
Everfrost, the Ice Queen is a magnificent elemental
beauty. She rules over her kingdom with majesty and (2c) Range Adjustment: +1m
grace, using her powers to protect the lands from the (5c) Duration Adjustment: +1 phase
invading fire giants. Let not her looks fool you though, (20c) Special Adjustment: Caustic
for she is equally as ferocious as she is stunning when Nevaxirus gains Acidic Blood
it comes to defending her people. Unafraid to join her (20c) Special Adjustment: Nest Egg
soldiers in battle, she has led them to many victories Nevaxirus gains Cocoon
over her enemies.
The Summoner traces the pattern for Lilith in TOGORAS, THE BEHEMOTH
the air, and calls her name. Togoras was once the pet of a ruthless serpent
lord who ruled over his reptilian kingdom with an iron
AT: LR + CHM fist. Captured from a mythical forest of gargantuan
Cost: 30 mana creatures, Torgoras was chained in the castle basement
Range: 10m as a royal trophy, and used to execute a great many
Duration: 5 phases undesirables of the lord’s choosing. The Serpent
kingdom eventually fell to outside invasion, liberating
Base Success: A giant ice crystal forms at Torgoras from his prison. After eating dozens of soldiers
the targeted location. Within moments, the crystal and escaping back to his homeland, he returned to his
shatters, sending shards of ice flying in all directions, original station—King of Redlark forest.
revealing Lilith at the center. All enemies within 10m The Summoner traces the pattern for Togoras in
suffer 30 damage (Cold), and may roll a Reaction AT the air, and calls his name.
to reduce the damage by the result of the ATR.
AT: LR + CHM
(2c) Range Adjustment: +1m Cost: 30 mana
(5c) Duration Adjustment: +1 phase Range: 10m
(20c) Special Adjustment: Defensive Duration: 5 phases
Lilith gains Ice Wall
(20c) Special Adjustment: Nurturing Base Success: A deafening roar blankets the
Lilith gains Ice Block area, as a magical portal opens to Redlark forest, the
Behemoth King stepping through into Laruna.
NEVAXIRUS, THE GREAT BLADE SPIDER
Nevaxirus, The Blade Spider, the most feared (2c) Range Adjustment: +1m
predator of the ancient forests. Long before humans (5c) Duration Adjustment: +1 phase
walked Laruna, Nevaxirus lay claim to the area which (15c) Special Adjustment: Ferocious
is now known as the Wildlands. When the land was Togoras gains Gore
new and no race could lay claim to any ground as we (20c) Special Adjustment: Thick Hide
know it today, Nevaxirus hunted and fed as she pleased. Togoras’ armor values are doubled
Creature after creature, small or large, fell prey to her
never ending hunger. Armed with vicious acidic poison
and webbing as strong as steel, the Blade Spider is best
avoided at all costs.
The Summoner traces the pattern for Nevaxirus
in the air, and calls her name.

AT: LR + CHM
Cost: 30 mana
Range: 10m
Duration: 5 phases

214
4
The Demon of Stagoroth floats above the
ground effortlessly, its head much like a giant
rams skull, only red in color. Attached below
is its somewhat narrow body, thin spiny
CHAINED DEMON OF STAGOROTH arms crossed in front of its chest, bound by
LARGE EXTRAPLANAR HUMANOID ethereal chains. Its chest seems to be a nearly
exposed rib cage, with very little of its red flesh
remaining. Anyone in the immediate area can
feel intense heat radiating from its direction.

STR 12 Health 150 Once per phase, The Chained Demon may
AGI 3 Stamina 100 select a target within 20m, causing them to
burst into flames.
END 8 Mana 0
INT 12 Reaction 11 Type: Unknown
AT: Fire Manipulation + INT (22+LR)
PER 8 Evasion 11 Range: 20m
Base Success: The target takes 10 damage (Fire).
CHM 1 Base Movement 3
Armor 10/10/10 Fire Manipulation LR + 10 (1c) Damage Adjustment: +1 Fire
(10c) Special Adjustment: Ablaze
Protection LR+5 Resistance LR+15 The target continues to take the Fire damage
PRO (Fire) 100 RES (Fire type) +100 for 2 phases.

SHARED TRAIT HELLISH AURA


The Summoner and the Chained Demon are All creatures coming within 5m of the Chained
Immune to all Fire damage and effects. Demon suffers LR+25 damage (Fire) per phase.

FLAME LASH FREEDOM (ULTIMATE)


The Chained Demon nods, causing a line of fire The Chained Demon bursts free from his
to spring forth from its position. ethereal bindings, cackling maniacally. Arms held
out wide, it calls forth demonic flames from its home
5ZQF Unknown dimension, causing huge pillars of flame to erupt
AT: Fire Manipulation + INT (22+LR) from the ground underneath any individuals nearby.
Range: Self
Duration: 5 phases 5ZQF Unknown
Range: 10m
Base Success: A wall of fire 3m high and 5m Duration: Instant
in length and 1m wide shoots out from the Chained AT: Fire Manipulation + INT (22+LR)
Demon. This ability is not targeted, and a successful
Evasion AT against a difficulty of 12 will avoid Base Success: All creatures within 10m of the
damage as the character moves out of its path. Chained Demon (friend or foe) are blasted by pillars
Anyone coming into contact with Flame Lash suffers of flame which form beneath their feet. They are
15 damage (Fire) and is set ablaze for 2 phases, tossed 5m into the air and take 30 damage (Fire).
causing them to suffer the same damage per phase. Upon landing they are considered prone. Creatures
greater than large size are immune to the knock up
(1c) Damage Adjustment: +1 Fire effect.
(2c) Size Adjustment: +1m in length
(5c) Duration Adjustment: +1 phase (1c) Damage Adjustment: +1 Fire

2
215
Jorus is a magnificent specimen, resembling a
JORUS THE SOARING DREADHAWK cross between a hawk and phoenix, with deep
HUGE EXTRAPLANAR MAGICAL BEAST blue feathers and razor sharp talons.
STR 8 Health 120
AGI 15 Stamina 100
END 10 Mana 0
INT 12 Reaction 27 FAITHFUL MOUNT
Jorus may be ridden by up to 4 medium sized
PER 12 Evasion 27 creatures, or a total weight of 650Kg
CHM 10 Base Movement 15 without being hindered. Jorus flies at 4x his
base movement speed.
Armor 0 Air Manipulation LR + 10
Protection LR+5 Resistance LR+10
PRO (Sonic) 100 RES (Air type) +100

SHARED TRAIT 5ZQF Unknown


The Summoner and Jorus may not be bound or AT: Air Manipulation (10+LR)
snared by any means, magical or otherwise. Range: 15m
Duration: 2 phases
DIVING ASSAULT Base Success: Any target caught inside the
Jorus spends one phase flying to appropriate effect must succeed in a contested STR+LR AT vs
height. At the beginning of next phase, he streaks the ATR of Wing Buffet or be pushed to the edge
down towards a target within 30m, viciously raking of the effect and unable to move forward. Anyone
them with his talons. If Jorus is already flying at a succeeding on this roll moves at half speed. All
height of 10m or higher, he does not need to spend targets caught in the effect have all ATs requiring
one turn ascending. movement reduced by -4 for the duration.

5ZQF Unknown SONIC SCREECH (ULTIMATE)


AT: Air Manipulation + AGI (25+LR) Jorus unleashes a deafening screech, hitting all
Range: 30m enemies up to 15m in front of him with a sonic blast.
Duration: Instant
5ZQF Unknown
Base Success: The target takes 10 damage AT: Air Manipulation (10+LR)
(Slashing). Range: 15m
Duration: Instant
(1c) Damage Adjustment: +1 Slashing
(25c) Special Adjustment: Grab Base Success: All enemies within 15m of the
Instead of dealing damage, Jorus may grab the front of Jorus are blasted by sonic energy, taking
target in his talons, flying up into the air. Jorus 50 damage (Sonic). Targets may roll an Evasion
will be able to climb 5m per phase. If the target AT to reduce the damage by the ATR. In addition,
is able to do 20 Health damage to Jorus’ talons, all affected targets lose 1 accrued CAP for every 10
he will release his grip, dropping the target. Health lost from the disruption.
Large size and smaller creatures only.
(1c) Damage Adjustment: +1 Sonic
WING BUFFET (3c) Range Adjustment: +1m
Jorus angles his wings forward, and begins to
flap with great strength while imbuing the wind
currents with air energy. Targets up to 15m in front
of Jorus are hit with the attack. Lasts for 2 phases.

216
6
Lilith is a magnificently beautiful woman, standing
approximately 3m tall. Her entire body ranges from light
LILITH THE ICE QUEEN to dark blue in color, and you have difficulty telling if
LARGE EXTRAPLANAR HUMANOID she is made completely of ice. She wears a long blue
cloak, and a soft cloth wrap around her chest and thighs.
STR 7 Health 150
ICE SHARDS
AGI 10 Stamina 100 Lilith points towards an enemy, sending a wave of
END 8 Mana 0 ice shards flying towards them.
Type: Unknown
INT 12 Reaction 18 AT: Ice Manipulation + INT (22+LR)
PER 8 Evasion 18 Range: 20m
Duration: Instant
CHM 15 Base Movement 10 Base Success: The target takes 10 damage (Cold)
Armor 5/5/5 Ice Manipulation LR + 10 and is chilled for 2 phases causing them to
move at ½ movement speed.
Protection LR+5 Resistance LR+15 (1c) Damage Adjustment: +1 Cold
PRO (Cold) 100 RES (Water type) +100 (2c) Range Adjustment: +1m

SHARED TRAIT Base Success: A friendly target is surrounded by


The Summoner and Lilith are Immune to all an ice barrier with 50 Health. During this time they
Cold damage and effects. are unable to act, and cannot be affected by damage
or magical effects. The barrier may be destroyed,
ICE WALL and takes double damage from Fire sources. If the
Lilith gestures and raises her arm upwards, final strike on the barrier exceeds the total remaining
causing a wall of ice to emerge from the ground. Health of the barrier, the excess damage is dealt to
the trapped individual and they are freed. Otherwise,
5ZQF Unknown at the start of the next phase, the barrier melts, and
AT: Ice Manipulation + INT (22+LR) the ally restores 15 Health.
Range: 20m
Duration: 5 phases (2c) Range Adjustment: +1m
(2c) Strength Adjustment: +1 Health restored
Base Success: A wall of ice 3m high, 5m in (2c) Strength Adjustment: +10 barrier Health
length and 1m wide rises from the ground at the
targeted location. Dealing 100 Health damage to FLASH FREEZE (ULTIMATE)
any 1m wide section of the wall across its length will Lilith expels a massive amount of ice energy from
create a hole large enough for large sized or smaller her person, freezing all enemies in place.
creatures to pass through. The wall takes double
damage from Fire sources. 5ZQF Unknown
AT: Ice Manipulation + INT (22+LR)
(2c) Strength Adjustment: +10 Health needed Range: 20m
(2c) Range Adjustment: +1m in length Duration: Instant
(5c) Duration Adjustment: +1 phase
Base Success: All enemies within 20m of
ICE BLOCK Lilith are frozen in a block of ice, taking 25 damage
Lilith chooses a target and freezes them in (Cold), and lose their actions for the rest of the phase.
place for 1 phase. During this time they will be During this time they are unable to act, and cannot be
protected and refreshed by healing waters. affected by damage or magical effects. The ice melts
at the beginning of next phase, and combat resumes
5ZQF Unknown normally.
AT: Ice Manipulation + INT (22+LR)
Range: 20m (2c) Range Adjustment: +1m
Duration: 1 phase (2c) Damage Adjustment: +1 Cold

2
217
Nevaxirus is a fearsome creature, with razor sharp
blades on each of its legs that extend from its bulbous,
NEVAXIRUS, THE GREAT BLADE SPIDER sickly green body. Its large, glowing red eyes gaze
forward in anger—the beast particularly full of rage after
LARGE EXTRAPLANAR BEAST having one of its limbs severed by the legendary hunter
Evanor.

STR 10 Health 175


AGI 12 Stamina 100
END 8 Reaction 18 BLADED LIMBS
INT 8 Evasion 18 Threat: 10
AT: Natural Weapons + AGI (27+LR)
PER 6 Base Movement 12 Damage: STR + 10 (Slashing)
CHM 1 Melee Combat 10
(1c) Damage Adjustment: +3 Slashing
Armor 5/8/5 Natural Weapons LR + 5 (3c) Weapon Adjustment: Bleed(5)
Protection LR+10 Resistance LR+10
PRO (Acid) 100 RES (Acid type) +100

SHARED TRAIT Range: Melee


The Summoner may crawl along walls or Duration: Instant
ceilings at their base movement speed.
Effect: Targets of large size and smaller are
ACIDIC BLOOD trapped in a cocoon, disengaged with any melee
Any time Nevaxirus takes Health damage, all opponents, and unable to act. Targets greater than
enemies within melee range take an equal amount large are webbed, suffering -4 to STR and AGI for 2
of Acid damage as her blood splashes them. Victims phases.
may make an Evasion AT to reduce the damage by Targets that are cocooned are trapped inside a
the result of the ATR. hardened shell which has 50 Health. They may not
be affected in any way until the cocoon is destroyed,
ACID SPIT in which case they may re-enter combat as normal.
Once per phase, Nevaxirus may select a target If the final strike on the cocoon exceeds the total
within 10m, and spit forth a large glob of corrosive Health of the cocoon, the excess damage is dealt to
acid. the trapped individual. Should Nevaxirus be killed,
dismissed, or her duration expires, the cocoon will
5ZQF Unknown fade away as well.
AT: Natural Weapons (15+LR)
Range: 10m SEVER (ALTERNATE STRIKE) (ULTIMATE)
Duration: Instant Nevaxirus lurches up, grappling an opponent
with her secondary legs, then uses her forelegs to
Base Success: The target takes 15 damage (Acid). sever an appendage.

(1c) Damage Adjustment: +1 Acid 5ZQF Alternate Strike


(3c) Damage Adjustment: +1m Range: Melee
Cost: Base Success + 6 CAP
COCOON (ALTERNATE STRIKE) Duration: Instant
Nevaxirus lunges at a target, spins them rapidly,
and sprays them with sticky webbing from her Effect: The target loses an arm at the elbow or
spinnerets, trapping them in a hardened cocoon. leg at the knee, and suffers 60 unavoidable Health
damage. Creatures greater than large size will take
5ZQF Alternate Strike damage and be severely injured, but will not lose a
Cost: Base Success +10 CAP limb, at the Dreamweaver’s discretion.

218
8
Togoras walks on all fours, the massive beast
standing 3m tall at the shoulder. End to end,
TOGORAS, THE BEHEMOTH he measures 10m, not including a small 1m
HUGE EXTRAPLANAR BEAST vestigial tail. Limbs as thick as tree trunks, he
boasts a deep violet color, two 1m long black
horns, and an orange mane.
STR 20 Health 200
BITE
AGI 6 Stamina 110 Threat: 2
END 12 Reaction 14 AT: Natural Weapons + STR (30+LR)
Damage: STR + 10 (Piercing)
INT 7 Evasion 14
PER 8 Base Movement 6 (1c) Damage Adjustment: +4 Piercing
(2c) Weapon Adjustment: Grapple &
CHM 6 Melee Combat 5
Bleed(5)
Armor 12/10/8 Ice Manipulation LR + 5
Protection LR+5 Resistance LR+10 CLAWS
Threat: 5
PRO (Mind) LR+ 30 RES (Mind type) + 30 AT: Natural Weapons + STR (30+LR)
Damage: STR + 9 (Slashing)

(1c) Damage Adjustment: +3 Slashing


(3c) Weapon Adjustment: Bleed(5)

SHARED TRAIT FEEDING FRENZY (ULTIMATE)


The Summoner and Togoras gain +25 Togoras goes berserk, breaking all bindings and
temporary Health and Stamina. attempting to devour nearby enemies.
Effect: Any movement impairing effects are
GORE dispelled or removed. Togoras immediately takes
Once per phase, Togoras may charge at an two Instant, Free, Natural Weapons ATs this phase,
opponent within 10m, goring them with his horns. striking a single melee target using his claws. Togoras
then takes a Natural Weapons AT using his bite
AT: Natural Weapons + STR (30+LR) against the same target. Targets successfully struck
Range: 10m by this bite AT is considered grappled, and may not
Duration: Instant move as Togoras chomps down on them. Togoras
will continue to use his bite on the target once every
Base Success: The target takes 12 damage phase until they are dead, or the AT is not successful,
(Piercing) and is knocked backwards 5m. In addition, thus freeing them from his mouth. This ability can
anyone engaged in melee combat with the target is only be used once per summon.
knocked down. Targets make take an Evasion AT to
reduce the damage by the result of the ATR.

(1c) Damage Adjustment: +1 Piercing

2
219
GATEKEEPER
Legacy: Change
Ma
Manipulation
anipu
pula
lati
tion
on of time and space was once thought This sentiment was compounded by the fact that
to b
be purelyl the
h d domain of the gods above. After ‘The they would intervene in affairs at their own discretion,
Fall,’ however, the Descendant mages of Epilesis brought answering to no one, and using only their insight into
with them these exotic magics previously unknown the potential dangers of the future as justification.
to mortal casters. Those Descendants who mastered If a Gatekeeper gave an accounting, they would
control of time and space were deemed ‘Gatekeepers,’ say that wars were averted by their actions before a
revered for their unique abilities. single person was even killed. Extraplanar invasions
were prevented before they had begun and potentially
DESCRIPTION cataclysmic errors of judgment were corrected before
any wrongdoing occurred. They would be telling the
Gatekeepers are a Change Archetype that truth, of course, but only they would know it.
manipulate time and space to create chaos for their
enemies. GATEKEEPERS TODAY
HISTORY In recent times, the Order of Keepers has been
but a name for those mortals who have been assigned
During the Great War, the Descendant army to physically maintain and guard the gates.
quickly realized that for their invasion to prove In truth, the name is the only thing that is shared
successful, they would need a more efficient means between the ancient Descendant order and those who
of travel. While their wings offered them a great guard the gates today.
strategic advantage dealing with dragons and titans, The keeping of the Gates has turned into a
maintaining large swaths of land under their control widely political manner, with individual kingdoms
required a more distinct method, giving rise to the exerting their own control and influence on any gates
Gatekeepers. These Descendants were devoted to within their kingdoms. Denying their enemies easy
the magics of time and space, as well as their uses access into their borders and collecting traveling
in warfare. Having been grouped into the Order of fees for the use of these gates are now seen as more
Keepers, they elevated their applications beyond the important than any possible existential threat to time
simple advantages of combat and invented the first or space.
stable gates in Laruna. Of course, now that the Legacy of the
Several of these ancient structures remain today, Gatekeepers has returned, that is starting to change.
and through the ages the Gatekeepers maintained Gatekeepers are said to gain a strange insight
their stability and ensured that magics of time into the world through the use of their powers, one
and space were never abused to cause widespread that can put them above temporal worries such as
destruction to the land of Laruna. This sacred task borders or taxes.
quickly made the Order of Keepers into an isolated That is not to say that all Gatekeepers are
authority, acting as independent enforcers who completely removed from society. Just as any other
safeguarded the gates and hunted down, admonished, Legacy, a Gatekeeper’s reaction to their newfound
or killed any who abused the space/time continuum power can vary wildly.
via magic or other means. Without the level of training and organization
Despite the significance of their charge, the Order of Keepers provided, Gatekeepers are just
Gatekeepers were frequently met with suspicion and as likely to use their newfound insight for personal
scorn. Being so consistently absorbed in matters far gain as they are a lofty goal.
removed from the awareness or understanding of
ordinary people caused many to see the Gatekeepers
as strange, alien and untrustworthy.

220
0
Legacy Arc
+3 Reaction +1 Ability
+2 M. Combat +1 INT +1 Change Spell
+2 R. Combat +1 PER
+1 Ability +15 Mana +1 AGI
+1 Change Spell

+1 AGI
+1 PER
+2 Change
Magic

One thing is true of all


Gatekeepers, however. The rise of
the Kreesh has not allowed them to
remain a neutral force with their own
agenda.
Where once the Gatekeepers spent
their time in judgment of others, they
now join other Legacy bearers in being on
the other side of the hunt, and must make
new alliances if they wish to survive the
corruption that has brought the Kreesh
into Laruna.

Starting Benefits
Legacy Ability: Chrono Shift
+2 INT, +2 PER, +10 Mana

Legacy Trait
Stalwart: Being so connected to the flow
of time, the Gatekeeper cannot abide those
spreading falsehoods about the past. Whenever
in the presence of someone who lies about the past,
they must immediately denounce or correct them. (If
the gatekeeper is aware of the truth.) In addition
the Gatekeeper must always speak the truth when
questioned about past events.

221
GATE
LEGACY VIRTUES The origins of Larunian teleportation gates are
due solely to the work of the ancient Gatekeepers. While
BLACK HOLE the knowledge of permanent gates may have been lost,
There is little in the known world that compares those blessed with the Arga’sheel can still muster the
to the power of a black hole. While this is merely a strength to open a portal large enough and for long
magical replica, the forces at work are still creating a enough that an entire army may walk through.
small tear in space-time. Gatekeepers can let loose their
energy upon the world by letting go of their restraint The Gatekeeper uses their outstretched hand to
and showing all the effect of untethered Arga’sheel. carve through reality like a knife. Pulling back the
The Gatekeeper relaxes control of their temporal current position in space like opening a curtain, they
energy, allowing it to burst free, and rip a hole in reveal a portal to a new destination.
space.
Type: Legacy
Type: Legacy AT: LR + INT
AT: LR + INT Cost: 100 energy
Cost: 100 energy Range: 10km
Range: 50m Duration: 10 phases
Duration: 2 phases
Base Success: The Gatekeeper opens a portal to
Base Success: A Black Hole 5m in diameter any location within range that they have previously
opens at the targeted location. At the time of Black visited. The entry point will be directly in front of
Hole’s activation and at the beginning of each the Gatekeeper. The portal will be wide enough for
subsequent phase, anyone and anything within 25m four large humanoids to walk through per phase. The
is pulled 5m toward the center of the effect. After the exit portal is the same size as the entry portal. Any
pull, creatures within 25m of the anomaly take 40 creature may use the portal, transporting them and
damage(Space). Creatures at 0m from the anomaly all of their belongings to the other side instantly.
are considered in the center of the Black Hole and
will be unable to act or be interacted with for the (1c) Range Adjustment: +10km
duration. (1c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Password Protected
(1c) Range Adjustment: +1m You may choose a single word as a password.
(2c) Size Adjustment: +1m diameter to Black Any creature wishing to use the portal must
Hole speak this word before entry, else they pass
(4c) Damage Adjustment: +1 Space through the space as though nothing happened.
(20c) Duration Adjustment: +1 phase Creatures unable to speak (Animals, pets,
(10c) Special Adjustment: Gravity Well unconscious individuals) may be carried
Creatures within 25m of the anomaly are through by another who has spoken the
unable to move away by normal means and password
take all ATs at a -10 penalty (15c) Special Adjustment: Free Range
(15c) Special Adjustment: Gravity Bomb The exit point may be any location in Laruna
Once the duration expires, the Black Hole where the Gatekeeper has previously visited
explodes, dealing LR + 20 damage (Time) to (20c) Special Adjustment: Meant for an Army
creatures within 25m. In addition, all victims The width of the portal may now accommodate
are thrown backwards 5m, taking 20 damage 100 medium humanoid creatures standing
(Impact) from the force of the blast shoulder to shoulder
(35c) Special Adjustment: Reaver Spawn (40c) Special Adjustment: Touch of the Cosmos
Once the duration expires, a twisted nightmare All creatures passing through the gate are
from another plane emerges from the remnants imbued with remnants from the plane they
of the black hole This creature will attack passed through in reaching their destination.
anyone in the immediate area besides the They receive +4 to all attributes and move at
Gatekeeper. A Violence Reaver can be found double their base movement speed for 5 phases
in Appenix II. after exiting

222
222
TIME WALK REVERSE
To exist in the past, present and future all at The Gatekeeper leaps backward in time,
once is an incredible feat only achieved by the finest returning to the place they were in at the start of
Gatekeepers. At a moments notice they could step the previous phase. Any effects or damage affecting
forward, backward or hold still in the timestream, the Gatekeeper will be reverted to their status from
making them a terror to deal with in the battlefield, the start of the previous phase. This can result in
and impossible to deal with everywhere else. full avoidance of harmful events that transpired
The Gatekeeper extends their awareness of the during the current phase. After using Reverse, the
space-time continuum and loosens their position in it Gatekeeper will be placed in the exact place and
so they can speed time’s flow, slow it down, or even position they were in at the start of the previous
reverse it. phase. If this location is somehow obstructed, reverse
will fail to take effect.
Type: Legacy
AT: LR + INT (10c) Duration Adjustment: +1 phase
Cost: 100 energy (15c) Special Adjustment: Advanced Accelerate
Range: Self Allows you to choose a number of phases to be
Duration: 5 phases skipped forward between 1 and 10. In addition,
a single debilitating effect may be chosen, and
Base Success: You may choose to either you will only suffer 1 phase worth of its effects
Accelerate, Slow, or Reverse time as an Instant, Free or damage (as opposed to experiencing the
action at the beginning of each phase, which will entire duration instantly)
dictate Time Walk’s effect for that phase. Each new (15c) Special Adjustment: Advanced Slow
phase you are free to choose a new effect, but only Increases awarded CAP for speed adjustments
one may be used in any given phase. by 5 and ignores the multiple action penalty for
a third and fourth action
ACCELERATE (15c) Special Adjustment: Advanced Reverse
Causes time to skip forward 5 phases which Will trigger reverse if for any reason you fall
immediately reduces the duration of any effect unconscious, incapacitated or suffer damage
currently applied to the Gatekeeper. These effects that would reduce your Health to zero
are treated as if the 5 phases of activity occurred (25c) Special Adjustment: Master of Eternity
instantly. For example, a Gatekeeper affected by an While Time Walk is active, the duration of
effect that deals 3 (fire) damage for 3 phases would any magical effect currently active on you
instantly deal 9 (fire) damage and be completed with may be suspended. Doing this effectively puts
the use of Accelerate. the duration on pause, allowing an effect to
persist through Time Walk while not reducing
SLOW its phases remaining. Any magical effect you
Makes time flow more slowly for the Gatekeeper, create from a spell or ability while Time Walk
allowing them to ignore the first and second is active has its base duration doubled
multiple action penalty incurred during the
phase. In addition, any AT taken that offers
Speed CAP adjustments causes the Gatekeeper
to automatically gain 3 CAP that can be spent
exclusively on Speed CAP adjustments.

2
223
Base Success: All magical damage done by the
LEGACY ABILITIES target’s spells or abilities are switched to a type of
your choice. Legacy bearing creatures may make a
AETHER SHIFT contested LR AT to resist this effect.
Mastery of space does not only mean moving
from place to place. Gatekeepers with this ability can (2c) Duration Adjustment: +1 phase
also partially phase themselves to nearby dimensions, (15c) Special Adjustment: Marked By Change
leaving behind only their astral presence in Laruna. All damage done, including physical weapon
What happens to their bodies is anyone’s guess, as it is damage, bleeds, poisons and disease is switched
a well kept secret among them. to a type of your choice
The Gatekeeper shifts their place in reality and (20c) Special Adjustment: Reversed Fate
attacks their target while ethereal. One magical Protection type may be switched
for another
Type: Legacy (30c) Special Adjustment: I Am The Keymaster
AT: LR + INT One damage type immunity or absorption may
Cost: 20 mana be changed to a type of your choice This may be
Range: 10m applied to temporary effects created by spells,
Duration: Instant abilities or other magical sources

Base Success: You may automatically strike CHRONO SHIFT


any target within 10m, causing them to lose INT+5 “Is the Gatekeeper really moving that fast? Or are
Stamina and Mana. In addition, you suffer -10 to any we just moving that slow?”
Defensive ATs taken this phase as you are disoriented “Neither. Time itself is moving differently for him.”
upon returning to your body. “Well that just makes him really, really, fast -
right?”
(3c) Range Adjustment: +1m “Actually I’m not sure, but we better get out of here
(3c) Strength Adjustment: +1 to Defensive before we find out.”
ATs (To a maximum of +0) The Gatekeeper speeds up time for themself,
(15c) Special Adjustment: Increased Focus allowing them to act outside of the normal flow of
You suffer no defensive AT penalty events.
(25c) Special Adjustment: Temporal Control
You may make an additional strike to the same Type: Legacy
or another target within range AT: LR + INT
Cost: 25 mana
CHANGE OF DESTINY Range: N/A
A little known technique even among Duration: Instant
Gatekeepers, Change of Destiny is a powerful tool
when used wisely. Able to change the output of any Base Success: Once the current phase has
damaging strike, a Gatekeeper with this talent holds ended, you act again as though it were a new phase.
all the keys to victory. No others may act in this phase except to make
Defensive ATs, at a -6 penalty. You may only take a
The Gatekeeper touches a target, using their single action in this phase.
power over change to convert one damage type done
to another. (5c) Strength Adjustment: -1 to defensive ATs
(25c) Special Adjustment: Time Bubble
Type: Legacy You may now perform two actions in this phase
AT: LR + INT
Cost: 25 mana
Range: Touch
Duration: 2 phases

224
4
MASTER OF TIME AND SPACE Base Success: After 3 phases, you teleport to a
Not all heroes are created equal. Only a handful chosen linked location. If the location is has become
have ever claimed to master time and space. The blocked by solid objects or is otherwise occupied, you
consequences of playing with such things can be felt will end up in the nearest open space to the linked
all over the land, and many a practitioner have been spot.
torn asunder by their mistakes. Those who would be
called ‘master’ have come to understand that both of (5c) Strength Adjustment: +1 to defensive
these cosmic forces are surprisingly just as delicate as ATs(Up to a maximum of +0)
the wings of a butterfly... (15c) Strength Adjustment: -1 phase needed
Effect: When casting Time and Space spells,
Alternate Base Successes cost 5 less CAP. You also TEMPORAL ATTUNEMENT
gain a permanent +1 Intellect and +1 Perception. Weaving the threads of time and space is a difficult
and bizarre practice. Diligence and extreme awareness
RECALL are necessary for any who hope to master these things,
Although Gatekeepers are known for being and both are traits the Gatekeepers have in abundance.
transient, they do often call a particular place home. Effect: Choose one Time or Space spell you
Able to bind themselves to a point in space, they may currently possess. All ATs made to cast this spell gain
return with ease, whether an emergency, or simply to a +5 bonus. You also gain a permanent +1 Legacy
rest. bonus to the Change Advanced Magic Skill. This
ability may be taken more than once.
BIND
The Gatekeeper remains still and focuses TIME SENSE
Arga’sheel onto their point in space, binding their Being able to sense the future gives the Gatekeeper
spirit to the location. They may have only one an unfair advantage in combat situations. Knowing
location bound at any given time for every 5 Legacy where his opponents will strike gives him the ability to
Ranks possessed. simply not be there. The Gatekeeper is able to position
himself in combat to avoid many of the incoming blows
Type: Legacy which would otherwise do him harm.
AT: LR + INT Effect: You gain a permanent +1 to Perception.
Cost: 15 mana Whenever the Gatekeeper is successfully struck in
Range: Special combat via a melee or ranged attack, take a Chance
Duration: Special Test (20%). On a successful result, the strike does
not take effect.
Base Success: You create an invisible link to
your current location, which can be used as a point UNITY
for Recall. Any new link will replace a previously The Gatekeeper attunes to the flow of time,
existing one, chosen by the caster. increasing their awareness of future events. All
Descendants know very well—it is a futile attempt to
(30c) Special Adjustment: Unbound Soul surprise a Gatekeeper.
This binding does not count towards your total Effect: You gain a permanent +1 PER, +10
Reaction, and +10 Evasion.
RECALL
The Gatekeeper must focus on a linked location
for three phases, after which they teleport to the
location. During this time the Gatekeeper may take
no actions other than Defensive ATs, at a -10 penalty.

Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: Special
Duration: Special

2
225
Visions of the Past
With this ability, Gatekeepers may bear witness
to past events as though they were experiencing those
events themselves. The Descendants have oft used their
Gatekeepers for documentation of historical events, but
occasionally, what one finds in the past can lead to
more questions than answers as the truth is revealed.
The Gatekeeper clears their mind, closes their
eyes, and opens them again to a view of past events.

Type: Legacy
AT: LR + INT
Cost: 25 mana
Range: 1 day*
Duration: 1 hour

Base Success: You are able to peer backwards


into history to see events unfolding in the area
around your location. You will see an overlay of
ghostly images transposed on top of the current
surroundings, as people and animals move about
like normal, and the land and buildings appear as
they once were. You may walk about freely, listen,
and observe, but may not interact with any images
from the past. Persons and objects in the current time
will seem obviously brighter and solid, and thus you
will be able to differentiate them easily. Structures
or obstacles that exist in the current time will still
prevent you from accessing areas that may have once
been open. You may see up to 24 hours into the past,
choosing any point within that period. You may end
the duration at any time.

(1c) Duration Adjustment: +1 hour


(2c) Strength Adjustment: +1 day rewind
(15c) Special Adjustment: Historian
You may see up to 1 year into the past
(25c) Special Adjustment: Ancient Scribe
You may see up to 100 years into the past
(25c) Special Adjustment: Ethereal Form
You may leave your body in a torporous state
for the duration, and walk about freely as
though you were in the past, unobstructed.
While in this state, only a violent disruption,
such as heavy shaking or taking Health damage
will be felt, alerting you to danger

226
Wormhole
“The bandit just kept running his mouth. He was
a good three body lengths from us but my Gatekeeper
companion just swiped his sword at the air and the
bandit’s head rolled cleanly off his shoulders. If they
took me to a court, I’d have to say that the Gatekeepers
sword arm somehow appeared behind the bandit to do
the deed, but I know how crazy that must sound.”
The Gatekeeper exploits their power over space,
opening up a portal which allows a melee attack to
reach a target some distance away.
Type: Legacy
AT: LR + INT
Cost: 25 mana
Range: 10m
Duration: Instant

Base Success: A single Melee or Ranged Combat


AT is made on a target up to 10m away, causing the
harmful portion of the attack (arrow, blade’s edge) to
pass through space and exit close enough to strike the
intended target. The target is considered surprised.
Only a single Strike may be purchased with CAP
accrued by this AT. Ranged attacks always use short
range for their AT.

(1c) Range Adjustment: +1m


(25c) Special Adjustment: Bending Reality
You may choose to attack two different targets
within range with this AT. The ATR is used
for both targets, and any purchased CAP
adjustments must be the same

227
MEGALINDIR
Legacy: Change
Th
There
herre is a sspecial
pe sect of Descendants that believe Trained extensively in martial combat, these
the
h windsd off change
h can be controlled. The Megalindir warriors masterfully blended magic into their
have devoted their training to harnessing the power of rhythmic fighting styles to produce songs that carried
change and expelling its influence onto the battlefield. widespread effects across the battlefield.
When their blades weave through the air, music is To the Megalindir, battle is akin to a musical
made, and when a crescendo is struck, victory is found. production with its own sound, rhythm, and
Foes have been known to become enthralled watching movement. Through extensive training, each
the Megalindir perform—such is the alluring sight of a Megalindir would learn battle songs that set a
true artist at work. tempo to conflict, lacing the sound they produced
with powerful Change magic. These magics turned
DESCRIPTION middling soldiers into champions, and cowards into
heroes, further enhancing the Descendant army and
Combat masters, the Megalindir weave magic any who allied with it.
into the motions of their bodies and weapons to affect After the Great War, the Descendants carried
the tides of battle. Equally capable of offensive and on the tradition of the Megalindir, choosing the most
defensive measures, the Megalindir use their many talented among their young warriors to study the
different songs and dances to enhance both their honored methods. Megalindir were a highly respected
combat skills and the skills of their allies. sister order to the Sora’Somin, with whom they made
up the core of Epilesis’ elite fighting force.
HISTORY
When the Descendant army joined the Great
War, they made spectacular use of their people’s
unique skills. One very impressive component of their
success was the Megalindir, or “Warsingers.”

Legacy Arc
+1
+1 Change
Chan
nge Spell
Spell +11 S
+ Song
ong
+11 S
+ Song
ong +22 M
+ M.. C
Combat
ombat +1
+1 C
CHM
HM
+1
+1 C
CHM
HM +15
+ 15 Stamina
Stamina +22 C
Change
h nge
hangge M
Magic
+11 C
+ Change
hange S
Spell
pell +22 C
+ Change
hange
Magic
M agic
+22 M
+ M.. C
Combat
ombat
+ 15 Stamina
+15 Staamina

+11 S
+ Stance
tancce
+
+22 C HM
CHM
+2 A GI
AGI

228
8
at least one story of that time “we were all going to die,
MEGALINDIR TODAY until I heard this strange song.”

Although Megalindir techniques were never taught STARTING BENEFITS


outside of the Descendants, the appearance of this
Legacy has opened the style to any of the mortal races. Legacy Ability: 1 Crescendo, 1 Song
The Megalindir were seen as true heroes of history +2 CHM, +1 AGI, +2 Melee Combat
for the Descendants, a status quo shaken by recent
developments. Many Descendant performers scoff at LEGACY TRAIT
the idea of a foreign Megalindir, believing the other
mortal races incapable of the divine grace required Enthralled: Megalindir see the dance in all
to combine the beauty of performance with the art of battle and always find it captivating. A Megalindir
battle. The fact that this scoffing only happens in the must spend at least one phase studying any fighting
quiet performing halls of Epilesis is testament to the that they see unless such a delay would lead to an
wrong-headedness of such thinking. Megalindir are imminent attack on the Megalindir.
prized leaders and commanders, even among other
Legacy Cearers, as inspiration follows them wherever
they may go. Many veterans of battle in Laruna have

2
229
LEGACY VIRTUES
ANCESTRAL HYMN
When the Megalindir of old lifted their voices, the
spirits of those who had gone before them would join,
and together their chorus would lift their people, filling
them with ancestral gifts long dormant in their blood.
The Megalindir invokes the ancestral heroes of a
particular race to harmonize a crescendo, the sound
transforming them into a hero of past ages, gaining
several benefits.
Ancestral Hymn replaces any active Crescendo.

Type: Legacy
AT: LR + CHM
Cost: 100 Energy
Range: Self
Duration: 5 phases

Base Success: You transform into a hazy blue


spirit of a hero from prior ages. You choose the race
of the ancestral hero you wish to embody, and receive
their Inherent Traits for 5 phases, adding them to
your own.

Inherent Traits:

Human: +1 to Any attribute


Descendant: +1 STR, +1 INT, +10 mana
Garaith: +3 STR, -1 AGI, +5 ARM (All), +5
Natural Weapons Advanced Skill
Mesmulot: +1 AGI, +1 CHM, +10 Evasion
Ashik: +2 STR, +10 ARM (All), -1 CHM

(10c) Duration Adjustment: +1 phase


(10c) Special Adjustment: Warrior
You gain a +10 bonus to your Melee Combat
Skill
(10c) Special Adjustment: Sage
You gain +10 bonus to your Magic Skill
(10c) Special Adjustment: Hero
You receive two times the Inherent Traits listed,
and may take one Chosen Trait
(20c) Special Adjustment: Legend
You receive three times the Inherent Traits
listed, and may take one Chosen Trait
(30c) Special Adjustment: Myth
You receive four times the Inherent Traits listed,
and receive all Chosen Traits of the selected
race

230
0
CONSTANT MOTION MAJESTY
At first her blades were moving quickly, darting Scriptures tell of angels that who exist to serenade
from one foe to another, rending limbs and spilling the young gods with pleasing songs. The greatest
blood in such a magnificent pattern we felt her a Megalindir can create such a sound in the midst of
maestro. Then movements picked up in pace and we battle and those who hear it are subjected to its divine
were taken back in fear at the blurred spiral of death power.
she had become. Her enemies didn’t have time to fear The Megalindir unleashes the full might of the
her. Arga’sheel in a single, overpowering song.
The Megalindir enters a dance of never ending Majesty replaces any active Song.
motion, where every movement turns them into a
more violent storm of death. Type: Legacy
Constant Motion replaces any active Stance. AT: LR + CHM
Cost: 100 Energy
Type: Legacy Range: 100m
AT: LR + AGI Duration: 5 phases
Cost: 100 Energy + 15 stamina per phase
Range: Self Base Success: All allies within range become
Duration: Until Deactivated immune to all fear and mind altering effects, restore
+1 Health and Stamina per phase, and gain +3 to all
Base Success: You gain a stacking bonus of ATs made. Enemies within range incur a -4 penalty
+2 AGI, +2 to Defensive ATs, and -2 to Multiple to all ATs made targeting the Megalindir.
Opponent Penalty each phase this remains active.
15 Stamina is drained per phase. This is (3c) Range Adjustment: +100m range
considered an IFT action. (4c) Strength Adjustment: -1 to ATs targeting
the Megalindir
(10c) Special Adjustment: Increasing Speed (4c) Strength Adjustment: +1 Health and
Upon a successful strike, you quickly spin Stamina regenerated per phase
your weapon, striking again. This strike (6c) Strength Adjustment: +1 to allies ATs
automatically hits the target, dealing half the (15c) Special Adjustment: Champion
damage of the original strike All allies within range will follow any command
(15c) Special Adjustment: Flurry given by the Megalindir to the death. Those
You may take 1 Instant, Free, Melee Combat AT who wish to resist must succeed in a contested
per phase against any enemy within 5m LR AT
(30c) Special Adjustment: Whirlwind of Death (20c) Special Adjustment: Awestruck
Once per phase, when you make a Melee Any time an enemy wishes to make a hostile AT
Combat AT against your current target, you towards the Megalindir, they must first succeed
may also take an Instant, Free, Melee Combat in a contested LR roll
AT against all enemies within 10m (30c) Special Adjustment: Godly Presence
Profound weakness reduces all enemies’ STR
by 4 and increases any of their Stamina costs
or losses by 10.

2
231
Type: Legacy
LEGACY ABILITIES AT: LR + AGI
Cost: 10 mana
CRESCENDO Range: Self
There is a rhythm to battle. Feeling it, Duration: Until another stance is activated
understanding it, is merely the beginning. Guiding that
rhythm, crafting the sound, and reaching the proper Base Success: You gain +2 Reaction, +4 to
note at the proper time is the artistry. Defensive ATs, +4 ARM (All), and -4 to M. Combat
Effect: You gain the ability to activate a Song’s ATs.
Crescendo. Once a Song has been active for two
consecutive phases, you may choose to enact the (4c) Strength Adjustment: +1 to M. Combat
Crescendo on the third phase or any phase thereafter ATs (To a maximum of +0)
as an IFU action, as long as the Song is still active. (4c) Strength Adjustment: +1 to Defensive
Once used, Crescendo may not be used again while ATs
the same Song is active. (5c) Strength Adjustment: +1 Reaction
(5c) Strength Adjustment: +1 ARM (All)
STANCES (15c) Special Adjustment: : Stonewall
You may ignore multiple opponent penalties
Stances are the Megalindir’s core style of from up to 2 additional attackers
movement chosen when participating in battle.
Stances can be activated at the start of combat, after STANCE OF THE SAGE
Reaction ATs are taken. There’s something about the movement that
Once activated, the effects are permanent until a cannot be taught. Once a student becomes aware of
new stance is chosen. Entering a stance is considered how mystic energies of our world flow, they will soon
an IFT action that can be taken once per phase on the after be able to move in sync with them, and harness
Megalindir’s turn. the flow for their own purposes.
At the Dreamweaver’s discretion, the Megalindir Moving in patterns that manipulate the flow of
may enter a stance prior to combat, in preparation mana, the Megalindir gains benefits to any spell use.
for an incoming attack.
Type: Legacy
STANCE OF THE ROCK AT: LR + AGI
We look for the pause. It’s always there. Sometimes Cost: 10 mana
it’s a moment’s hesitation following your clever parry, Range: Self
sometimes it’s while they’re pressing on your guard Duration: Until another stance is activated
hoping to catch some breath. When you see it, you will
know that it was your defenses that broke them. Base Success: You gain a +2 bonus to all
By adopting skillful defensive measures you Magic ATs, and regenerate +2 mana per phase.
become more resilient in combat.
(4c) Strength Adjustment: +1 mana regen
(5c) Strength Adjustment: +1 Magic ATs
(10c) Strength Adjustment: +1 INT
(15c) Special Adjustment: : Rangefinder
You gain 5 additional CAP to be spent on range
adjustments upon any successful spell cast
(15c) Special Adjustment: : Timekeeper
The Dance of Battle You gain 5 additional CAP to be spent on
duration adjustments upon any successful spell
When playing a Megalindir, remember cast
that songs affect only your allies, and not
yourself. Using the Crescendos of each song
and switching between stances is imperative
to being an effective Megalindir.

232
2
STANCE OF THE WARRIOR Type: Legacy
Pacing and timing. They are each critical to AT: LR + CHM
overcoming an enemy. Know when to push and just Cost: 10 mana + 5 stamina/phase
how hard. A novice pulls stings, a minstrel plays a song. Range: 10m
The Megalindir takes a purely offensive battle Duration: Until another song is activated
stance to maximize aggression. Crescendo: Endure
The Megalindir gains +50 temporary Health
Type: Legacy for 2 phases
AT: LR + AGI
Cost: 10 mana Base Success: All allies within range gain +2
Range: Self to any Defensive ATs made.
Duration: Until another stance is activated
(2c) Range Adjustment: +1m
Base Success: You gain +2 AGI, -6 to Defensive (8c) Strength Adjustment: +1 to defensive
Melee Combat ATs, and 1 Instant, Free, Melee ATs
Combat AT per phase. (15c) Special Adjustment: Guided Riposte
Any time a successful Defensive AT is made,
(4c) Strength Adjustment: +1 to Defensive the defender may immediately take an Instant,
ATs (to a maximum of +0) Free, Melee Combat AT to strike the attacker.
(8c) Strength Adjustment: +1 AGI If successful, the strike does half its normal
(25c) Special Adjustment: Flurry damage, rounded up
You may now take 2 additional Instant, Free,
Melee Combat ATs per phase SONG OF COURAGE
One could go their whole life without hearing
SONGS something so beautiful. With that sound in your ears,
death is irrelevant. Things are as they should be, and
Songs are how the Megalindir release their we will fear no evil.
Change energy upon the outside world. Any allied The Megalindir’s song causes all allies within
creatures within range are enhanced by their bonuses. range to resist fear effects.
Songs have no effect on the Megalindir, but they
may use the Crescendo of a Song to receive potent Type: Legacy
temporary effects. Activating or deactivating a Song AT: LR + CHM
is considered an IFT action that can be done once per Cost: 10 mana + 5 stamina/phase
phase on the Megalindir’s turn. Range: 10m
When choosing to activate a new Song, any Duration: Until another song is activated
previous Song is automatically deactivated. Songs Crescendo: Unyielding
may be freely performed outside of combat, but the The Megalindir gains +15 ARM (All) and +15
Megalindir must still enact the performance with PRO (All) for 2 phases
their weapons.
Base Success: All allies within range gain a +20
SONG OF ACTU bonus when resisting Fear type spells.
So many years after the battle, I can’t recall what
it sounded like. All I remember is how the sound of it (2c) Range Adjustment: +1m
filled me with memories of my time as a boy, when my (4c) Strength Adjustment: +1 RES (Fear)
mother would bake me sweet biscuits to cheer me up. I (15c) Special Adjustment: Focused Mind
wasn’t giving an inch of our soil up, and the song was In addition, all allies gain an equal bonus to
a constant reminder of why. resisting Mind type spells
The Megalindir’s song causes all allies within
range to perform better when defending on the
battlefield.

2
233
SONG OF FLUIDITY SONG OF FURY
The tempo was relentless, pulsing rapidly through The throbbing sound his blade made as in cut
us. We moved with speed, whirling from one block to through the air was resonating through my chest. Each
the next. We couldn’t stop, the music had us. clamor of his blade on another’s was like a second
The Megalindir’s song causes all allies within heartbeat within my own. Before long I was thrumming
range to perform better when being assaulted by with the fury of the sound.
multiple opponents. The Megalindir’s song causes all allies within
range to regenerate stamina.
Type: Legacy
AT: LR + CHM Type: Legacy
Cost: 10 mana + 5 stamina/phase AT: LR + CHM
Range: 10m Cost: 10 mana + 5 stamina/phase
Duration: Until another song is activated Range: 10m
Crescendo: Blade Wall Duration: Until another song is activated
The Megalindir gains +8 to all Defensive ATs Crescendo: Energetic Strike
for 2 phases The Megalindir restores +10 Stamina and gains
+5 to the next Melee Combat AT taken within
Base Success: All allies within range remove 3 2 phases
from their multiple attacker penalty when taking a
Defensive AT. Base Success: All allies within range regenerate
2 Stamina per phase.
(2c) Range Adjustment: +1m
(6c) Strength Adjustment: +1 reduction in (2c) Range Adjustment: +1m
penalty (5c) Strength Adjustment: +1 Stamina
(15c) Special Adjustment:: Aware regenerated per phase
All allies gain +5 Reaction (15c) Special Adjustment: Adrenaline Rush
All allies gain +2 STR and +2 END

234
234
Song of Nolok Base Success: All allies within range suffer no
We were a riot of violence, an orchestra of death. penalty from wounds and regenerate 2 Health per
Every gasp, every scream was part of a greater whole phase.
that filled the air with our desire.
The Megalindir’s song causes all allies within (2c) Range Adjustment: +1m
range to perform better when on the offensive. (5c) Strength Adjustment: +1 Health
regenerated
Type: Legacy (15c) Special Adjustment: Caressing Notes
AT: LR + CHM All allies gain +5 PRO (All)
Cost: 10 mana + 5 stamina/phase
Range: 10m Spiritual Serenade
Duration: Until another song is activated The magus had given us all he had to give. He
Crescendo: Sonic Assault looked haggard from the experience and could barely
All enemies within 10m take LR+20 damage (Sonic) speak. The Megalindir’s song had given him a nearly
limitless source of energy, but the old man’s body could
Base Success: All allies within range gain +2 go no further.
to any M. Combat AT made. The Megalindir’s song rejuvenates the spirit,
causing all allies within range to regenerate mana.
(2c) Range Adjustment: +1m
(8c) Strength Adjustment: +1 to M. Combat Type: Legacy
ATs AT: LR + CHM
(15c) Special Adjustment: Precision Cost: 10 mana +5 stamina/phase
Upon a successful strike, all allies gain 3 free Range: 10m
CAP to spend on weapon adjustments Duration: Until another song is activated
Crescendo: Energize
Soothing Lilt The Megalindir restores 20 Mana
Is it possible for a sound to touch you? I swear I
felt it wash over me, wiping away the aches of my body. Base Success: All allies within range regenerate
The soft patting of the Megalindir’s footsteps, their deep 2 Mana per phase
humming, I felt somehow lighter.
The Megalindir’s song causes refreshing winds (2c) Range Adjustment: +1m
to soothe all allies within range. (3c) Strength Adjustment: +1 Mana
regenerated
Type: Legacy (15c) Special Adjustment: Enlightenment
AT: LR + CHM All allies gain +2 INT and +2 PER
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Renew
The Megalindir restores 15 Health

235
SHIFTER
Legacy: Change
Th
They
heyy call
call
all me an
a animal. I call them rigid. Shifters became a heralded sight in battle,
Iff there
h is one truth h in the world, it is that only giving rise to the theory that Izumo warriors were
the strong survive. Strength, however, is not unmatched in all of Laruna. Their numbers grew
based solely on raw power. Adaptation is and for a time it seemed the monks of Izumo would
the true measure of strength. The ability finally be recognized as a kingdom of their own.
to change and overcome any situation, Before this could come to pass, the
any foe. I need not fear any circumstance. neighboring nation of Narraffain declared
I need no weapons or armor. I am the apex war on Izumo, seeking to enslave their
predator. people and commandeer the nearby fishing
villages.
DESCRIPTION In the battles that followed, many
Shifters fought bravely and died to
Making superb use keep Izumo free of Naraffains
of bodily oppression. They took to the
transformation, battlefields with monstrous shapes
the Shifters are and ravaged the Naraffain
monk-like warriors army until it was too
who possess broken to continue its
no need for assault.
conventional Those
weaponry, Shifters who
instead survived
changing redoubled
their body their studies of
into the transformation,
weapons mastering their
possessed bodies in ways
by many that would let
of Laruna’s creatures. them flawlessly
vanish into foreign
HISTORY lands, passing
as locals, or
Once some of the greatest sometimes
monk disciples in all of Izumo, even other
the Shifters had taken the martial species.
arts concepts of discipline and
adaptation to unprecedented
lengths. Using a profound
understanding of body and mind,
they mastered transformative magics
that could compliment their unique
combat prowess. These masters rose to
great prominence throughout Izumo’s history
and passed their knowledge on to select
students.

236
6
Legacy Arc
+1 AGI +1 Shift
+1 STR +1 END
+1 Passive
+2 Natural
Ability +1 PER
Weapons
+1 Shift +10 Stamina
+1 END +1 AGI
+2 Natural
Weapons
+1 AGI
+10 Stamina

Secretly they would infiltrate other kingdoms STARTING BENEFITS


and gather allies in their plot to bring about the
downfall of Naraffain. Vanishing from the public eye, -FHBDZ"CJMJUZ "OZShift
the king of Naraffain would continue to believe the +2 END, +2 AGI, +10 Stamina
frightening Shifters extinct, while they continued the
war in secret. LEGACY TRAIT
SHIFTERS TODAY Introspection: The shifter requires a period
of meditation each day to help maintain a hold of
All Legacy Cearers are granted a level of their identity. This period of time must be at least
understanding of their powers and their Legacy. one hour in duration, during which they may not be
Unfortunately for some Shifters, they are not all interrupted by any outside stimulus.
granted the discipline and wisdom that would Ambient noise or sound is acceptable, but being
normally come along with them. Shifters today have physically touched in anyway, spoken to, or being
been separated from their historical training which forced to open their eyes will interrupt the meditation.
provided a much needed level of focus.
While today’s Shifters are indeed more powerful
than ever, they are more prone to losing their identity
and have a difficult time maintaining the level of
mental balance needed to handle their own lack of
permanency.
Many Shifters have decided to replicate the days
of old, training with mortal monks or living nomadic
lifestyles to learn the wisdom of the road. Those
Shifters who choose not to take such steps are often
especially vicious, as each shift helps bring them
closer to the wild, slowly turning them into more
monster than mortal. Of course, not all of them see
this as a side effect, but rather their own step towards
perfecting the new Shifter way.

2
237
GUIDED EVOLUTION
LEGACY VIRTUES The ancient masters had transcended the
limitations of physical bodies, but they were generous.
IDENTITY SHIFT All who made the arduous journey to their temples in
Sometimes one becomes lost in the changes. Day search of such wisdom were given ample opportunity to
in and day out, a constant shifting of body, a flood of learn. Spreading their wisdom to devotees earned the
different feelings and sensations. No one else knows ancient masters great admiration and helped evolve
what it is like to be in constant flux. The power of mortals in ways they never thought possible.
change is a magnificent thing, but even with all of my The Shifter connects to all allies within a given
training, sometimes I lose grasp of who I am. Am I an area, causing them to change in accordance with the
animal? Am I a martial artist? Am I a person at all? Shifters will. All participants must be seated around
The Arga’sheel speaks to me. It gives me an answer. I the Shifter and spend 1 phase in meditation. When
am all of those things. I am none of those things. I am finished, those involved will find their mind and body
everyone. I am no one. I am change. changed.
The Shifter spends 5 phases in meditation,
slowly shifting into something new. Type: Legacy
AT: LR + END
Type: Legacy Cost: 100 energy
AT: LR + END Range: 5m
Cost: 100 energy Duration: 10 phases
Range: Self
Duration: Permanent Base Success: The Shifter may reallocate up
to 6 attribute points for all allies within 5m. This
Base Success: You may permanently alter your reallocation is chosen once and all allies share the
appearance, changing your facial features as desired. same result. After the reallocation, all attributes of
affected allies are increased by 1.
(5c) Special Adjustment: Unnatural Adjustment
You may choose cosmetic characteristics that (2c) Strength Adjustment: +1 attribute
are not normally seen in your chosen race reallocation
(green hair, purple eyes, blue skin in humans, (5c) Duration Adjustment: +1 phase
human skin tones for mesmulots, etc) (12c) Strength Adjustment: +1 increase to all
(5c) Special Adjustment: Altered Form attributes
You may change height/weight and other (25c) Special Adjustment: Sweeping Change
physical characteristics Affected allies gain the benefit of a single ability
(10c) Special Adjustment: Reassignment possessed by the Shifter. The AT for this ability
You may change your sex uses the Legacy Rank of the Shifter plus the
(15c) Special Adjustment: Malleable appropriate attribute. There can be only one
You may redistribute your physical attribute Sweeping Change in effect on a character at
points any given time
(15c) Special Adjustment: No Boundary (35c) Special Adjustment: Ancient Master
You may change your race; you will lose all The attribute reallocation becomes permanent
Inherent and Chosen Racial Traits and replace
them with new ones from your selected race
(35c) Special Adjustment: Complete Overhaul
You must recreate your character from scratch,
leaving only the Shifter Legacy Rank intact. Any
skill points, techniques, or spells previously
purchased with experience are converted
back to experience and re-spent after your
Background is chosen

238
8
Perfect Body (5c) Special Adjustment: Divine Step
We are created from the minds of the gods. You gain Water Walking, and make no sound
Depending on whom you ask, they might say we take when moving
on their image. But being a creation means we are (10c) Special Adjustment: Divine Form
inherently lesser than the creators, no? Alshara was You may turn incorporeal as an IFU action. This
able to overcome this drawback through his newfound will make you immune to all forms of physical
powers, so why can’t I? I am not content to be made damage, and disengage you from melee combat.
in the image of the gods. I will make myself in my own You may pass through solid objects. If the
image. duration ends while you are inside an object,
The Shifter alters their physical make-up, you will be safely pushed outside to the nearest
pushing it closer to that of the gods above. edge
(10c) Special Adjustment: Godly Health
Type: Legacy You gain +100 temporary Health
AT: LR + END (10c) Special Adjustment: Godly Stamina
Cost: 100 energy You gain +100 temporary Stamina
Range: Self (10c) Special Adjustment: Godly Mana
Duration: 5 phases You gain +100 temporary Mana

Base Success: You gain +3 to all attributes,


+10 ARM (All), +10 PRO(All) and +20 RES (All).

(5c) Strength Adjustment: +1 ARM


(5c) Strength Adjustment: +1 PRO(ALL)
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 Any attribute
(5c) Special Adjustment: Divine Sight
You can see in complete darkness

239
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SHIFTS
1 +10 ARM, +10 PRO(All), -2 physical ATs
Seamlessly changing parts of the body from one 2 +20 ARM, +20 PRO(All), -4 physical ATs, ½
to another is the unique talent of the Shifter. Learning movement speed; double weight
from the creatures of the land, they are capable of 3 +30 ARM, +30 PRO(All), -6 physical ATs
many different natural feats. A Shifter may enact a 4 +40 ARM, +40 PRO(All), -8 physical ATs, ¼
shift once per phase as an IFU action. A Shifter may movement speed; triple weight
only maintain one shift at a time, and so enacting a 5 +60 ARM, +60 PRO(All), Petrified
shift replaces any current shifts. While a shift is in
place, they may use the listed ability as an Instant
action, once per phase.

BASILISK’S STARE FINS OF THE TAKAR


It is true! Master showed me that an enemy can Water is often studied for its fluidity and power.
be defeated with nothing more than a deadly glare. His You must be as comfortable amidst its shifting body as
eyes became reptilian and darted towards the assailant. you are on the steady land.
In moments there was a stone statue standing in place The Shifter morphs their legs into a singular,
of the attacker’s flesh and blood. Such is the power of large fin, allowing them to propel forward through
the Basilisk’s Stare. the water at great speeds.
The Shifter gains Basilisk eyes, and may stare Upon shifting to Fins of the Takar, make the AT
intently at their target, attempting to convert their listed below to determine the effects. These remain
flesh to stone. in place until changing the shift.

Type: Legacy Type: Legacy


AT: LR + END AT: LR + END
Cost: 15 stamina Cost: 10 stamina
Range: Self Range: Self
Duration: Variable Duration: Variable

Base Success: The target is afflicted by petrify Base Success: You gain +10 Swimming Skill
(1) and takes 20 damage (Curse). Targets that reach and may swim at 2x base movement speed when
petrify (5) are fully turned to stone, gaining + 60 submerged in water.
ARM (All), +60 PRO (All) and cannot act. Petrify
fades at the rate of 1 level every 3 phases unless (4c) Strength Adjustment: Adaptation
fully petrified, which will last for 1 day, or until +1 to Swimming
dispelled or decursed. This is considered a curse. (10c) Special Adjustment: Gills
Legacy bearing creatures may roll a contested LR AT You may now breathe underwater
to resist this effect. (15c) Special Adjustment: Streamlined
Move at 3x base movement when underwater
(2c) Damage Adjustment: +1 Curse
(30) Special Adjustment: Student of Medusa HYDRA STRIKE
Targets remain petrified permanently until The heads of the hydra are many. As such, the
dispelled or decursed attacks of the Shifter are many. Strike quickly,
frequently, and without cessation. Then your foe will
know the limits of their defenses.
The Shifter alters their internals to match the
mythical hydra, allowing them to spew forth an
element onto their enemies.

Type: Legacy
AT: LR + END
Cost: 10 stamina

240
0
Range: Self (3c) Strength Adjustment: Hardness
Duration: Variable +1 ARM, +1 PRO (All)
(4c) Strength Adjustment: Maneuverability
Base Success: You may unleash a breath +1 to M. Combat AT penalty (To a maximum of +5)
weapon, dealing damage to all targets within 3m in (20c) Special Adjustment: Resistant Metal
front of you. The type is chosen before making your All damage done by mundane weapons is
AT. reduced to 0
(25c) Special Adjustment: Steel Statue
ICE You gain +30 ARM (All) and +30 PRO(All).
Targets take 10 damage (Cold) You may not take any action other than to
(1c) Damage Adjustment: +1 Cold change your shift
(10c) Special Adjustment: Deep Chill
Targets move at ½ movement speed MANTICORE’S CLAW
Sharp and lethal, the Manticore’s Claw is a
FIRE fearsome sight. As a direct extension of the Shifter, their
Targets take 10 damage (Fire) strikes are fluid—And significantly faster than wielding
(1c) Damage Adjustment: +1 Fire a heavy piece of metal.
(15c) Special Adjustment: Smolder The Shifter morphs their hands into large
Targets catch fire, taking LR + 5 damage (Fire) Manticore claws, capable of rending flesh with quick
per phase for 4 phases strikes.

LIGHTNING Type: Legacy


Targets take 10 damage (Electricity) AT: LR + END
(1c) Damage Adjustment: +1 Electricity Cost: 10 stamina
(10c) Special Adjustment: Shocked Range: Self
Targets suffer -2 to all ATs for 1 phase Duration: Variable

IRON BODY Base Success: While active, you gain 1 Instant,


While it may be physically unappealing, covering Free, Natural Weapons AT per phase, and Manticore
the body in hard armored plates has saved more than Claws.
one Shifter from certain death.
The Shifter covers the vulnerable parts of their MANTICORE CLAWS
body with thick armored plates. Threat: 5
Upon shifting to Iron Body, make the AT listed AT: Natural Weapons + STR
below to determine the effects. These remain in place Damage: STR + 12 (Slashing)
until changing the shift. (1c) Damage Adjustment: +4 Damage
(3c) Weapon Adjustment: Bleed (4)
Type: Legacy
AT: LR + END
Cost: 10 stamina (3c) Damage Adjustment: Sharpness
Range: Self +1 Slashing
Duration: Variable (8c) Strength Adjustment: Length
+1 threat
Base Success: You gain +15 ARM (All) and (10c) Special Adjustment: Blinding Speed
+15 PRO (All). Any Melee Combat ATs are made at a You gain an additional Instant, Free, Natural
-5 penalty. In addition, you move at half your normal Weapons AT each phase
movement speed. (10c) Special Adjustment: Razor Sharp
Your Bleed Weapon Adjustment is increased to
Bleed (6)

2
241
SERPENT STRIKE SKIN OF THE CHAMELEON
The Blackwater serpent is feared not only for its When brute force is not the preferred method, the
poisonous bite, but its ability to strike quickly from a Shifter has an answer. By studying this magical beast,
distance. Learning from this creature, the Shifter’s arms The Shifter can enhance their hiding, stalking and
become the penultimate snake; extending at range to ambush his opponent when the time is right.
strike and poison their target. The Shifter matches their skin to the
The Shifter turns both arms into extendable surroundings and blends in with unnatural precision.
serpent heads, capable of delivering a deadly toxin. Upon shifting to Skin of the Chameleon, make
the AT listed below to determine the effects. These
Type: Legacy remain in place until changing the shift.
AT: LR + END
Cost: 10 stamina Type: Legacy
Range: Self AT: LR + END
Duration: Variable Cost: 10 stamina
Range: Self
Base Success: You gain Serpent Fangs and Duration: Variable
Serpent Strike.
Base Success : Your gain +10 Stealth. Any
SERPENT FANGS Melee or Ranged Combat ATs taken against you are
Threat: 5 made at a -2 penalty.
AT: Natural Weapons + AGI
Damage: AGI + 9 (Piercing) (4c) Strength Adjustment: Blur
-1 to ATs
(1c) Damage Adjustment: +3 Damage (4c) Strength Adjustment: Blending
(4c) Weapon Adjustment: Bleed (2) +1 Stealth
(15c) Special Adjustment: Exact Duplication
SERPENT STRIKE You gain +5 Stealth and are considered
Any time you become engaged with a target, invisible when disengaged and stationary
you may immediately take 1 Instant, Free, Natural
Weapons AT against that target.
All successful melee strikes against an opponent
cause poison (5) which lasts for 3 phases. This effect
does not stack.

(3c) Damage Adjustment: Sharp Fangs


+1 Piercing
(5c) Strength Adjustment: Potency
+1 poison damage per phase
(8c) Strength Adjustment: Extending Arms
+1 threat
(12c) Special Adjustment: Special Venom
Targets affected by your poison are wracked
with pain, suffering -2 to all ATs and losing
stamina equal to the health lost due to poison.
(20c) Special Adjustment: Instant Poison
Your strikes now deal an additional LR +10
damage (Poison). You lose the standard poison
(3) effect

242
2
WINGS OF THE PHOENIX EYES OF THE HAWK
Do not be bound by the limits of your legs. Change. Borrow from the Hawk. It spots prey from great
Grow. Adapt. Take the wings of the phoenix and distances and never loses sight of them. You must watch
dominate the sky. Hunt your foe from above. your enemies with the eyes of a Hawk. Focused, clear
The Shifter changes their arms into large, and determined.
feathery phoenix wings giving them the ability to Effect: Your vision range is tripled, and you may
take to the skies. cause your eyes to take the appearance of hawk’s
eyes at any time. You also gain a permanent +4 to
Type: Legacy Perception.
AT: LR + END
Cost: 10 stamina SHIFT MASTERY
Range: Self The constant changing of parts is a trying process.
Duration: Variable Not all have the stamina or resolve to keep steady. Only
those who have devoted their focus to this constant flux
Base Success : You gain Glide: You are able to can truly be called a Shifting master.
use your wings to glide from any height safely to the Effect: You can now maintain two shifts at
ground. The amount of distance a you can glide is 3 once. You choose which shift to replace if already
times the height of the point of origin. maintaining two. You also gain a permanent +2
Endurance.
(15c) Special Adjustment: Enhanced
Musculature STRENGTH OF THE BEHEMOTH
Gain Flight at base movement speed Anyone foolish enough to stand before a behemoth
(15c) Special Adjustment: Something Borrowed is certain to experience its massive strength in a terrible
You gain +20 PRO (Fire) way. There have been accounts a the creature battering
(25c) Special Adjustment: Free as a Bird a human and launching their body great distances with
Gain Flight at two times base movement speed a seemingly effortless gesture.
(35c) Special Adjustment: Home in the Skies Effect: Your lifting capacity is doubled. You also
Gain Flight at three times base movement speed gain a permanent +4 Strength.

PASSIVE ABILITIES THE SHIFTING HEART


Shifting is one of the most obvious and flamboyant
The passive abilities of a Shifter can enhance uses of the Arga’sheel. The transformation is easily
their physical form and give them increased control recognized. But what of the changes that are not so
over their shifting capabilities. obvious? Some Shifters learn how to alter the body on
the inside as well...
CHEETAH’S SWIFTNESS The Shifter gains advanced proficiency in
Shifters have been known to move at incredible altering their internal structure. They are able to
speeds and with unnerving precision. With no visible move critical organs to places much harder to injure,
indication, one must assume the use of magic in some and reform lost parts with frightening speed.
way, albeit undetectable. It is widely accepted that Effect: You gain a permanent +1 to Endurance.
Shifters do not utilize the same ability to manipulate Any attempted strike made against you targeting a
magic as a standard mage, so this leads to even more specific body part has its CAP cost increased by 5. In
questions… Unless… Hmm... Some shifters have been addition any bleed effect of (5) or less immediately
known to hold limited control over their internal ends at the start of a new phase. You may also reform
structures. What if they are able to enact subtle, yet any lost limbs or body parts due to amputation effects
effective changes to their musculature system? I require as an Instant, Untested action for the cost of 20
an experienced Shifter for study and… dissection. This stamina. This does not restore any lost Health.
may prove difficult. - Antorius, Vaynean Scholar.
Effect: Your base movement speed is doubled.
You also gain permanent +4 to Agility.

2
243
SORA’SOMIN
Legacy: Elements
There is no more elegant display of
versatility in warfare than the Sora’Somin.
I’ve watched them rise above their
ranks, releasing volleys of arrows that
upon impact tormented enemy forces with
tremors or explosions. I’ve born witness as
they shifted their bows into elegant glaives,
dove into ongoing melee, and shatter their
enemies armor or shields with magic strikes.
Perhaps a Sorcerer has a larger bags of
tricks, but I promise you, there is no
more versatile and effective weapon
in terms of warfare than these rare
battlemages.

Description
By infusing their versatile
Remokin with elemental magic,
Sora’Somin blend magic with
martial prowess. At long ranges,
they wield their Remokin as a
bow, firing arrows imbued with
varied elemental attacks. When
the need for close quarter combat
arises, they effortlessly shift the
Remokin into a glaive form.

History
The order of the Sora’Somin, or
“War Mages,” were masters of infusing
their weapons with magic. Members
of this ancient order would practice
seamlessly channeling the destructive
power of the elements into their
specially prepared weapon. Called a
Remokin, this weapon was the pride
of every Sora’Somin, able to shift
from a melee glaive form into a
powerful recurve bow in a moment.
In this way Sora’Somin served as long
distance artillery, infusing powerful
element magic into their arrows and
casting them down on enemies afar.

244
Legacy Arc
+2 M. Combat +1 Ability
+15 Health (Remokin) +1 Elemental
+15 Mana +2 R. Combat Spell
+2 M. Combat +15 Stamina (Remokin)
(Remokin)
+2 R. Combat
(Remokin)
+1 Ability
+1 STR
+1 AGI
+1 INT

Of course, this benefit did not extend to non-


When the need arose, they merely shifted Descendant Sora’Somin. In fact, many Descendant
their Remokin’s into war glaives, infused them with Sora’Somin refuse to use the title for those not of their
elemental magic once again, and took to the front race, seeing them as Legacy bearers who happen to
lines laying waste to their enemies. use the same weapon rather than as true Sora’Somin.
As a sister order to the Megalidir, Sora’Somin This has lead to many rivalries and conflicts
operated as a form of special forces for the Descendant between the Sora’Somin, with some believing that
army and continue to do so still for Epilesis. Merging the knowledge of how to properly use the Remokin
form and function, these practitioners mastered should be available to all instead of only being the
the art of shaping elements into practical uses on purview of the Descendants.
the battlefield and were large contributors to the If any involved in this schism notice the
Descendant army’s dominance during the Great War. dangerous similarities between this conflict and the
Because Sora’Somin pride themselves on mastery one that started the Whisper War, they’ve yet to voice
of warfare, they train vigorously in their wielding of it aloud.
glaive and bow. This training of course goes hand in
hand with their practical approach or magic study.
Every effort and technique they master is a means Starting Benefits
towards achieving success on the battlefield. Many
believe this leads to unfocused skill, but those who Legacy Ability: Mystic Glaive
have worked with Sora’Somin in an official capacity +1 STR, +1 AGI, +1 INT, +2 Melee Combat
are keenly aware of how dynamic and well schooled Advanced Skill (Remokin), +2 Ranged Combat
they actually are. Advanced Skill (Remokin)

Sora’Somin Today Legacy Trait


Once the Sora’Somin Legacy reemerged, Epilesis Champion: Duty to one’s people and homeland
was quick to act. Epilesis’ grand histories were a was supreme to the Sora’somin. You must come to
great boon for Descendant Sora’Somin, as they were the defense of your chosen homeland when accessible
quickly able to find manuals and instructions on how and you may not take actions against its best interest.
to use their new-found weapons. You may not betray fellow members of your race nor
bring harm to them for selfish gain.

245
Base Success: The Sora’Somin immediately
LEGACY VIRTUES takes a Ranged Weapon AT with a +5 bonus and
their arrow deals +5 Damage (Impact).
HEARTSEEKER
When Irishintel the Skylord refused to relinquish (1c) Range Adjustment: +2m beyond weapons
her Arga’sheel during the Great War, she caused many allowable range
Descendant casualties. Her exceptional speed and agility (1c) Damage Adjustment: +1 Impact
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246
2 46
HAILSTORM The area is charged with electrical energy at the
When armed forces were in situations without beginning of the following phase, dealing LR +
archer support, a lone Sora’Somin could offer a 15 damage (Electricity) to all targets remaining
bombardment of arrows. This capacity offered the in the area for 4 phases and causing them to
accompanied troops substantial tactical advantages. suffer -4 to any ATs taken.
The lone Sora’Somin didn’t betray the ability to unleash (20c) Special Adjustment: The Binding
arrow fire as a squad of archers would, and they were All targets inside the area are leashed by an
only one mouth to feed instead of many. ethereal cord to a nearby arrow with which
The Sora’Somin empowers an arrow with has struck the ground. They may not move
elemental energy and fires it overhead. The arrow more than 1m from their current position for 3
bursts, magically splitting into a hailstorm of arrows, phases without cutting the cord; The cord has
which rain down over a target area. 50 Health and is immune to mundane weapons

5ZQF Legacy SHOCKWAVE


AT: LR + INT Splitting the earth is no small feat of magic. For
Cost: 100 energy a Sora’Somin to rip the ground asunder, sending
Range: Weapon shockwaves that took armored men clear off their feet,
Duration: Instant is a display of skill I hope never to see on the battlefield
again.
Base Success: A circular area 20m in diameter The Sora’Somin strikes the earth in front of
is bombarded by incoming arrows. All targets inside him with a mighty blow from his glaive, sending out
the area take weapon damage x 2 as multiple arrows shockwaves in all directions and causing the ground
reach their mark. to split open.

(1c) Range Adjustment: +2m beyond 5ZQF Legacy


weapon’s allowable range AT: LR + INT
(2c) Size Adjustment: +10m diameter to Cost: 100 energy
affected area Range: Weapon
(2c) Damage Adjustment: +1 Duration: Instant
(15c) Special Adjustment: Fire Burst
The affected area is instead blanketed with fire Base Success: Shockwaves travel forth from the
arrows; all damage is considered Fire damage. Sora’Somin, hitting all enemies within 15m for 25
The area erupts in fire at the beginning of the damage (Impact).
following phase, dealing LR + 25 damage
(Fire) per phase for 4 phases to those still in (1c) Range Adjustment: +1m
the original area of effect (1c) Damage Adjustment: +1 Impact
(15c) Special Adjustment: Ice Burst (5c) Special Adjustment: Forceful Impact
The affected area is instead blanketed with ice All enemies hit by the shockwave are knocked
arrows; all damage is considered Cold damage. backwards 5m and rendered prone
The area is frozen in ice at the beginning of (10c) Special Adjustment: Elemental Strike
the following phase, dealing LR + 25 damage You may choose any or all of the damage done
(Cold) to all targets remaining in the area as to be elemental of any type
they are frozen in a block of ice, losing their (15c) Special Adjustment: Chasm
actions for the rest of the phase. During this The ground opens up in front of the Sora’Somin,
time they are unable to act, and cannot be creating a 5m wide chasm approximately 10m
affected by spells or weapons. The ice melts long in any direction the Sora’Somin chooses
at the beginning of next phase, and combat (20c) Special Adjustment: Getting Technical
resumes normally You may choose any special effect or special
(15c) Special Adjustment: Lightning Burst adjustment from any Sora’Somin glaive
The affected area is instead blanketed with technique and add it to the effects of the
lightning arrows; all damage is considered shockwave
Electricity damage.

2
247
ARCHERY MASTER
LEGACY ABILITIES Their skill with a bow was unmatched. One
accounting speaks of a Sora’Somin firing a bow as
MYSTIC GLAIVE dragonfire swallowed them. The shot soared through
The Remokin of the Sora’Somin is magical in the fire, past the dragon and struck a weak point in a
nature, designed by the greatest Descendant mages. nearby Skylord’s scales. It was an impossible shot, yet
Centuries have been spent attempting to perfect the the Skylord is dead
creation and enhancement process. &GGFDU You gain a +3 bonus to your Remokin
One of the latest steps in its evolution is the Bow ATs. In addition, the range is increased by 20m
Glaive shift, allowing these ranged warriors to not per category, and the speed rating increased by 5.
only defend themselves when confronted, but go on You also gain a permanent +1 to Agility.
the z in melee combat.
&GGFDU The Sora’Somin may conjure their GLAIVE MASTER
Remokin into their main hand once per day as an I remember seeing only a flurry of blades. Every
IFU action. Once per phase, as an Instant, Untested swing was met with a hard counter, every misstep led to
action, they may switch between bow or glaive form a wound. Such a combination of technique and ferocity
for the cost of 5 mana. is beyond me.
If the Remokin is lost or destroyed, they must &GGFDU You gain a +3 bonus to your Remokin
wait 24 hours to resummon it. The Remokin may Glaive ATs. In addition, the mana cost to switch
hold one Elemental Charge at a time which can be Remokin forms is now 0, and you may summon the
generated through the use of their various Legacy Remokin an unlimited number of times per day. You
abilities. New charges will replace existing ones. also gain a permanent +1 Strength.
Shifting forms causes the current charge to be lost.
Charges last for a single strike or arrow loosed.

ARCANE AMMUNITION
True magic is knowing not how to serve the
elements, rather knowing how to make them serve you.
Sora’Somin need not even have arrows to imbue, their
power IS the arrow.
&GGFDU Instead of drawing an arrow from a
quiver, you may draw your bowstring, conjuring a
magic arrow directly into nocked position for the cost
of 2 mana. This arrow adds +5 elemental damage of
the appropriate type to any Sora’Somin Legacy ability.

Remokin (Bow Form) Remokin (Glaive Form)

Requirements: AGI 6 Requirements: STR 5


AT: Ranged Combat (Remokin) + AGI AT: Melee Combat (Remokin) + STR
Range: 0-30m/31m-120m/121m-250m Damage: STR + 15 (Slashing)
Difficulty: 15 / 25 / 35 Threat: 6
Damage: 25 (Piercing)
Speed: 25 (1c) Damage Adjustment: +5 Slashing
(14c) Weapon Adjustment: Amputate
(1c) Damage Adjustment: +2 Piercing (20c) Weapon Adjustment: Decapitate

248
8
ARCANIS
The whole process is effortless for a Sora’somin. They
feel magic, breathe it, weave it. An arrow draws back as mere
wood, and fires as something more.

The Sora’Somin charges their Remokin with an


Elemental Charge of eldritch energy, causing the next The Sora’Somin charges their Remokin with an
arrow fired to be empowered by Arcanis. Arcanis may be Elemental Charge of eldritch energy, causing the
used once per phase as an IF action. next strike landed to be empowered by Arcanis.
Arcanis may be used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT 5ZQF Legacy
Cost: 8 mana AT: LR + INT
Range: Weapon Cost: 8 mana
Duration: Instant Range: Weapon
Base Success: Targets hit by an Arcanis empowered Duration: Instant
arrow suffer normal arrow damage plus 15 damage Base Success: Targets hit by an Arcanis empowered
(Arcane). strike suffer normal weapon damage plus 20
damage (Arcane).
(2c) Strength Adjustment: +1 Arcane
(10c) Special Adjustment: Conversion (2c) Strength Adjustment: +1 Arcane
Converts all weapon damage done to Arcane (10c) Special Adjustment: Conversion: Converts all
damage. weapon damage done to Arcane damage.

AQUANAE’A
Water is unique among the elements for being equally
nurturing and destructive. Healing wounds or causing them
to bleed excessively, Sora’Somin use water to their advantage
as needed.

The Sora’Somin charges their Remokin with an


Elemental Charge of magical water, causing the next The Sora’Somin charges their Remokin with an
arrow fired to be empowered by Aquanae’a. This arrow Elemental Charge of magical water, causing the next strike
may be fired into the air over a target area. The arrow landed to be empowered by Aquanae’a. Aquanae’a may be
bursts with energy at the Sora’Somin’s command, raining used once per phase as an IF action. The magical water
down healing waters below. Aquanae’a may be used once courses over the enemies wounds, causing their blood to
per phase as an IF action. run freely.
5ZQF Legacy 5ZQF Legacy
AT: LR + INT AT: LR + INT
Cost: 8 mana Cost: 8 mana
Range: Weapon Range: Weapon
Duration: 2 phases Duration: Instant
Base Success: An area 10m in diameter within the Base Success: Targets hit by an Aquanae’a
Remokin’s range is covered in healing rain, healing all empowered weapon suffer normal weapon damage plus
allies in that area for 5 Health per phase for 2 phases. 10 damage (Impact). In addition, the target’s suffers bleed
Striking a target directly with the arrow delivers healing (2) for 4 phases.
rain’s effects instantly to that target.
(3c) Strength Adjustment: +1 Impact
(2c) Size Adjustment: +1m diameter (5c) Strength Adjustment: +1 bleed damage
(3c) Strength Adjustment: +1 health recovered (10c) Special Adjustment: Slippery when Wet
per phase While a target is affected by Aquanae’a’s bleed effect,
(10c) Duration Adjustment: Refreshing any time that opponent attempts to use their weapon
+1 phase duration to healing rain for attack or defense they take a 20% chance test. If
(10c) Special Adjustment: Extinguisher successful, the target drops their weapon.
Healing rain puts out all natural fires in the affected
area, Magical fire is immune to this effect

2
249
EKLARA
Hard, strong, and unyielding. All characteristics of the
earth that the Sora’Somin bring effortlessly to the battlefield.

The Sora’Somin charges their Remokin with an The Sora’Somin charges their Remokin with an
Elemental Charge of magical earth, causing the next arrow Elemental Charge of magical earth, causing the next strike
fired to be empowered by Eklara. Eklara may be used once landed to be empowered by Eklara. Eklara may be used
per phase as an IF action. once per phase as an IF action.

5ZQF Legacy 5ZQF Legacy


AT: LR + INT AT: LR + INT
Cost: 8 mana Cost: 8 mana
Range: Weapon
Range: Weapon
Duration: Instant
Duration: 4 phases

Base Success: Targets hit by an Eklara empowered Base Success: Targets hit by an Eklara empowered
arrow suffer normal arrow damage plus 10 additional weapon suffer normal weapon damage plus 10 damage
damage (Impact). On the following phase the arrow begins (Impact). In addition, you gain +4 ARM (All) for the
to pulse tremor, damaging all targets within 3m of the duration of the charge.
arrow for 10 damage (Impact) for 4 phases.
(2c) Strength Adjustment: +1 Impact
(2c) Strength Adjustment: +1 Impact (15c) Special Adjustment: Shattering
(10c) Duration Adjustment: +1 phase duration to Any Defensive AT that exceeds an opponent’s ATR
by 5 or more causes a CT(50%), which if successful
pulse tremor
shatters any non-magical weapon in their main
(10c) Special Adjustment: Unbalancing hand; magical weapons are not affected
Anyone caught in the pulse tremor becomes
unbalanced, incurring a -2 penalty to all ATs

GLACIANAE
The power of frost can slow down an enemy, hold them
in place, or prepare them for further punishment.

The Sora’Somin charges their Remokin with an The Sora’Somin charges their Remokin with an
Elemental Charge of magical ice, causing the next arrow Elemental Charge of magical ice, causing the next
fired to be empowered by Glacianae. Glacianae may be strike landed to be empowered by Glacianae.
used once per phase as an IF action. Glacianae may be used once per phase as an IF
action.
5ZQF Legacy
AT: LR + INT 5ZQF Legacy
Cost: 8 mana AT: LR + INT
Range: Weapon Cost: 8 mana
Duration: Instant Range: Weapon
Base Success: Targets hit by a Glacianae Duration: Instant
empowered arrow suffer normal arrow damage plus Base Success: Targets hit by a Glacianae empowered
10 damage (Cold). In addition, targets have their strike suffer normal weapon damage plus 10 damage
movement speed reduced by ½. (Cold). In addition, targets are made vulnerable,
taking +5 damage from any Fire based damage
(2c) Strength Adjustment: +1 Cold sources for 2 phases.
(10c) Special Adjustment: Frozen
Targets are rooted in place for 1 phase and receive (2c) Strength Adjustment: +1 Cold
a -4 penalty to defensive ATs. (10c) Special Adjustment: Ice Shield
The Sora’Somin gains +10 PRO (Fire, Cold) for the
phase.

250
0
LAVA STRIKE
The touch of lava is as excruciating as it is
debilitating. A Sora’Somin’s ability to execute such
control over a volatile element is a testament to their
mastery.
The Sora’Somin charges their Remokin with an
The Sora’Somin charges their Remokin with an Elemental Charge of magical fire, causing the next strike
Elemental Charge of magical fire, causing the next arrow landed to be empowered by Lava Strike. Lava Strike may
fired to be empowered by Lava Strike. Lava Strike may be be used once per phase as an IF action.
used once per phase as an IF action.
5ZQF Legacy
5ZQF Legacy AT: LR + INT
AT: LR + INT Cost: 8 mana
Cost: 8 mana Range: Weapon
Range: Weapon Duration: Instant
Duration: 4 phases
Base Success: Targets hit by a Lava Strike
Base Success: Targets hit by a Lava Strike empowered weapon suffer normal weapon damage plus
empowered arrow suffer normal arrow damage plus 10 10 damage (Fire). In addition, the target becomes Lava
damage (Fire). The target is set Ablaze, suffering 8 damage Splashed, losing 5 stamina and taking 10 damage (Fire) per
(Fire) per phase for the next 4 phases. This effect does phase for the next two phases. This effect does not stack.
not stack.
(2c) Strength Adjustment: +1 Fire (2c) Strength Adjustment: +1 Fire
(3c) Strength Adjustment: +1 damage (3c) Strength Adjustment: +1 damage (Fire) to
(Fire) per phase to Ablaze lava splash
(10c) Duration Adjustment: Wildfire (15c) Special Adjustment: Melting Point
+2 phases duration to Ablaze Upon being Lava Splashed, targets take a CT(50%),
which if successful, destroys any non magical armor
SKYFURY they are wearing. Magical armor is not affected.
Lightning is the skies way of passing judgment. Beware
the Sora’Somin who charges their weapon with it, the verdict
that follows is sure to be punishing.

The Sora’Somin charges their Remokin with an


Elemental Charge of magical lightning, causing the next The Sora’Somin charges their Remokin with BO
arrow fired to be empowered by Skyfury. Skyfury may be &MFNFOUBM$IBSHFPGmagical lightning, causing the next
used once per phase as an IF action. strike landed to be empowered by Skyfury. Skyfury may
be used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT 5ZQF Legacy
Cost: 8 mana AT: LR + INT
Range: Weapon Cost: 8 mana
Duration: Instant Range: Weapon
Duration: Instant
Base Success: Targets hit by a Skyfury empowered
arrow suffer normal weapon damage plus 10 damage Base Success: Targets hit by a Skyfury empowered
(Electricity). The lightning arcs to the two nearest enemies, strike suffer normal weapon damage plus 10 damage
within 10m, dealing 10 damage (Electricity) to each. If (Electricity). In addition, targets are stunned, receiving a
the arrow lands in an inanimate object due to either a -2 to all ATs for 1 phase.
miss or caster choice, the arcing effect will still take place
to nearby enemies. (2c) Strength Adjustment: +1 Electricity
(10c) Special Adjustment: Powerful Jolt
(2c) Strength Adjustment: +1 Electricity Targets are stunned for an additional phase
(10c) Special Adjustment: Spread Fire
Arcs to 1 additional target within 10m of the first

2
251
SORCERER
Legacy: Elements
Beefo
Before
fore
re tthe
he rise
ris
i e of Ranath, people thought of
Sorcerers as anyone who practiced magic with the HISTORY
intent of war, but after Ranath became a nation, people
understood that there was a vast difference between Throughout Laruna’s history there have been
practicing magics for destructive purpose and being a many people who have reached levels of prowess
true Sorcerer. with magic that caused others to call them Sorcerer.
The circle of Ranath was a group of genuine By modern accounting though, it wasn’t until the
Sorcerers, practitioners of magic in the highest form. Circle of Ranath came to power that people gave an
They could bend magic in ways like no other, from exact meaning to the term.
raining destruction upon entire armies to creating The Circle was a group of exceptionally powerful
enormous sources of mana. After watching the circle mortal mages that had taken the study of magic to an
of Ranath rise to power, all of Laruna learned that unheard of level of devotion besides that of Alshara
calling a magic practitioner a sorcerer was much like himself. In particular, they excelled at manipulating
calling a child with their flute a musician. raw magic power and the four elements of the world.
They viewed understanding the primal forces as the
DESCRIPTION true study of magic and displayed its potential in
spectacular fashion. Time and again the Circle had
Masters of magical destruction, Sorcerers enjoy entire mercenary forces swallowed by the earth,
prowess and versatility with spells unrivaled by other armies blown away in vast tornados, or villages
archetypes. drowned in endless flooding.
This flagrant use of destructive power did not go
without earning the Circle enemies. Their conflicts
with the Sentinels of Highland are the stuff of legends,
as are the tales of Shadowmancers hunting them
from darkness of their own sanctums.

Legacy Arc
+1 Spell +1 Ability
+1 Spell +20 Mana +2 INT
+20 Mana +2 Elemental
+1 Spell +2 Elemental Magic
+20 Mana Magic
+2 Elemental
Magic
+1 Ability
+2 INT

252
2
Many people across Laruna still practice magic,
but to call yourself Sorcerer is to put yourself on the STARTING BENEFITS
level of the Circle, and inviting all the accolades and
enmity that comes with it. Legacy Ability: Alshara’s Legacy
+2 INT, +15 Mana, +2 Elemental Spells, +1 Spell
SORCERERS TODAY (any)

Sorcerer Legacy Cearers are viewed with LEGACY TRAIT


a level of suspicion and scorn
unmatched by any other Legacy, Megalomaniac: The quest for power is all
save for some of the Dark. consuming for the Sorcerers. You may not pass
While not everyone has the up any opportunity to acquire knowledge
same moral compunctions of a spell, possession of a magic item,
when it comes to Light or or gain Legacy from a Nexus.
Dark, everyone has an opinion
on magic. Although there
are those humans who
still view Alshara as a
hero, most of the other
mortal races have a
grim opinion on the
human who brought
such devastation to
Laruna. Is it any
wonder then,
that those who
are most
capable
of following
in Alshara’s footsteps
are seen as a potential
threat? Of course, those
same sidelong glances
often turn to pleading
looks once rumors of a
Kreesh start circulating.

2
253
(40c) Special Adjustment: Construct Additional
LEGACY VIRTUES Pylons
The Nexus becomes permanent. You may
ELDRITCH NEXUS recharge it at any time by transferring your
Common wizards were made ever more dangerous mana into the structure as an Instant, Untested
with a Sorcerer at hand. Crafting powerful focal points action. You may deposit any amount of mana
of mystic energy, a single Sorcerer could ensure that you choose per phase.
even a group of ordinary wizards could draw upon
extensive amounts of power.
The Sorcerer focuses his eldritch energy into a
small area, forming a giant, floating, arcane crystal
which is used as a mana repository. All allied casters
within its range may draw upon the crystal for mana,
using its reserves in place of their own.

5ZQF Legacy
AT: LR + INT
Cost: 100 energy
Range: 100m
Duration: Until Mana is Drained

Base Success: A floating crystal is formed with


containing 300 mana. The crystal is immobile, and
may not be accessed by targets you deem hostile. The
crystal emits a powerful aura approximately 50m
from its base. Any allied caster within the aura may
choose to spend mana from the crystal instead of
their own when casting a spell. A Sorcerer may use
this mana in conjunction with Mana Shield. You may
choose to dispel the Nexus as an IFU action and may
only have one Nexus in existence at any given time.
The Nexus has 500 Health, and its Protection and
Armor is equal to your Legacy Rank.

(2c) Strength Adjustment: +10 mana


(10c) Special Adjustment: Leash
You may attach an ethereal cord to the crystal,
allowing you to move it around. For this purpose
the crystal has a weight of approximately 10kg
and flies at your base movement speed; It must
be pulled along
(10c) Special Adjustment: Psionic Link
All allied casters within range may choose to
have their spells originate from the crystal
instead of their normal origin points
(25c) Special Adjustment: Shield Battery
All allied casters are considered under the
effects of Mana Shield at its base success for
the duration, using mana from the battery as
desired

254
254
Meteor Storm Power Adjustment
Weapons have spilled plenty of blood over many For brief moments, when at their very best,
wars, but the raw and overbearing destruction wrought Sorcerers could tap into the mystic power of the world,
by Sorcerers in these conflicts cannot be matched. drawing upon arcane energy and effortlessly shaping it
Many soldiers have watched as meteors fell from the into a desired purpose. At these times a Sorcerer wields
sky, destroying ramparts, and battering the will of a magic as a normal person draws breath.
defending army until it was as broken and porous as The Sorcerer taps into the Arga’sheel, unlocking
their city walls. the most powerful version of their magics, and
The Sorcerer calls down multiple flaming gaining access to knowledge beyond their own.
meteors that smash into the ground, causing intense
destruction. The meteors are approximately 3 ft wide Type: Legacy
and explode upon impact. AT: LR + INT
Cost: 100 energy
Type: Legacy Range: Self
AT: LR + INT Duration: 3 phases
Cost: 100 energy
Range: 100m Base Success: When casting any spell, all
Duration: 2 phases Alternate Base Successes cost 15 CAP.

Base Success: Each phase, two meteors streak (15c) Duration Adjustment: +1 phase
down from the heavens, striking targets of your (15c) Special Adjustment: Deeper
choosing. Any target struck by a meteor takes 50 Understanding
damage (Impact). Targets may roll an Evasion AT You may cast any spell in the Elemental Legacy
to reduce the damage by the result of the ATR. The for the duration
meteor then explodes, dealing 20 damage (Fire) to (25c) Special Adjustment: Effortless
all targets within 10m of impact. One spell per phase is considered a Free action,
allowing for two spells to be cast in a single
(1c) Damage Adjustment: +1 Impact phase.
(1c) Damage Adjustment: +1 Fire
(20c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Elemental Shift
You may choose the type of elemental damage
done by the explosion of the meteors
(20c) Special Adjustment: Swarming
+2 Meteors; You may choose whether they fall
in the first, second or third phase

255
CONVERSION(PASSIVE)
LEGACY ABILITIES I learned from a dragon that it is not always
the most powerful Sorcerer that wins, rather the one
ALSHARA’S LEGACY 3$66,9( who lasts longest. Pit fighters preach of the need for
Alshara—the first mortal to harness the power endurance, but Sorcerers know this all too well.
of the Arga’sheel. Mortals have always been able to &GGFDU Whenever you deal spell damage of any
manipulate mana, but god-magic—this was something kind, you may convert the first 10 points into mana.
different. The target of the spell does not take this damage. If
&GGFDU All effects and damage done by a spell hits multiple targets, you may choose which
your spells ignore an amount of Protection and targets Conversion affects, but cannot exchange a
Resistance equal to your Legacy Rank. more than the total of 10 points. You also gain a
permanent +10 .ana.
ARCANE CRAFTSMAN 3$66,9(
Sorcerers have long plied their trade towards ELEMENTAL MASTERY 3$66,9(
making trinkets and baubles. It’s much like a street Harnessing the raw power of the four elements
merchant peddling hand-made dolls. Well, if those dolls is a forte of the Sorcerer, allowing them to expand
could kill you. Or kill your enemies. Or tell you the their knowledge of magic and create extraordinary
future. You know what I mean. devastation.
&GGFDU You gain +8 to all ATs made to craft or &GGFDU When casting any Elements
alter a magical item. In addition, Type Multipliers for spell, Alternate Base Successes cost 5 less CAP.
all Enchanting projects are reduced by 1. Multipliers You also gain a permanent +1 to Intellect.
may not be reduced below 1 in this manner.
ETERNAL ARCANAE 3$66,9(
BELLUM MAGICA A Sorcerer with this technique has spent a
Boom. significant amount of time bending the streams of
The Sorcerer spends a phase harnessing the mana around them—and keeping them bent, allowing
Arga’sheel, then infuses it into his next spellcast. for spells to stay in place longer.
&GGFDU Upon a spell’s Base Success, you receive
5ZQF Legacy 5free CAP to be spent on Duration Adjustments.
AT: LR + INT
Cost: 15 mana EXTENDED REACH(PASSIVE)
Range: Self Everyone has heard about the long arm of the
Duration: Instant law, but it’s the limitless reach of a damn Sorcerer you
need to be wary of. I’ve heard of a young man who
Base Success: Your next spell cast gains 30 took a gate to the other side of the Tyris tol Gry only
additional CAP to be spent on damage adjustments. to find a mana prison waiting for him when he set
foot out of the gate. Damn Sorcerers.
(2c) Strength Adjustment: +1 CAP &GGFDU Upon a spell’s Base Success, you receive
(30c) Special Adjustment: Harness Master 5 free CAP to be spent on Range Adjustments.
You may immediately cast a spell after this
ability is used as a Free action. The spell must HIGHER MIND(PASSIVE)
be declared at the time you declare Bellum A Sorcerer’s life is one filled with study of
Magica. the arcane. The constant practice of magic and
memorization of tomes gives them enhanced mental
prowess.
&GGFDU You gain a permanent +30 mana and
+1 to Intellect.

256
6
MANA SHIELD (2c) Duration Adjustment: +1 phase
Sorcerers are never defenseless. They have been (15c) Special Adjustment: Cross the Streams
known to bend their own mystic power into a shield to Single target magic damage absorbed by Mana
protect them from harm. While exhausting, this ensures Shield is reflected back to the caster
that they are never helpless victims of violence. (30c) Special Adjustment: Cocoon
The Sorcerer surrounds himself with Mana Shield now absorbs 100% of incoming
concentrated mana streams which protect them from damage. All damage taken (after protection
harm. and armor) is subtracted from your mana pool
instead of your Health
5ZQF Legacy
AT: LR + INT SPELL ATTUNEMENT 3$66,9(
Cost: 15 mana The way a master swordsman knows his blade,
Range: Self that is how I know this incantation. I understand its
Duration: 10 phases sound, feel, and sensation in ways others do not. I wield
my magic like he wields his blade - with excellence.
Base Success: Half of all damage taken (after &GGFDU Choose any spell you currently know.
protection and armor) is subtracted from your mana All ATs made to cast this spell gain a +5 bonus. In
pool instead of your Health. This may addition, you gain +1 to the Advanced
be deactivated at any time. If Magic Skill of this spell’s type. This
you do not have enough ability may be taken more
mana to pay the than once.
cost, it is instead
subtracted from
your Health.

257
2 5
STORMBORN
Legacy: Elements
I have felt The Storm my entire
life. It started with a mysterious
tingling sensation whenever I was
angered. Sometimes I would feel numb.
Other times my vision blurred. None of
the medicus’ could explain my condition. I
thought I was sick. I thought I was dying.
The pains got worse as I aged.
As a young man I often found myself on the
floor, shaking, but unable to move. I felt paralyzed.
One day the pain was too much. I collapsed in
the orchard one last time. I gave in. No more would I
struggle. I was ready to die. It was in that welcoming
moment that it overtook me.
The energy exploded from my body, striking
several nearby apple trees. The trunks severed cleanly.
The pain stopped. I had opened myself to The Storm,
and released it into the world. As I stared in amazement,
the exuberance of freedom washed over me. From that
moment my true life began. My legacy. That is when
I knew The Storm was not my enemy, but my home.

Description
Empowering their weapons with lightning,
Stormborn are devastating warriors capable of
striking multiple opponents with energy, and
traversing battlefields quickly for tactical superiority.

History
For more than two ages the Fae kingdom of
Moolsheel has been ruled over by a single family.
Their fae bloodline have been called Stormriders
by their people and they command exceptional
ability with lightning and air magics.
As is customary for the Faefolk, outsiders
who perform deeds in service to Moolsheel are
granted legendary gifts as payment. One such
gift was given as a reward to a human warrior
who stood bravely against wild beasts to save a Fae
woman he believe in harm’s way.

258
Legacy Arc
+2 END +1 Ability
+1 Ability +3 Protection +3 Resistance
+3 Resistance (All) (All)
+15 Health (All)
+30 Stamina
+2 Elemental
Magic
+1 STR
+2 M. Combat
+1 Elemental
Spell

The fae was none other than one of Moolsheel’s Few Legacy bearers are capable of the level
stormriders and she watched the human nearly give of raw destruction that the Stormborn bring to
his life in a vain attempt to save hers. Once he fell, the battlefield, and harnessing such power is a
she dispatched the beasts and tended to his wounds difficult task. This has lead to a surprising amount of
before bringing him to see her queen. Stormborn being slow to anger and trying to live as
The Queen of Moolsheel was moved to tears peaceably as possible.
as her handmaiden recounted the tale of a human Stormborn are by no means pacifists, but it is an
selflessly fighting, and nearly dying, so a strange undeniable reality that when a Stormborn unleashes
fae could live on. When the tale was finished, she their power, destruction is inevitable for anything in
commanded that the human be bathed in the Pool of their path.
Tears and be trained by her stormriders.
He rose from the Pool of Tears as the first of his Starting Benefits
kind—Stormborn. He would be the first in a line of
warriors that would learn how to command the storm Legacy Ability: Charge
as the fae had and wield its ferocity in battle against +1 STR, +3 END, +15 Stamina, +2 Melee
anyone deserving of such ire. Combat
Over the years, the Stormborn lineage bore
many noteworthy warriors, though they did not all Legacy Trait
share the nobility of their progenitor. Regardless
of their purpose, Stormborn and their overbearing Hero: First to battle, Stormborn could never
presence on the battlefield became the stuff of legend wait behind their kin. When fighting breaks out, you
and many were actively sought after by military may not avoid entering the fray, nor retreat from
leaders in the hopes of gaining their power. battle.

Stormborn Today
Lightning itself has served as a symbol of
uncontrollable power since the beginning of mankind,
and the name “Stormborn” has given that power
form. The ancient tale of the Queen of Moolsheel
echoes in the mind of the Stormborn as a reminder
that their mighty power is not one to be used lightly.

259
STORMLORD
LEGACY VIRTUES Deep within the forests of Moolsheel lie the
remnants of the Faerie kingdom. They maintain such
LIGHTNING WEAPON a connection to the elements that their champions are
When we were surrounded by the armies of men, said to become one with The Storm itself. Even though
she reached upwards and called for a lighting bolt from their kingdom is no longer the great threat of old, the
the sky. In her hand arrived a spear of skyfury. It was power that their warriors wield is still a force to be
living lightning, and she wielded it with precision and reckoned with.
purpose. She was our queen by birth, but after that The Stormborn converts their entire body and
night, she was our queen by victory. all their possessions into a living embodiment of
The Stormborn calls down lightning from the lightning.
heavens, solidifying it into a godly weapon in their
hands. 5ZQF Legacy
AT: LR + END
5ZQF Legacy Cost: 100 energy
AT: LR + END Range: Self
Cost: 100 energy Duration: 5 phases
Range: Self
Duration: 5 phases Base Success: The Stormborn gains +5 STR
and +5 AGI. All successful strikes deal +10 damage
Base Success: A one-handed weapon of god (Electricity).
power is created with the following statistics:
(1c) Damage Adjustment: +1 Electricity
Requirements: Stormborn (3c) Strength Adjustment: +1 STR
Weight: None (3c) Strength Adjustment: +1 AGI
Threat: 20 (10c) Duration Adjustment: +1 phase
AT: LR + STR or AGI (10c) Special Adjustment: Unleashed
Damage: 25 (Electricity) Lightning shoots outward from your person,
(1c) Damage Adjustment: +4 Electricity striking all enemies within 10m for your LR+15
damage (Electricity) each phase
(1c) Damage Adjustment: +1 Electricity (15c) Special Adjustment: Enhanced Chain
(4c) Duration Adjustment: +1 phase All melee strikes hit up to 2 additional targets
(10c) Special Adjustment: Bonded within 3m
You may recall the weapon to your hand as an (25c) Special Adjustment: Purity
IFU action You become immune to mortal magic from all
(15c) Special Adjustment: Divine sources, and Legacy-bearing creatures add 10
Damage from this weapon may not be reduced to the difficulty of their Legacy abilities when
by any means targeting you
(20c) Special Adjustment Unstoppable Force (35c) Special Adjustment: EMP
This weapon may not be blocked or parried by Upon transforming, you release an EMP, which
non-magical weapons or shields. Opponents disables all magical items within 50m for 5
engaging the Stormborn in melee with phases
mundane weapons are treated as surprised and
their weapon or shield cut in half.
(30c) Special Adjustment: Slayer of Corruption
Any Corrputed or Kreesh of huge size or smaller
hit by this weapon must succeed on a 30%
chance test or lose a limb when struck

260
260
Ride the Lightning Base Success: You may travel to any targeted
To become one with the Storm gives you not only outdoor location within range, arriving at the
the ability to strike out at your enemies, but to move start of the next phase. Upon landing, you may
with the speed of lightning as well. As lightning, the strike a target of you choice as a lightning bolt,
sky is your road, and your destination is wherever dealing 30 damage (Electricity).
you desire. A Stormborn comes and goes with the
predictability of that which she embodies—movements (1c) Range Adjustment: +16km
as erratic as a hurricane. (2c) Damage Adjustment: +1 Electricity
The Stormborn spends 3 phases converting their (10c) Special Adjustment: Blown Away
body into pure lightning, then launches into the sky. Creatures within 10m of your landing point are
While in this state they may not be targeted in any knocked backwards 10m
way. During this time they are able to sense both land (15c) Special Adjustment: Blast Radius
and creatures below. The Stormborn may choose Your lightning bolt landing now damages all
any above ground target or location within range creatures within 10m of your landing point
to descend as a lightning bolt, and instantly reform. (20c) Special Adjustment: World Traveler
You may descend anywhere on the face of
Type: Legacy Laruna
AT: LR + STR (40c) Special Adjustment: Expanded Current
Cost: 100 Energy You may travel indoors, landing inside a
Range: 16km building, cave, or otherwise covered area
Duration: Instant/Special

261
DISTORTION FIELD
LEGACY ABILITIES Some Stormborn are able to wrap themselves ves
es sso
o
tightly in The Storm, they are barely recognizable.
blee. A
CHAIN humanoid blur in combat, their cocoon is hard to p
pierce,
ierce,
e
Like a vortex of raw electrical energy that dances magic being torn asunder before it ever reaches es ththe
across a battlefield, an experienced Stormborn leaves target.
little in his wake. The Stormborn focuses their energy to form rm a an
n
&GGFDU All Electricity damage produced by electrical bubble around themself.
your abilities and strikes now hit one additional
target within 3m of the original. 5ZQF Legacy
AT: LR + END
CHARGE Cost: 15 stamina
One never knows when the Stormborn will choose Range: Self
to release their violent energy. One thing is for certain Duration: 2 phases
though, those on the receiving end rarely live to tell
the tale. Base Success: You gain +25 RES (All) and
and
an
The Stormborn links their essence to a held +10 PRO (All)
weapon. The weapon appears to coarse with wild
electrical energy. Future strikes will do extra (4c) Strength Adjustment: +1 PRO (All)
Electricity damage. (4c) Strength Adjustment: +1 RES (All)
(10c) Duration Adjustment: +1 phase
5ZQF Legacy (25c) Special Adjustment: Argashield
AT: LR + STR You are immune to non-Legacy based magical
cal
Cost: 5 stamina damage or effects for the duration
Range: Self
Duration: Until weapon is sheathed or dropped. EYE OF THE STORM
We donned our most protective vestments ts anand
nd
Base Success: Your weapon is charged, dealing attempted to traverse the sudden electrical storm.
m. SStep
tep
te p
10 additional damage (Electricity) with any strike. after step we were shocked and numbed by wild en energy.
nerrgy
gy..
It wasn’t long before we reached the center, anddw what
hatt
ha
(2c) Damage Adjustment: +1 Electricity we found was even more shocking than the chargedhargged d
(10c) Special Adjustment: Overcharge air that surrounded us; A lone man on his knees, s, fface
acee
ac
You may sacrifice stamina to increase the contorted in rage, deep red eyes staring back at us.
damage of a strike at a rate of 2 stamina: 1 The Stormborn summons a large electrical cloud
cloud d
damage (Electricity). You must declare this that extends from their person. All who enter er this
t is
th
expenditure at the same time you take your area are tormented with electricity. This ability is n not
ott
melee combat AT. Bonus damage gained from affected by Chain (Passive).
Overcharge may not exceed your Legacy Rank.
(10c) Special Adjustment: Shock Value 5ZQF Legacy
Successful strikes cause targets to become AT: LR + STR
shocked, moving at ½ normal movement speed Cost: 15 stamina
for 2 phases. Range: Self
Duration: 3 phases
CONDUIT
Not all Stormborn release their energy outwardly. Base Success: All hostile targets within 10m
n 10
0m
Some are able to capture the lightning and internalize take 10 damage (Electricity) per phase.
it, to great effect. It feeds them, fuels them, and makes
them stronger. (1c) Damage Adjustment: +1 Electricity
&GGFDU You absorb up to 10 magical damage (4c) Range Adjustment: +1m
of any type per phase, converting it to 10 Stamina. (4c) Duration Adjustment: +1 phase
This is applied before Protection. You also gain a (15c) Special Adjustment: Electrocute
permanent +1 to Endurance. All enemies inside the area of effect are shocked,
ked,
ked,
suffering -2 to any ATs taken.

262
2
LIGHTNING SPEAR 5ZQF Legacy
When confronted with an enemy out of reach, the AT: LR + END
Stormborn has several options at their disposal. One Cost: 25 stamina
of the more awe inspiring options is that of Lightning Range: 10m
Spear. Forming a bolt of lightning in your hands and Duration: Instant
throwing it at an opponent tends to have a jarring
effect when witnessed. Base Success: You teleport up to 10m, passing
The Stormborn produces a lightning bolt from through a chosen target. The target takes 20 damage
their main hand, roughly in the shape of a spear, and (Electricity). This may be used to disengage from
hurls it at a target. melee combat.

5ZQF Legacy (2c) Damage Adjustment: +1 Electricity


AT: LR + STR (2c) Range Adjustment: +1m
Cost: 15 stamina (10c) Special Adjustment: Circuit
Range: 30m You may pass through a second target, dealing
Duration: Instant ½ of the total damage (Electricity)

Base Success: The target suffers 20 damage THUNDERCLAP


(Electricity). When their hands came together it sounded as if
the world exploded, and afterwards there was nothing.
(1c) Range Adjustment: +1m The roar of battle was gone. The clanking of steel, the
(1c) Damage Adjustment: +1 Electricity cries of the fallen, even the crackling of lightning, all
(10c) Special Adjustment: Blown Away gone.
The target is knocked back 5m upon impact The Stormborn claps their hands together,
(25c) Special Adjustment: Return to Sender sending out a shockwave of deafening sound.
An electrical cord forms, linking you to the
spear. After dealing damage, you may tug the 5ZQF Legacy
cord, pulling targets of large size or smaller AT: LR + STR
into melee range. Legacy-bearing creatures may Cost: 15 stamina
make a contested LR AT to resist this effect Range: Self
Duration: 2 phases
LIMITLESS
Stormborns are known for their unyielding Base Success: All creatures within 10m are
stamina and perseverance. They say lightning never deafened, suffering -4 to all ATs for 2 phases.
strikes the same place twice. I know that to be a lie, for
I have seen it strike again, and again, and again, and (4c) Range Adjustment: +1m
again. (8c) Duration Adjustment: +1 phase to
&GGFDU You gain +20 Stamina and deafened
regenerate 1 Stamina per phase. You also gain a (10c) Damage Adjustment: -1 to ATs
permanent +2 Endurance. (20c) Special Adjustment: Impact
All creatures within 10m are thrown backwards
STORM RIDER to a maximum of 10m away from your position.
The Stormborn’s connection to The Storm grows Legacy-bearing creatures may make a contested
steadily, ever increasing to the point of mastery. Those LR AT to resist this effect. This does not affect
who delve into its depths have learned to become creatures greater than large size.
one with lightning, and are able to unleash it with
devastating effect. UNSHACKLED
The Stormborn focuses their energy for a Stormborn who spend their time practicing in the
moment, their entire body transforming into electrical realm of mortal magics will find that their connection
energy within seconds. to the Storm is not limited to the Arga’sheel
&GGFDU When casting any Air spell,
Alternate Base Successes cost 5 less CAP. You
also gain a permanent +2 Intellect.

2
263
264
4
Chapter Seven: Spells
Magic—the ability to shape the world around With sufficient dedication and a proper source of
us in impossible ways. Both coveted and feared, it instruction, any mortal can learn a magic spell. While
weaves its way through all points and all creatures. Legacy bearers can access this knowledge as their
Magic has existed in Laruna since its creation, with Legacy grows in power, ordinary mortals search far
the Elder God letting some of his essence seep into and wide for renowned instructors, secret tomes, and
the Dreamcatcher to help form this fantastic world. forbidden rituals to help them master the arcane arts.
Like the gods above with their Arga’sheel, Magical academies can be found all over
mortals are able to manipulate the world around Laruna, taking in students who are willing to devote
them in astonishing and imaginative ways. Magic themselves and who can afford the price.
has demonstrated the most laudable and deplorable Knowledge, specifically of the arcane arts, is
intentions of the mortal races, each shaping the power, and nothing is more coveted by the mortals
world significantly. In fact, the single most impacting of Laruna than power.
event of the recent ages was one mortal casting and While academies and their ilk offer promising
incredibly complicated spell. students decent educations, the power hungry
Today mortal magic is somewhat diminished will search far and wide for more prominent and
from the heights it once knew. After Alshara potentially forbidden sources of magical knowledge.
drained magic from Laruna, things have never quite
returned to normal. However, in the hands of the
right practitioner (or Legacy bearer), spells and their
applications still cause ramifications felt the world
over.

2
265
LIGHT SPELLS Type: Light, Healing
Cost: +60 mana
HEAL Range: Touch
Refreshing light energy caresses a target, Duration: 10 phases
restoring them of lost health. On Hit Enchant: None
Passive Enchant: +1 to Healing type spell ATs
Type: Light, Healing
Cost: 15 mana Base Success: The target regenerates 10%
Range: 10m of their health and stamina per phase and any
Duration: Instant lost limbs or pieces of body will regrow over
On Hit Enchant: None the next 10 phases. This will completely restore
Passive Enchant: +10 Health the body to its original state. Scarring will heal,
bones will set, and vital organs will reform.
Base Success: The target regenerates 15 Health, Attributes will be restored to their original
their wounds close, and any bleeding stops. values. This may be used on a deceased target
to restore the physical body, however they will
(1c) Range Adjustment: +1m remain dead. This will not remove Curses.
(2c) Strength Adjustment: +1 Health regenerated
(25c) Alternate Base Success: Regenerate (5c)Special Adjustment: Cleanse
(45c) Alternate Base Success: Restoration You may remove one poison or disease effect
from the target. This may be purchased more
REGENERATE than once.
Regenerate will return a body back to its (15c)Special Adjustment: Rapid Growth
healthy state in short time. The effects happen over 5 phases

Type: Light, Healing ILLUMINATE


Cost: +20 mana A targeted area glows brightly with magical
Range: Touch sunlight.
Duration: 5 phases
On Hit Enchant: None Type: Light, Celestial
Passive Enchant: +10 Stamina Cost: 10 mana
Range: 20m
Base Success: The target regenerates 5 Duration: 10 phases
Health per phase and any lost limbs or pieces On Hit Enchant: None
of body will regrow over the next 5 phases. This Passive Enchant: Illuminate, +10 process difficulty
only affects living targets. This effect does not
stack. Base Success: A 10m wide area becomes
brightly lit. The light is considered magical sunlight.
(1c) Range Adjustment: +1m Attempting to use this spell in an area covered by
(3c) Strength Adjustment: +1 Health regenerated magical darkness requires a successful contested AT
per phase vs the original ATR of the darkness effect. Legacy
abilities gain +20 to their ATR for the purposes of
RESTORATION contesting this light. The effect may be placed on a
This powerful touch of Sadreen will return moving target, causing it to move with the target.
a target back to its original state, removing all
injury, missing parts, and attribute loss. (1c) Range Adjustment: +1m
(1c) Size Adjustment: +1m wide
(10c) Special Adjustment: Glare
The brightness of the light causes all creatures in the
area to suffer -2 to all ATs requiring vision
(25c) Alternate Base Success: Flash
(45c) Alternate Base Success: Wisp Of Light

266
6
FLASH (Attack!)
This spell causes an extremely bright flash The Wisp rapidly flies to a target, performing
directly in front of the target’s eyes, blinding Flash as per the spell.
them momentarily.
(Heal!)
Type: Light, Celestial The Wisp rapidly flies to a target, performing
Cost: +5 mana Heal as per the spell.
Range: 20m
Duration: Instant (Defend!)
On Hit Enchant: Blinded as per spell The Wisp rapidly flies to a target, performing
Passive Enchant: None Protect as per the spell.

Base Success: The target is blinded and (Help!)


suffers a -4 penalty to all ATs requiring vision The Wisp rapidly flies to an area performing
and their vision range is halved for 3 phases. Illuminate as per the spell.
Anyone engaged in melee (and on eye level)
with the target will suffer the same effects unless (1c) Range Adjustment: +1m
otherwise prepared. This has no effect on blind (4c) Duration Adjustment: +1 phase
targets or targets without eyes. (8c) Special Adjustment: Bring a Friend
An additional Wisp is summoned. This may
(1c) Range Adjustment: +1m be purchased more than once
(10c) Strength Adjustment: -1 to ATs
(10c) Special Adjustment: Flashbang LIFESPRING
Vision is reduced to 1m for 3 phases With this spell, the caster is able to conjure a
magical font. When touched by a creature, the font
WISP OF LIGHT restores a portion of their Health or Stamina.
A living ball of light forms, assisting the
caster in multiple ways. The wisp is about the Type: Light, Healing
size of a large cantaloupe and flies erratically Cost: 20 mana
through the air. Range: 2m
Duration: 5 phases
Type: Light, Celestial, Summoning On Hit Enchant: +10 Health
Cost: +5 mana Passive Enchant: None
Range: 20m
Duration: 5 phases Base Success: A magical font made of light
On Hit Enchant: Forces invisible creatures to appears. It is unable to be damaged by any means
become visible for 1 phase other than a dispelling effect. Any creature touching
Passive Enchant: None the font may choose to restore Health or Stamina.
Whichever is chosen is restored at a rate of 5 per
Base Success: A single wisp of light phase for as long as they remain in contact with the
forms to do your bidding. Each phase you may Lifespring.
command it to perform a different task, its
action taking place immediately after yours each (1c) Range Adjustment: +1m
phase, regardless of reaction order. The Wisp (5c) Duration Adjustment: +1 phase
has a movement range of 50m per phase, and (10c) Strength Adjustment: +1 Health or
all of its abilities require it to touch a target to Stamina restored per phase
function. Any task performed by the Wisp uses (25c) Alternate Base Success: Radiant Healing
the original ATR of this spell, and does not cost (45c) Alternate Base Success: Healing Rain
mana.

2
267
RADIANT HEALING LINGERING SPIRIT
By concentrating the healing energy into The use of this spell allows a caster to bind the
a single burst, the caster may emit a powerful spirit to the body, preventing it from departing. This
healing wave that restores all allies within range. will keep the target alive for as long as the spirit is
connected.
Type: Light, Healing
Cost: +15 mana Type: Light, Protection
Range: Self Cost: 30 mana
Duration: Instant Range: Touch
On Hit Enchant: None Duration: 1 phase
Passive Enchant: +5 Medicine skill On Hit Enchant: None
Passive Enchant: None
Base Success: A radiant burst of light
emanates from your person, healing all friendly Base Success: While this spell is active on a
targets within 10m for 20 Health. target, the target may not be brought below 1 Health
by any means.
(2c) Range Adjustment: +1m range
(2c) Strength Adjustment: +1 Health regenerated (15c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Conversion (25c) Alternate Base Success: Rebirth
Targets gain ½ as much Stamina as Health (45c) Alternate Base Success: Resurrection

HEALING RAIN REBIRTH


A targeted burst of healing energy shoots A caster of this proficiency has learned how
forth from the caster, imbedding itself into to contain a wandering spirit and place it into a
the clouds. For the duration of the spell, vessel which grows into a random humanoid.
refreshing rain will fall over an area, healing Type: Light, Healing
all allies within. Cost: +10 mana
Range: 5m
Type: Light, Healing, Nature Duration: Instant/Special
Cost: +25 mana On Hit Enchant: None
Range: 50m Passive Enchant: +10 Health
Duration: 5 Phases
On Hit Enchant: None Base Success: Upon purchasing Rebirth, a
Passive Enchant: +1 to Healing type spell ATs cocoon made of light forms, and you gain the
ability to see nearby spirits of the deceased. You
Base Success: A circular area 20m wide choose a target spirit within range, placing it into
centered on a point within range is covered in the cocoon. Over the course of 7 days, this vessel
Healing Rain. All allies inside regenerate 10 grows into a random humanoid of the five mortal
Health per phase. races, retaining the memories, knowledges, and
relevant statistics possessed by the spirit when it
(1c) Range Adjustment: +1m was alive. During these 7 days, the vessel remains
(1c) Size Adjustment: +1m wide stationary, but the caster of this spell may move
(1c) Strength Adjustment: +2 Health it at their normal movement speed as long as it
regenerated per phase is within 5m. The light cocoon has 200 Health,
(2c) Special Adjustment: Cleansing Waters 30 ARM (All) and 30 PRO (All), and if destroyed,
Targets are cured of Poison (1) each phase the spell is canceled and the spirit released. At
spent within Healing Rain the end of 7 days, an adult humanoid emerges
(3c) Special Adjustment: Purging Waters from the vessel, and begins life as normal. They
Targets are cured of Disease (1) each phase will be fully aware of what has transpired. The
spent within Healing Rain. individual must choose a new racial trait if their
newfound form is of a different race.

268
8
(1c) Range Adjustment: +1m New Moon: +15 ARM (All)
(10c) Special Adjustment: Chosen Fate Crescent: +3 Light ATs
You may choose the race of the target’s new Gibbous: +30 temporary Stamina
body Full Moon: +15 PRO (All)

RESURRECTION (10c) Strength Adjustment (New Moon): +1


One of the most sought after powers in all ARM (All)
of Laruna, this feat returns the dead to life. (10c) Strength Adjustment (Crescent): +1
Light ATs
Cost: +40 mana (10c) Strength Adjustment (Gibbous): +3
Range: Touch temporary Stamina
Duration: Instant (10c) Strength Adjustment (Full Moon): +1
Type: Light, Healing PRO (All)
On Hit Enchant: None (10c) Duration Adjustment: +1 phase
Passive Enchant: None (25c) Special Adjustment: Lunarian
You receive an additional blessing of your
Base Success: A willing, deceased target choice
that you touch is brought back to life with half (25c) Alternate Base Success: Destiny
their total Health and Stamina. They will have (45c) Alternate Base Success: Skyfall
no Mana. Wounds will close, poison and disease
will be removed and vital parts and missing DESTINY
limbs will regrow. Attribute loss and Curses Further strengthening of your bond with
will remain. The target must not have died from the stars, you receive a more influential blessing.
natural causes and may be dead no longer than Proof that you are destined for greatness.
1 year.
Type: Light, Celestial
(5c) Special Adjustment: Beckon Cost: +15 mana
The target may be dead up to 5 years Range: Self
(10c) Special Adjustment: Distant Call Duration: 2 phases
The target may be dead up to 25 years On Hit Enchant: None
(15c) Special Adjustment: Invigorate Passive Enchant: +5 Leadership skill
The target is brought back to life with full
Health and Stamina. Base Success: You may roll twice for each AT
you attempt, keeping the higher of the ATRs.
MOON TOUCHED
Invoking the very heavens to action, the (10c) Duration Adjustment: +1 phase
caster bathes in moonlight and receives a blessing (15c) Special Adjustment: Blessed
depending on the phase of the current moon. You gain a +1 bonus to the second AT taken
for this purpose
Type: Light, Celestial, Enhancement, Protection (25c) Special Adjustment: The All-Father Is Watching
Cost: 15 mana You may roll 3 times, keeping the highest ATR
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Celestial)

Base Success: As long as you are outdoors


and the moon can be seen, you gain the following
blessing, according to the moon’s phase.

2
269
SKYFALL SHIELD
With this extremely powerful call to the A magical barrier of light surrounds the
stars, Skyfall summons forth a powerful Celestial target, protecting them from magical harm.
entity to come to your aid.
Type: Light, Protection
Type: Light, Celestial, Summoning Cost: +10 mana
Cost: +20 mana Range: Touch
Range: 50m Duration: 5 phases
Duration: 5 phases On Hit Enchant: None
On Hit Enchant: None Passive Enchant: +1 PRO (choose a type)
Passive Enchant: +5 Celestial DMG to
Celestial type spells Base Success: Target receives +15 PRO
(All).
Base Success: A shooting star falls to
the earth, dealing 30 Damage (Celestial) to (5c) Duration Adjustment: +1 phase
all enemies within 10m. Those affected may (5c) Strength Adjustment: +1 PRO (All)
take an Evasion AT to reduce the damage by (15c) Special Adjustment: Bounce
the ATR. At the start of next phase, a Celestial Magical damage reduced by Shield strikes a
Guardian emerges from the crater to aid you in target of your choice within 10m
your endeavors.
INVULNERABILITY
A Celestial Guardian may be found on page 405. This enchantment places a barely
perceptible shield around the target, that
(1c) Damage Adjustment: +1 Celestial shimmers faintly when struck. The shield
(1c) Range Adjustment: +1m completely protects them from a single damage
(3c) Strength Adjustment: +1 to any type.
of the Celestial Guardian’s attributes
(10c) Duration Adjustment: +1 phase Type: Light, Protection
Cost: +30 mana
PROTECT Range: Touch
A magical barrier of light surrounds the target, Duration: 5 phases
protecting them from physical harm. On Hit Enchant: None
Passive Enchant: +1 to Protection type spell
Type: Light, Protection ATs
Cost: 15 mana
Range: Touch Base Success: The target has all damage
Duration: 5 phases from a damage type of your choice reduced to 0.
On Hit Enchant: None
Passive Enchant: +1 ARM (choose a type) (8c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Reflect
Base Success: Target receives +10 ARM (All). Half of the original damage amount is done
back to the attacker
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 ARM (All)
(25c) Special Adjustment: Barrier
Once per phase, mundane weapons have their
damage reduced to 0
(25c) Alternate Base Success: Shield
(45c) Alternate Base Success: Invulnerability

270
0
REMOVE POISON CLEANSE DISEASE
The soothing touch of Sadreen’s will nullifies With slight alteration, the touch of the sun
poison, removing its effects from the body. goddess cleanses more harmful ailments.

Type: Light, Healing Type: Light, Healing


Cost: 15 mana Cost: +5 mana
Range: Touch Range: Touch
Duration: Instant Duration: Instant
On Hit Enchant: None On Hit Enchant: None
Passive Enchant: +5 PRO (Poison) Passive Enchant: +5 PRO (Disease)

Base Success: The target is cured of poison (1). Base Success: The target is cured of
disease(1).
(5c) Strength Adjustment: Additional poison (1)
removed (5c) Strength Adjustment: Additional
(25c) Alternate Base Success: Cleanse Disease disease(1) removed
(45c) Alternate Base Success: Remove Curse
REMOVE CURSE
Curses are among the most difficult things
to purge, but this final step will do so.

Type: Light, Healing


Cost: +25 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 PRO (Curse)

Base Success: The target is cured of any


Curse created with an ATR of 44 or less. Curses
created by Legacy abilities gain +20 to their
ATR for the purposes of Remove Curse.

(1c) Strength Adjustment: +1 to ATR able


to be removed
(10c) Strength Adjustment: You remove an
additional Curse

2
271
SANCTIFY TEMPLE
This spell allows the caster to bless any object With this powerful enchantment, any
with Sadreen’s protection. mundane structure is filled with the power of
Sadreen’s blessing. Inhabitants will be resistant
Type: Light, Protection to magic, protected from darkness, and
Cost: 15 mana enhanced with the Light.
Range: Touch
Duration: 1 hour Type: Light, Protection
On Hit Enchant: None Cost: +45 mana
Passive Enchant: +5 PRO (Shadow) Range: Touch/Special
Duration: 1 day
Base Success: An object or armor is enchanted On Hit Enchant: None
with +5 PRO (All) for the duration. Any single Passive Enchant: +5 PRO (Curse)
creature holding the object or wearing the armor
gains the bonus. This bonus does not stack for Base Success: The caster blesses a
creatures holding multiple Sanctified objects. structure the size of a castle or smaller. The
structure reduces all damage taken by half.
(5c) Duration Adjustment: +1 hour Creatures inside the structure receive the
(10c) Strength Adjustment: +1 PRO (All) following effects: Allies receive +20 PRO (All)
(25c) Special Adjustment: Light’s Blessing and +20 ARM (All). All ATs made to cast Dark
Object gains +20 PRO (Curse, Shadow) spells in the area have their difficulty increased
(25c) Alternate Base Success: Hallowed by 10.
Ground
(45c) Alternate Base Success: Temple (5c) Strength Adjustment: +1 PRO (All)
(5c) Duration Adjustment: +1 day
HALLOWED GROUND (10c) Strength Adjustment: +1 difficulty for
The caster is now able to bless a small area Dark spells and abilities
with Light, helping to protect those inside against (10c) Special Adjustment: Light’s Hope
hostile magic, and thwart the efforts of darkness. All allies in the affected area regenerate 1
Health per phase
(15c) Special Adjustment: Holy Place
Type: Light, Protection Hostile creatures may not enter via any
Cost: +10 mana means without a successful contested
Range: 50m Magic (Any) AT vs the ATR which created
Duration: 1 hour Temple. Magical effects and projectiles will
On Hit Enchant: None not be hindered in this way. Legacy bearing
Passive Enchant: +5 Religions skill creatures greater than Rank 10 are immune
to this effect.
Base Success: Choose a 10m wide circular
area centered on a point within range. All allies STARLIGHT
standing in the area receive +10 PRO (All). All A small shimmering orb of celestial light appears
ATs made to cast Dark spells in the area have nearby, granting all who touch it enhanced magical
their difficulty increased by 5. abilities.

(1c) Size Adjustment: +1m wide Type: Light, Celestial, Enhancement


(5c) Strength Adjustment: +1 PRO (All) Cost: 15 mana
(5c) Duration Adjustment: +1 hour Range: 5m
(8c) Strength Adjustment: +1 difficulty for Duration: 2 phases
Dark spells and abilities On Hit Enchant: None
(20c) Special Adjustment: Light’s Hope Passive Enchant: +5 PRO (Celestial)
All allies in the affected area regenerate 1
Health per phase

272
2
Base Success: An orb of light roughly 1m in STARFALL
diameter appears at shoulder height. Any creatures Full command of the light sends streaking
who touch the orb receive a +3 bonus to all Celestial motes of light down from the sky to burn
type spell ATs for 2 phases. This effect does not stack. your enemies and illuminate the area.

(1c) Range Adjustment: +1m Type: Light, Celestial


(5c) Duration Adjustment: +1 phase Cost: +25 mana
(15c) Strength Adjustment: +1 AT bonus Range: 100m
(10c) Special Adjustment: Bright Duration: 5 phases
This bonus is now granted to Healing and On Hit Enchant: -5 PRO (Celestial) for two
Protection type spells phases
(20c) Special Adjustment: Friend to All Passive Enchant: +1 to Celestial type spell ATs
This bonus may be applied to an additional
magic type of your choosing Base Success: You cause beams of Celestial
(25c) Alternate Base Success: Starburst light to shoot down from the sky in a 50m wide
(45c) Alternate Base Success: Starfall circular area, dealing 50 Damage (Celestial) per
phase to all enemies in the area. In addition,
STARBURST ATs made to hide or turn invisible are done at a
This mote of light now carries a charge, able -20 penalty. This may be used indoors, as light
to be sent forward to explode upon your enemies. sources will appear overhead and project beams
downward.
Type: Light, Celestial
Cost: +10 mana (1c) Range Adjustment: +1m
Range: 50m (1c) Size Adjustment: +2m wide area
Duration: Instant (1c) Damage Adjustment: +1 Celestial
On Hit Enchant: Blinded as per spell (10c) Duration Adjustment: +1 phase
Passive Enchant: +5 Celestial DMG to
Celestial type spells

Base Success: The target suffers 35 Damage


(Celestial) and is blinded, suffering a -2 penalty to
all ATs requiring vision for 2 phases.

(1c) Range Adjustment: +1m


(1c) Strength Adjustment: +1 Celestial
(10c) Special Adjustment: -1 to ATs requiring
vision

2
273
DARK SPELLS ACID RAIN
This final step projects a large quantity
ACID SPIT of concentrated acid into the clouds above,
This caster projects a glob of caustic acid from creating a devastating pour of acid rain.
his mouth onto his enemies, splattering them with a
disgusting green ichor. Type: Dark, Acid
Cost: +28 mana
Type: Dark, Acid Range: 50m
Cost: 12 mana Duration: 10 phases
Range: 5m On Hit Enchant: -5 PRO (Acid) for two phases
Duration: 3 phases Passive Enchant: +1 to Acid type spell ATs
On Hit Enchant: None
Passive Enchant: +5 PRO (Acid) Base Success: Dark clouds form overhead,
causing Acid Rain to fall over a circular area
Base Success: The target takes 10 Damage 100m wide. All creatures and objects caught
(Acid) each phase over the next 3 phases. within suffer 30 Damage (Acid) per phase. This
rain has a devastating effect on the surroundings.
(3c) Range Adjustment: +1m Buildings will begin to melt away, livestock
(4c) Damage Adjustment: +1 Acid will perish and fields will become barren and
(5c) Duration Adjustment: +1 phase inhospitable. This may be used indoors as clouds
(25c) Alternate Base Success: Acid Cloud will form inside structures or caverns.
(45c) Alternate Base Success: Acid Rain
(1c) Range Adjustment: +1m
ACID CLOUD (1c) Size Adjustment: +2m wide
By concentrating the acid into an area (1c) Damage Adjustment: +1 Acid
outside the body, the caster draws forth the (5c) Special Adjustment: Lingering Burn
substance from the surrounding environment, Targets that leave the area of effect continue
creating a cloud of the deadly chemical. to take damage as though they were inside,
for two additional phases.
Type: Dark, Acid
Cost: +13 mana CAUSTIC BLOOD
Range: 50m This sinister spell combines the power of acid
Duration: 5 phases and transformation to turn the caster’s blood into a
On Hit Enchant: None corrosive acid.
Passive Enchant: +5 Acid DMG to Acid type
spells Type: Dark, Acid, Transformation
Cost: 15 mana
Base Success: A cloud of acid 20m in Range: Self
diameter and 5m high forms, dealing 15 Damage Duration: 4 phases
(Acid) each phase to all creatures caught within, On Hit Enchant: None
and reducing vision range by ½. Passive Enchant: +5 PRO (Acid)

(2c) Range Adjustment: +1m Base Success: Any time you take Health
(2c) Size Adjustment: +1m wide or high damage, all creatures within melee range take 1/2 of
(2c) Damage Adjustment: +1 Acid that amount as Acid damage as your blood splashes
(5c) Duration Adjustment: +1 phase them. Anyone in melee range may make an Evasion
(10c) Special Adjustment: Lingering Burn AT to reduce the damage by the ATR.
Targets that leave the area of effect continue
to take damage as though they were inside, for
two additional phases.

274
4
(6c) Duration Adjustment: +1 phase (2c) Duration Adjustment: +1 phase
(25c) Special Adjustment: Potency (2c) Strength Adjustment: +1 STR or END
Creatures in melee range take the full amount (2c) Strength Adjustment: +10 temporary Health
of damage done to you as Acid damage (6c) Special Adjustment: Belch
(25c) Alternate Base Success: Simmering Rage You gain the use of Acid Spit at no mana cost
(45c) Alternate Base Success: Abomination as an Instant, Free, action, once per phase

SIMMERING RAGE CRIPPLE


A slight twist to the transformation infuses This beam of Dark energy causes the target to
this effect with death magic, causing the caster to become hobbled and lose some of their motor skills.
gain increased strength at the cost of their own
health. Type: Dark, Curse
Cost: 15 mana
Type: Dark, Death, Transformation Range: Touch
Cost: +10 mana Duration: 3 phases
Range: Self On Hit Enchant: None
Duration: 5 phases Passive Enchant: +5 PRO (Curse)
On Hit Enchant: None
Passive Enchant: +5 Intimidation skill Base Success: The target becomes crippled and
suffers -2 AGI and moves at ½ movement speed. AGI
Base Success: Upon casting and each cannot be brought below 1 in this manner. This is
subsequent phase, you
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Cost: +30 mana
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275
2 75
DECAY (1c) Range Adjustment: +1m
By further draining the life essence out of an (1c) Damage Adjustment: +3 Curse
area, you make it completely inhospitable to life. (5c) Special Adjustment: Ashes to Ashes
The target loses the use of a limb of your
Type: Dark, Curse, Death choice
Cost: +10 mana (20c) Special Adjustment: Dust to Dust
Range: 50m The target is utterly destroyed. Legacy
Duration: 5 phases bearing creatures are immune to this effect.
On Hit Enchant: None
Passive Enchant: +5 Curse DMG to Curse CORPSE
type spells Devotees of Dark magic have long ago found
the concept of death a useful tool in their arsenal. By
Base Success: You desecrate a 10m forcing the body into a deathlike state, the caster can
wide circular area on the ground, causing it to ward off dangerous poisons and diseases, or pass for
drain the life of any living creatures within. All an actual corpse in the eyes of an onlooker.
creatures and objects within the area take 5
unpreventable Health loss per phase. This Health Type: Dark, Death
cannot be recovered in any way until the victims Cost: 10 mana
have left the area for at least 1 hour, or have a Range: Self
successful Remove Curse spell cast upon them. In Duration: 1 hour
addition, plant-life, animals, and objects in the On Hit Enchant: None
area will slowly rot and die, at the Dreamweaver’s Passive Enchant: +5 PRO (Disease)
discretion.
Base Success: You fall completely lifeless. Your
(2c) Size Adjustment: +1m wide area basic metabolic functions come to a halt, suspending
(2c) Range Adjustment: +1m all poison, disease and bleed effects until you awaken.
(2c) Duration Adjustment: +1 phase (The durations of these effects are not lost). While
(3c) Strength Adjustment: +1 Health lost per in this state you are unable to act, but still sense the
phase world around you. Only those with a form of magical
(15c) Special Adjustment: Energy Sap detection such as Identify or Truesight will be able to
Targets lose an equal amount of Stamina per determine the truth.
phase
(1c) Duration Adjustment: +1 hour
DISINTEGRATE (10c) Special Adjustment: Control
This powerful beam of destruction turns You may end the duration at any time as an
objects and creatures alike to ash. IFU action
(25c) Alternate Base Success: Undeath
Type: Dark, Curse, Death (45c) Alternate Base Success: Scourge Master
Cost: +35 mana
Range: 20m
Duration: Instant
On Hit Enchant: -5 PRO (Curse) for two phases
Passive Enchant: +1 to Curse type spell ATs

Base Success: The target takes 75 Damage


(Curse). This damage may not be healed unless
the victim is the recipient of a successful
Restoration spell.

276
6
UNDEATH (1c) Duration Adjustment: +1 hour
Delving deeper into the mysteries of death, (5c) Special Adjustment: Control
the caster may now alter the energies of their You may end the duration at any time as an IFU action.
body so fully as to become Undead. (10c) Special Adjustment: Dead Nerves
You suffer no wound penalties
Type: Dark, Death (15c) Special Adjustment: Grave Master
Cost: +10 mana Spells of both Dark and Summon type have
Range: Self their mana cost reduced by 15 to a minimum
Duration: 1 hour of 1
On Hit Enchant: None
Passive Enchant: -10 Stamina DAMNATION
This spell curses a target’s fate, making their
Base Success: You are classified as Undead actions take a turn for the worst.
for the duration, making you immune to poison,
disease, bleed, fear, and mind effects. You no Type: Dark, Curse
longer need to breathe, eat, or drink. Healing Cost: 15 mana
effects will instead deal damage as Celestial Range: 15m
damage. Duration: 3 phases
On Hit Enchant: Damned as per spell
(2c) Duration Adjustment: +1 hour Passive Enchant: -1 to any AT (choose one)
(10c) Special Adjustment: Control
You may end the duration at any time as an Base Success: The target is damned and must
IFU action. roll twice for each AT they attempt, keeping the lower
(15c) Special Adjustment: Dead Nerves of the ATRs. This is considered a Curse.
You suffer no wound penalties.
(5c) Range Adjustment: +1m
SCOURGE MASTER (10c) Duration Adjustment: +1 phase
Going beyond Undeath, this effect allows (40c) Special Adjustment: Twice Damned
the caster to gain the benefits of being an Target rolls 3 times, keeping the lowest ATR
Undead Lord, with increased mastery of Dark (25c) Alternate Base Success: Enmity
magic, and the ability to have a call for dark (45c) Alternate Base Success: Death
minions answered more readily.
ENMITY
Type: Dark, Death This curse marks a target as an enemy,
Cost: +30 mana increasing damage from all sources.
Range: Self
Duration: 1 hour Type: Dark, Curse
On Hit Enchant: None Cost: +10 mana
Passive Enchant: -10 Health Range: 15m
Duration: 5 phases
Base Success: You take on the form of On Hit Enchant: Hexed as per spell
a powerful undead, gaining all of the normal Passive Enchant: +1 Curse DMG added to all DMG taken
benefits of the Undead trait as well as a +6
bonus to all Dark spell ATs. In addition, when Base Success: The target is hexed and
casting a spell that is both Dark and Summon suffers +10 Damage (Curse) any time they take
type, you receive +10 CAP to be spent on damage from any source. This is considered a
Strength adjustments whenever gaining Base Curse.
Success.
(5c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 Curse from all
sources

2
277
DEATH (8c) Strength Adjustment: +1 CAP lost
Considered one of the most powerful (10c) Strength Adjustment: -1 reaction
curses in Laruna, Death is universally feared penalty
among warriors and mages alike. (15c) Special Adjustment: Shaky
The target also suffers a -10 penalty to any AT
Type: Dark, Curse, Death that requires fine motor skills
Cost: +20 mana (25c) Alternate Base Success: Fear
Range: 20m (45c) Alternate Base Success: Hysteria
Duration: Special
On Hit Enchant: None FEAR
Passive Enchant: +1 to Death type spell ATs The casters eyes briefly flash with a bright
red glow filling someone with unnatural fear and
Base Success: The target is doomed and panic.
loses 10 Health per phase until dead. This
damage cannot be prevented by any means, Type: Dark, Fear
although constant healing will keep the target Cost: +15 mana
alive. This is considered a Curse. Range: 5m
Duration: 1 phase
(1c) Range Adjustment: +1m On Hit Enchant: Afraid as per spell
(5c) Special Adjustment: Control Passive Enchant: None
You may end this Curse at any time as an IFU
(5c) Special Adjustment: Enslave Base Success: The target becomes Afraid
You may change the time in-between Health (Status Effect), and makes all Defensive ATs at
loss to one hour instead of 1 phase a -2 penalty.
(10c) Special Adjustment: Slow and Painful
The target suffers a -5 to all ATs and double (5c) Strength Adjustment: Additional -1
wound penalties Defensive AT penalty
(15c) Special Adjustment: Quick But Not Quite Painless (10c) Duration Adjustment: +1 phase
The target’s Health loss per phase is doubled (20c) Special Adjustment: Flee
The target must immediately leave in the
FRIGHTEN complete opposite direction of the caster at
A deep and unnatural groan rips from the the highest speed possible.
casters lips, startling a target in an unsettling and
abrupt manner. HYSTERIA
The caster screams, filling the target’s mind
Type: Dark, Fear with irrational panic.
Cost: 10 mana
Range: 5m Type: Dark, Fear
Duration: Instant Cost: +30 mana
On Hit Enchant: Frightened as per spell Range: 5m
Passive Enchant: None Duration: 3 phases / 8 hours
On Hit Enchant: None
Base Success: The target becomes frightened, Passive Enchant: Immunity to Afraid, +20 process difficulty
suffering a -3 Reaction penalty for 5 phases, and
immediately loses 3 CAP from all persistent ATs they Base Success: The target becomes Afraid
are currently involved in. (Status Effect), and makes all Defensive ATs at a
-6 penalty. In addition, the target must attempt
to flee from the caster for 3 phases.
The target also becomes Panicked for 8
hours. The target will suffer from elevated panic
levels causing them to be unable to regenerate
Stamina naturally.

278
8
They will lose 10 Stamina each hour and Base Success: The target is made paranoid
will immediately lose 50 Stamina if affected by and sees all nearby individuals as potential
any Fear effect other than Frighten, Fear, or threats. The target rolls a CT 50% for each person
Hysteria. within 5m (and subsequently for each person who
comes within 5m for the duration.) If successful,
(3c) Duration Adjustment: +1 phase of fleeing the target treats that individual as though they
(3c) Strength Adjustment: +1 hour of Panicked are attempting to kill them and will respond
(12c) Special Adjustment: Catatonic accordingly. Fight or flight is the standard
If while under any of the effects of Hysteria, response, but these events could be roleplayed to
the target is reduced to zero Stamina, their conclusion, at the Dreamweaver’s discretion.
they slip into a catatonic state, becoming
completely unaware of their surroundings, (5c) Duration Adjustment: +1 phase
losing 2 INT and 50 Health permanently (5c) Range Adjustment: +1m
(15c) Special Adjustment: Madness
HAUNTING A failed CT for Paranoia always results in a
The caster causes shifting shadows and minor fight reaction and the target is filled with
spirits to plague the target, disorienting them and madness induced rage gaining +4 STR and
inciting fear. suffering -4 PER. Once attacking a target they
will continue until the target is dead or the
Type: Dark, Shadow, Fear duration ends
Cost: 15 mana
Range: 20m LURKER
Duration: 5 phases By preying on a target’s fears and using
On Hit Enchant: Haunted as per spell Dark magic to bring them to life, a living
Passive Enchant: None embodiment of Fear spawns to strike down the
target.
Base Success: The target is haunted and suffers
a -3 penalty to PER, and a -10 RES (Dark). Type: Dark, Shadow, Summoning
Cost: +20 mana
(5c) Duration Adjustment: +1 phase Range: 30m
(5c) Range Adjustment: +1m Duration: 3 phases
(12c) Strength Adjustment: -1 PER On Hit Enchant: None
(12c) Strength Adjustment: -1 to RES (Dark) Passive Enchant: +1 to Fear type spell ATs
(20c) Special Adjustment: Shaken
Any fear type spell used against the target may Base Success: The target’s shadow comes
gain the benefit of a single special adjustment to life and attempts to kill them. It assumes
for free the form of a Violence Reaver and mercilessly
(25c) Special Adjustment: Paranoia attacks until killed or the duration ends. The
(45c) Special Adjustment: Lurker target is considered surprised on the phase the
Reaver spawns. A target may only have one
PARANOIA active Lurker at a time.
The target’s anxiety is heightened to
unnatural levels, making them perceive that all A Violence Reaver may be found on page 405
nearby persons are conspiring to kill them.
(2c) Duration Adjustment: +1 phase
Type: Dark, Fear (2c) Range Adjustment: +1m
Cost: +10 mana (2c) Strength Adjustment: +1 to any of the
Range: 20m Reavers Attributes
Duration: 2 phases (5c) Special Adjustment: Can’t Outrun Your Shadow
On Hit Enchant: Paranoid as per spell Disengagement effects do not function
Passive Enchant: None against this creature. It instantly appears at
the target’s location, regardless of movement.

2
279
Shadow Bolt (2c) Range Adjustment: +1m
The caster shoots a bolt of congealed shadow (2c) Damage Adjustment: +1 Shadow
towards a target. (12c) Strength Adjustment: -1 PER
(15c) Special Adjustment: Mute
Type: Dark, Shadow The target’s mouth is filled with thick shadow,
Cost: 15 mana rendering them unable to be heard
Range: 20m (25c) Alternate Base Success: Shadow Web
Duration: Instant (45c) Alternate Base Success: Shadow Play
On Hit Enchant: +5 Shadow DMG
Passive Enchant: +5 PRO (Shadow) Shadow Web
By altering the shadow’s composition, the
Base Success: The target takes 15 Damage caster causes the inky blackness to become sticky,
(Shadow) and suffers a -1 PER penalty for the phase. hindering their target’s movement.
PER cannot be brought below 1 in this manner.
Type: Dark, Shadow, Water
Cost: +10 mana
Range: 20m
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Shadow DMG to Shadow
type spells

Base Success: The target takes 25 Damage


(Shadow) and suffers a -1 PER penalty for the
phase. PER cannot be brought below 1 in this
manner. In addition, the target is webbed,
suffering -2 AGI and slowed to ½ movement
speed for 2 phases.

280
(1c) Damage Adjustment: +1 Shadow Base Success: As long as there is a humanoid
(2c) Range Adjustment: +1m corpse within range, a skeleton will arise from the
(12c) Strength Adjustment: -1 PER body. Partially decayed corpses will have their flesh
(7c) Special Adjustment: Mute drop away and turn to ash. The creature follows
The target’s mouth is filled with thick shadow, all simple vocal commands from the caster to the
rendering them unable to be heard death. It cannot speak or otherwise communicate
(15c) Special Adjustment: Stuck with anyone other than the caster. After 1 hour, the
The target may not move more than one step enchantment fades, returning the animated body to a
in any direction and suffers -4 to all ATs simple corpse. A Skeleton may be found on page 409.

SHADOW PLAY (2c) Range Adjustment: +1m


Achieving ultimate control over the (2c) Duration Adjustment: +1 hour
shadows allows the caster to grow thick (10c) Strength Adjustment: +1 STR OR AGI
shadowy tendrils from their hands, using them OR +5 Health
to enter the target’s orifices and do incredible (10c) Strength Adjustment: Grant Intelligence
damage from within. Gives the creature an INT of 3 and allows it to
act on its own accord. The creature will always
Type: Dark, Shadow attempt to help the caster with its actions
Cost: +20 mana (20c) Strength Adjustment: Horde
Range: 5m You may animate two creatures at once
Duration: Instant (25c) Alternate Base Success: Spectral Minion
On Hit Enchant: -5 PRO (Shadow) for 2 phases (45c) Alternate Base Success: Dead Army
Passive Enchant: +1 to Shadow based spell ATs
SPECTRAL MINION
Base Success: The target takes 50 Damage With this spell, you may summon a shade to
(Shadow), suffers a -2 to all physical attributes haunt your enemies.
and bleed (10). Attributes cannot be brought
below 1 in this manner, and this effect does not Type: Dark, Death, Summoning
stack. Cost: +5 mana
Range: 10m
(1c) Damage Adjustment: +2 Shadow Duration: 1 hour
(2c) Range Adjustment: +1m On Hit Enchant: None
(5c) Strength Adjustment: -1 All Physical Passive Enchant: +1 INT to your undead minions
Attributes
(2c) Special Adjustment: Mute Base Success: You summon a nearby
The target’s mouth is filled with thick shadow, tormented shade to do your bidding. The creature
rendering them unable to be heard follows all vocal commands from the caster to
(3c) Special Adjustment: Stuck the death. It will communicate using any known
The target may not move more than one step languages from its original life. After 1 hour, the
in any direction and suffers -4 to all ATs that enchantment fades, returning the spirit back to
require movement its origins. A Shade may be found on page 408.

UNDEAD MINION (2c) Range Adjustment: +1m


The caster is able to animate a corpse, causing (2c) Duration Adjustment: +1 hour
a skeleton to rise up and do their bidding. (3c) Strength Adjustment: +1 Any Attribute
(3c) Strength Adjustment: +1 Natural
Type: Dark, Death, Summoning Weapons Skill
Cost: 20 mana (15c) Strength Adjustment: Horde
Range: 10m You may summon two creatures at once.
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +1 STR to your undead minions

2
281
DEAD ARMY DRAIN
With this spell, you may summon a small This enhanced curse now allows the caster to
contingent of skeletons and shades which bow steal stamina directly from a target, re-energizing
to your will. their own body.

Type: Dark, Death, Summoning Type: Dark, Curse


Cost: +35 mana Cost: +10 mana
Range: 30m Range: Touch
Duration: 1 hour Duration: Instant
On Hit Enchant: None On Hit Enchant: Drains 1 Stamina
Passive Enchant: +20 Health to your Passive Enchant: None
undead minions
Base Success: You steal 10 stamina from
Base Success: You summon 5 nearby the target. You cannot exceed your maximum
tormented shades and 5 skeletons to do your stamina in this way.
bidding, as per Undead Minion and Spectral
Minion. Each group is headed by a single (8c) Strength Adjustment: +1 Stamina stolen
commander of their type. A Skeleton Lord may (8c) Special Adjustment: Touch of Weakness
be found on page 409. A Shade Lord may be Targets suffer -2 STR. Strength cannot be
found on page 408. brought below 1 in this manner. This is
considered a Curse.
(1c) Range Adjustment: +1m (15c) Special Adjustment: Essence Thief
(1c) Duration Adjustment: +1 hour You restore half as much mana
(5c) Strength Adjustment: +1 Skeleton or
Shade LIFESTEAL
(10c) Strength Adjustment: +1 Skeleton With mastery over draining curses, the
Lord caster may now steal the very life essence from
(15c) Strength Adjustment: +1 Shade Lord a target, making it their own.

WEAKNESS Type: Dark, Curse


By placing their hand upon a target, the caster Cost: +25 mana
curses them with dark magic, causing their body to Range: Touch
become weak. Duration: Instant
On Hit Enchant: Drains 1 Health
Type: Dark, Curse Passive Enchant: None
Cost: 15 mana
Range: Touch Base Success: You steal 20 Health from
Duration: 10 phases the target. You cannot exceed your maximum
On Hit Enchant: Weakness as per spell Health in this way.
Passive Enchant: None
(1c) Strength Adjustment: +2 Health stolen
Base Success: Targets are weakened, suffering (10c) Special Adjustment: Essence Thief
-2 STR. Strength cannot be brought below 1 in this You restore half as much mana
manner. This is considered a Curse. (15c) Special Adjustment: Slow Recovery
Target may not regain this health by any
(1c) Duration Adjustment: +1 phase means until 1 hour has passed
(12c) Strength Adjustment: -1 STR lost
(25c) Strength Adjustment: Siphon
You gain the lost Strength.
(25c) Alternate Base Success: Drain
(45c) Alternate Base Success: Lifesteal

282
2
CALLING SPELLS (5c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 AT bonus
ADAPTATION (15c) Special Adjustment: Repository
The caster is surrounded with a faint natural You may store up to three bonus charges for
green energy that adapts to incoming magical each spell type
damage, protecting the caster from further harm.
EMBODY
Type: Calling, Nature, Alteration The caster enchants their body with
Cost: 10 mana a powerful spell, invoking the spirit of an
Range: Self elemental upon contact with that element type.
Duration: 5 phases
On Hit Enchant: None Type: Calling, Nature, Invocation
Passive Enchant: +1 PRO (choose one type) Cost: +20 mana
Range: Self
Base Success: You gain +10 PRO (All). Once hit Duration: 5 phases
with magical damage, this bonus is doubled towards On Hit Enchant: -1 PRO (choose one type) for 2 phases
that type, but lost to all others. For example, when hit Passive Enchant: +1 to Nature type spell ATs
with Fire based damage, your PRO will change from
+10 PRO (All) to +20 PRO (Fire). Once changed, the Base Success: Upon touching one of the
new bonus will remain in place until the spell ends. four main elements you may choose to become
a pseudo elemental of that type.
(5c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 PRO (All) (10c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Chameleon (10c) Special Adjustment: True Elemental
The bonus continues to switch upon taking Earth: Immune to Slashing, Piercing damage.
damage from different damage types. Air: Immune to Electricity Damage. Fire:
(25c) Alternate Base Success: Affinity Absorb Fire damage. Water: Immune to Cold
(45c) Alternate Base Success: Embody damage

AFFINITY EARTH
The caster is filled with an increased You grow 1m in height, take on a rocky,
understanding of the flow of magic, allowing earthen appearance and gain the following
them to turn incoming damage into fuel for their statistics: +6 STR,+20 ARM (All), +5 to Earth
subsequent spells. type spell ATs. You can also move through earth
at base movement speed.
Type: Calling, Nature, Alteration
Cost: +10 mana BOULDER
Range: Self Once per phase, you may hurl a chunk of earth
Duration: 5 phases at an opponent.
On Hit Enchant: None
Passive Enchant: +5 Foraging skill Type: Calling, Earth
AT: Calling + STR
Base Success: Any time you take magic Cost: 15 Stamina
damage of a specific type, you gain a +3 bonus Range: 20m
to your next spell AT for a spell of that type. You Duration: Instant
can only receive one bonus charge per damage
type. If the duration ends before you release the Base Success: The target takes 40 Damage
bonus into a spell, the bonus is lost. Once you (Impact). Targets make take an Evasion AT to reduce
release the bonus from one spell type, you may the damage by the ATR.
regain that bonus again for the duration if hit
with that spell type again. (1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Impact

2
283
AIR Type: Calling, Water
Your body becomes incorporeal, swirling AT: Calling + AGI
with wind magic. You gain the following Cost: 20 Stamina
statistics: Range: 10m
+4 AGI, Flight at base movement speed, Duration: Instant
+5 Air type spell ATs, Incorporeal
p
Base
Baase
s Success:
Succe ess
s : T Thehe target
targe
g t takes
take
kess 20 Damage
Dammage
age
GUST (Impact). In naaddition
d itio
dd tthey
on th ey aare
re kknocked
no
ock
ked up 5m into
m int
nto
nt o
Blast a powerful flow of air
ir at
at a target.
targ
rgeet. the air, disenga
disengaging
gagi
ging
g tthem
hem
he m fr
from com
combat.
ombaat.
t Upo
Upon
on la
landing,
and
din
ing,
g,
they take 252 Dam
Damage
mag
age (I (Impact) a and
nd aare
re co
considered
onsiide
d re
r d
Type: Calling, Air prone. Hugee or llarger
pr arge
ar gerr ccreatures
rea
eaturess ta
take
ke iinitial
nitia
al dam
damage
am
mag
agee
AT: Calling + AGI but are
are not
noot thrown
th
hrown n into theth
he ai
air
air.
r.
Cost: 10 Stamina
Range: 20m ((1c)
1c) Range Adjustment:
Adj
djusstment: +1m
+1mm
Duration: Instant (1c)
c) DDamage
am mag
ge Adjustment:
A justment
Ad nt: +1 Initial
Init
In itia
i l Damage
Dam
mage
(Impact)
(Impa act))
Base Success: The target
targe
gett takes
takees 30 Damage
ta Damage
(Impact) and is knocked ba
back 10m
10m.
m. The ta
targ
target
rget tak
takes
akes
a STR AT to reduce the distance
stancee kn
k
knocked
ockedd ba
back
ack b
byy th
the
result of the ATR (in meters).
ers
rs).

(1c) Range Adjustment: +1m


+1m
(1c) Damage Adjustment:t: +1 Impact
I pact
Im ct

FIRE
Your body catcheshes fire, continuously
he cont
co n in
n u o u slyy
burning for the duration.
on. Parts
Pa of your
you
ourr body
body
shift back and forth from
om flesh to t ppure
ure fl
flame.
lam
ame. e.
You gain the following sstatistics:
t tistticcs:
ta
+5 Fire type spell AATs,
Ts,, Im
IImmunity
m nity to
mu o Fi
Fire
ire
Damage

BURNING AURA
You deal 50 Damage (Fire)
Fire) per ph
p
phase
asee to a
as all
ll
enemies within 3m.
ARM
RMOR
MOR
O
WATER Mystically
Myst
My stical
ally
l aaltering
lter
lt erin
ingg thee re
resilience
esi
sillien
nce o
off a ma
m
material
terial
Your body becomess a transl
translucent
lucen
uccent bl
blue
ue as it
i al
allo
allows
lows
ws the cas
caster
ste
t r too cchange
hangee n
ha normally
ormmally o ordinary
rdin
rd inar
aryy cl
ccloth
oth
shifts mostly into a watery
teery sta
state.
ate. YYou
o g
ou gain
a n th
ai tthee in
into
nto
t pprotective
rote
ro tect
ctiv
ive armor
arrmo
mor without
withou ut changing
ch g its
ts flexi
flexibility,
xibi
b liity
t ,
following statistics: w
weight,
eig
ight
ht, or appearance.
appeara anc
n e.
Water Walking, Water
ater Breathing,
Breat
athi
hing
ng,, +5 Water
Water
type spell ATs Ty
Type:
ype
pe: Calli
Calling,
ing, Transformation
Tran
ansf
nsf
s orma
mati
tion
on
C
Cost:
ost: 100 mana
mana a
GEYSER Range:
Rang
Ra nge:
e: TTouch
ouchh
One per phase, createe a po
powerful
owe
werful blast o
off w
water
ater Du
Duration:
ura
ati
t on:: 1 h
hour
ourr
that emerges under a target, lifting them 5m into the On Hit Enchant: None
air, forcing them to land prone. Passive Enchant: +1 ARM (choose one type)

Base Success: A single article of clothing gains


+5 ARM (All). A person may not wear more than
one article of clothing empowered with Armor of the
effect on each item will be dispelled.

284
4
(5c) Duration Adjustment: +1 hour RICOCHET
(10c) Strength Adjustment: +1 ARM (All) Altering magic around their hand, the
(25c) Special Adjustment: Attuned caster is able to swat a spell directed at them
The target’s clothing may be worn with one towards another target.
other target of Armor without having the spell
effects dispelled. If a third piece is introduced, Type: Calling, Transformation
all targets will have Armor dispelled as normal Cost: +15 mana
(25c) Alternate Base Success: Block Range: Self
(45c) Alternate Base Success: Ricochet Duration: 5 phases
On Hit Enchant: None
BLOCK Passive Enchant: +1 RES (choose one type)
Using transformative magic, the caster
changes the consistency of their arm allowing it Base Success: A single target projectile
to be used as a shield without suffering harm. spell may be redirected to a target of your
choosing within 10m, so long as the casters ATR
Type: Calling, Transformation for the spell does not exceed 35. Ricochet does
Cost: 10 mana not stack. Recasting it will replace any existing
Range: Self duration.
Duration: 1 hour
On Hit Enchant: -1 ARM (choose one type) (1c) Duration Adjustment: +1 phase
for two phases (1c) Strength Adjustment: +1 ATR allowed
Passive Enchant: None for Ricochet
(1c) Range Adjustment: +1m
Base Success: One of your arms hardens
and functions as a shield with the following stats: CHARM
With the aid of this spell, a caster is gifted with
Block Rating: 2* enhanced charisma.
Cover Bonus: 4
Weight: None Type: Calling, Mind
Cost: 10 mana
*The penalty to ATs normally suffered from Range: Self
Block Rating is not applied here. Duration: Instant
On Hit Enchant: None
(2c) Duration Adjustment: +1 hour Passive Enchant: +5 Seduction skill
(8c) Strength Adjustment: +1 block
(10c) Special Adjustment: Grip Base Success: You gain +3 CHM and are given
After making a Defensive AT using your 5 CAP when purchasing or receiving Base Success
Armshield where your ATR exceeded the ATR from a Social AT.
of the acting person, you may take a viselike
grip of the target’s weapon reducing its threat (8c) Strength Adjustment: +1 CAP awarded
to zero until removed from your grip. Freeing with Base Success
the weapon is a persistent action requiring a (10c) Strength Adjustment: +1 CHM
contested STR AT and a resulting accrual of (12c) Special Adjustment: Double Talk
5 CAP. If Grip is used on an assailant who is You choose to retake any Social AT in a single
unarmed or wielding body weapons, the target phase that did not yield Base Success
suffers 5 Health damage and a -3 penalty to all (25c) Alternate Base Success: Beckon
ATs each phase that Grip is maintained. (45c) Alternate Base Success: Dominance

2
285
BECKON Type: Calling, Mind
By focusing intently on a specific person, the Cost: +30 mana
caster may send out a mental nudge, compelling Range: 10m
the individual to seek them out. Duration: 10 Phases
On Hit Enchant: None
Type: Calling, Mind Passive Enchant: Engaged opponents suffer
Cost: +15 mana -1 to combat ATs
Range: Within City Limits
Duration: Instant Base Success: Anyone within 10m is
On Hit Enchant: None dominated and suffers a -4 to any AT made
Passive Enchant: +1 CHM against you. They also may not spend more
than 5 CAP on adjustments for any given action
Base Success: You concentrate on a single directed towards you.
friendly target or loved one. The target feels a
strange mental sensation that urges them to (6c) Strength Adjustment: -1 to ATs
seek you out. At this basic level the individual (6c) Range Adjustment: +1m
will not disrupt their daily life in order to make (15c) Special Adjustment: Dejected
way to you. Targets in closer proximity will feel Anyone who fails an AT against you suffers
a stronger sensation. (Those within the same double the AT penalty on all subsequent ATs
village or city would be highly likely to head until either Dominance ends or they succeed
towards the caster). in an AT against you.

(5c) Strength Adjustment: Target may be an COMMAND


acquaintance or someone you are not familiar The caster magically alters the mind of a target,
with compelling them to obey a single, simple
(10c) Strength Adjustment: Target may be command issued by the caster.
an enemy or hostile entity
(5c) Range Adjustment: May reach targets Cost: 20 mana
up to 5 Km away Range: 2m
(10c) Range Adjustment: May reach targets Duration: 1 phase
up to 50 Km away Type: Calling, Mind
(15c) Range Adjustment: May reach targets On Hit Enchant: +5 Mind DMG
up to 500 Km away Passive Enchant: +5 PRO (Mind)
(20c) Range Adjustment: May reach targets
up to 5000 Km away Base Success: The target must obey a
(5c) Strength Adjustment: Persuade single, simple command. This command may be
Target will accept disruption of daily life to no longer than a single sentence and must be
seek you out, but will not put their lives or spoken or communicated to the target in a clear,
those they love at risk understandable manner. The action requested via the
(10c) Special Adjustment: Compel command must be something that could be obviously
Target will risk bodily harm to seek you out, satisfied within a single phase of time. Once issued,
but will not put their loved ones at risk the target considers following this command their
(15c) Special Adjustment: Irresistible single most important objective. The command can
Target will stop at nothing to find you, heading ask anything of the target, however they can not
to you as quickly as possible be asked to do something they are clearly and or
knowingly incapable of doing. This will result in the
DOMINANCE command being ignored and the spell being dispelled.
The caster is filled with an aura of power For example, the caster could not ask a target to “lift
that gives anyone who looks upon them the a mountain over your head,” because unless they
belief that the caster is unassailably powerful. possessed both the strength and means to accomplish
Warriors will lose heart when seeing the caster, it, not to mention the awareness or belief that they
immediately assuming victory cannot be achieved. could, they will simply ignore the command.

286
6
The second type of command that may not be Should the Quest be completed before its
given is one that causes immediate harm to the target duration ends, the target is immediately filled
or places them in obvious danger. Commanding a with a powerful surge of accomplishment that
target to “go and punch a monster in the face” will restores any lost Mana or Stamina as well as
be immediately ignored because of the obvious risk granting them +25 RES (Calling) for 24 hours.
to the target’s physical well being.
If given a suitable command, a target will devote (3c) Duration Adjustment: +24 hours
all of their efforts to fulfilling the command in the best (8c) Strength Adjustment: +1 additional AT
way they know how. For more complicated goals, this bonus per 24 hour period
may involve the target applying their intellect to find (10c) Special Adjustment: Offering
ways to satisfy their command, resulting in various The Caster may offer access to any one of their
possible outcomes. This effort will be continued until spells as payment for a completed Quest. The
the task is completed, or Command is dispelled or target may then use the selected spell once
expires. within 7 days of completing the quest. The
spell will be cast as if done so by Quest’s caster.
(5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Conditioned PUPPET
The target suffers a -15 to RES (Calling) for 1 hour Staring intently at a target, the caster
(25c) Alternate Base Success: Quest invades their mind, taking complete control over
(45c) Alternate Base Success: Puppet the target’s body.

QUEST Type: Calling, Mind


The caster bestows upon a target a specific Cost: +20 mana
quest to be undertaken. This quest becomes an Range: 5m
all consuming obsession to the willing target and Duration: 1 phase
they will work tirelessly to accomplish it, gaining On Hit Enchant: -5 PRO (Mind) for 2 phases
magical benefits should they do so. Passive Enchant: +1 to Mind type spell ATs

Type: Calling, Mind Base Success: You gain complete control


Cost: +40 mana over a target’s body while your own body
Range: Touch remains completely motionless. You also
Duration: 24 hours retain access to your own skills and INT, PER,
On Hit Enchant: None and CHM attributes. The STR, AGI and END
Passive Enchant: +5 Mind DMG to Mind type spells attributes of the target are used instead of your
own and you also gain the effects of any physical
Base Success: A single willing target accepts traits the target possesses while losing your own
a Quest. This quest is a mission or assignment physical traits. All ATs made while controlling
given to the target by the caster which once the target’s body suffer a -4 penalty due to the
agreed upon, binds the target into a magical user lack of familiarity with the body itself.
agreement that compels them to pursue their While controlling the target’s body, the
quests objective. For this purpose, the target will caster may use their control to engage in combat
consider their quest the single most important or other risky tasks, but they cannot force the
objective in their life with the exception of body to do harm to itself or allow harm to befall
survival. Any sacrifice will be made if it is clear it through inaction, or Puppet will be dispelled.
to the target how such an action will bring them
closer to fulfilling their Quest. Only death is (4c) Duration Adjustment: +1 phase
unacceptable in the pursuit a satisfying a quest (8c) Special Adjustment: Second Skin
and only if the death would not immediately Eliminates the AT penalty while using Puppet
fulfill the quest’s objective.
While under the effects of Quest, the target
receives +10 to the first 3 ATs in each 24 hour
period made towards completing their Quest.

2
287
ENTANGLE Dealing a total of 50 Damage to the
The caster calls upon nature to bind and slow restraints will destroy them, but additional plants
their enemies. When outdoors, roots spring forth from will reach out and bind the target at the start of
the earth to surround the targets’ feet. If indoors or every phase the effect is in place.
within a city, there must be some form of vegetation
within range for this to function. This may include (1c) Range Adjustment: +1m
smaller items such as small potted plants or even (1c) Damage Adjustment: +1 Slashing
broken twigs on the floor. The vegetation will grow (8c) Duration Adjustment: Wild Growth
at extreme speed for the duration in order to grasp Targets are snared for an additional phase
at a target. (10c) Special Adjustment: Thicken
The restraints have 100 Health
Type: Calling, Nature
Cost: 10 mana WALL OF THORNS
Range: 15m A large mass of thorny roots, vines, and
Duration: 2 phases branches rise up from the ground, forming a
On Hit Enchant: Snared as per spell massive wall in an open area near the caster.
Passive Enchant: +5 PRO (Poison) If indoors or an urban area, roots will break
through the ground to form the wall. Once the
Base Success: The target is snared and suffers duration ends, the wall will wilt and crumble
-3 to all defensive ATs and may not take more away.
than a single step in any direction. Dealing a total
of 25 Damage will destroy the restraints, however Type: Calling, Nature
additional plants will reach out and bind the target Cost: +15 mana
at the start of every phase the effect is in place. Range: 30m
Duration: 5 phases
(2c) Range Adjustment: +1m On Hit Enchant: +5 Poison DMG
(8c) Duration Adjustment: Wild Growth Passive Enchant: None
Targets are snared for an additional phase
(15c) Special Adjustment: Thicken Base Success: A wall of thorny material
The restraints have 50 Health 5m high, 15m in length, and 2m wide rises from
(25c) Alternate Base Success: Lashing the ground at the targeted location. Dealing 200
(45c) Alternate Base Success: Wall of Thorns Damage to any one point in the wall will be
enough to create an opening. Anyone coming
LASHING into melee range of the wall (to melee strike,
Nearby vegetation comes alive to strike out or if pushed) or who walks through a created
at a target, tangling their limbs and lacerating opening will suffer 50 Damage (Slashing) as the
their body. Plant growth follows the same rules thorn covered vines lash out and viciously maim
as entangle. the target. Anyone within melee range of the
wall as it forms will also take this damage, but
Type: Calling, Nature may roll an Evasion AT to reduce the damage
Cost: +10 mana by the ATR.
Range: 15m
Duration: 2 phases (1c) Size Adjustment: +1 Meter long or
On Hit Enchant: +5 Slashing DMG wide
Passive Enchant: None (1c) Range Adjustment: +1m
(1c) Duration Adjustment: +1 phase
Base Success: The target takes 30 Damage (1c) Damage Adjustment: +1 Slashing
(Slashing) and is snared, suffering -4 to all (10c) Special Adjustment: Poisonous
Defensive ATs and may not take more than a Creatures taking damage from the wall are
single step in any direction. also afflicted with poison (10) for 5 phases.
This effect does not stack

288
8
REJUVENATION REVIVE
The caster infuses the target with nature energy, The caster invokes the spirit of a recently
healing their wounds and restoring some stamina at deceased ally to return to their body. Any
an accelerated rate. bleeding or vital parts must be healed before
the target is revived else they will immediately
Type: Calling, Nature, Healing perish. The target must be dead no longer than
Cost: 15 mana 1 day, and must not have died from natural
Range: 10m causes.
Duration: 2 phases
On Hit Enchant: None Type: Calling, Nature, Healing, Invocation
Passive Enchant: 1 extra Health restored by rest Cost: +35 mana
Range: Touch
Base Success: The target regenerates 15 Duration: Instant
Health and 5 Stamina, and 5 additional Health and On Hit Enchant: None
2 Stamina at the start of the next 2 phases. Passive Enchant: +1 to Invocation type spell ATs

(1c) Range Adjustment: +1m Base Success: The target is returned to life
(2c) Strength Adjustment: +1 initial Health at 1 Health, Stamina and Mana.
restored
(2c) Strength Adjustment: +1 initial Stamina (5c) Special Adjustment: Beckon
restored Thee ta
Th target
arggett m
mayay bbee dead
dea up up to
t 1 week
weeek
(10c) Duration Adjustment:
ment: + +11 phas
phase
ase ((10c)
(1 0c)) Spec
0c Special
ciall Ad
Adju
Adjustment:
just
stmement: Di Dist
Distant
stan
a tCCall
all
ent:
en
(15c)Special Adjustment:t En
Energizing M istt
is
Mist T
Th
Thee ta
target
arg
rget may b bee de
dead
d ad upp to 1 month
mon
onth
th
You may swap the Health
lth
lth an
a
andd St
Stamina va
valu
values
lues
e ((15c)
(1 5c)) Sp
5c Specia
Specialal Ad
Adju
Adjustment:
justme mentntt: In
IInvigorate
vigora
ratee
(25c) Alternate Base Succe
Success:
cess: Living Spirit T
Th
Thee ta
target’s
arg
rget
et’s
’s bbody
odyy re
od rege
regenerates
gene
nerates
ra lost
st lim
limbs,
mbs,
(45c) Alternate Base Succe
Success:
ess
s : Revive closes w wounds,
ound
nds, and d iiss brough
brought
ghtt back
gh kwwith half
itth ha
alf
thei
their
e r ttotal
ota
tal He
Health
H alth
th and
and Stamina
Sta
tami
m na
mi
LIVING SPIRIT
The caster summonsmons a wispwisp of nat
nature
tur
ure to
heal their target. The wwisp
isp w
is will bounce
ill b ounc
n e to
o nearby
injured allies for the duration.
urratio
urat ion.

Type: Calling, Nature, Healing,


Healing
g, Summoning
Summo
moning
Cost: +10 mana
Range: 10m
Duration: 4 phases
On Hit Enchant: Healing received
ceiived by ttarget
argeet iss red
reduced
educ
uced
dbbyy
1 for two phases
Passive Enchant: +5 S
Stamina
ta
ami
min
na

Base Success: A wisp p of naturee encircles


enci
en cirrclees
your target, causing them
emm too rregenerate
egenerate 15 H Health
ealth h
and 5 Stamina. At thee startt of every p phase,
h se, th
ha the
he
wisp jumps to a new w tatarget of your ur cchoosing
hoosin ng
within 10m, regenerating
ating
ng the sam
same
me amount. If
there are no targets within
ithi
it h n rrange,
ang
ngee, tthe
he spell eends.
he ndds.
s.
A caster may only havee onee active wi w
wisp
sp att a time
time.
me..

(1c) Range Adjustment:


ntt: +1m
(1c) Strength Adjustment:
ent: +1
+1 Health
Heal
He alth
th restored
res
e toredd
(1c) Strength Adjustment:
ent: +1
+1 Stamina
Stam
St amina restored
r stored
re ed
(10c) Duration Adjustment:
stm
tmen
ent:: +1
1 phasee

289
2 89
RUNE OF POSSESSION (1c) Duration Adjustment: +1 hour
By drawing a magic rune upon an item, the (1c) Range Adjustment: +1km
caster may assert their mystic claim over the object, (15c) Special Adjustment: Return
preventing anyone from holding it. By spending 5 mana, the item can be teleported
back to its previous location as an IFU action
Type: Calling, Invocation, Mind
Cost: 10 mana RUNE OF BINDING
Range: Touch Drawing their own personal mark upon an
Duration: 1 Hour object allows the caster to attune the object to
On Hit Enchant: None their spirit. This process is time consuming and
Passive Enchant: You ignore up to 4 WP’s taxing but once complete, the caster will find
using the object effortless.
Base Success: You draw a rune with your finger
while speaking the object’s name in a mystic tongue. Type: Calling, Invocation
This process binds the item to you and any other Cost: +40 mana
creature who touches the object will immediately Cast Time: 1 Hour
suffer 10 damage (Mind) and suffer a -4 wound Range: Touch
penalty for 3 phases. If contact is maintained, the Duration: 24 Hour
creature touching the item will take another 10 On Hit Enchant: None
damage (Mind) at the start of each subsequent phase. Passive Enchant: +1 to Invocation type spell ATs

(1c) Duration Adjustment: +1 hour Base Success: Any AT made using the
(2c) Strength Adjustment: +1 Mind target of Rune of Binding gains a +8 bonus.
(15c) Special Adjustment: Slippery
If contact is maintained the holder must make (5c) Duration Adjustment: +24 hours
a STR AT against Rune of Possession’s ATR or (10c) Strength Adjustment: +1 bonus
forcibly drop the item (10c) Special Adjustment: Awareness
(25c) Alternate Base Success: Rune of Return You possess an instinctive awareness of the
(45c) Alternate Base Success: Rune of Binding target object’s location at all times.

RUNE OF RETURN SUMMON IMP


By drawing a magic rune upon an item, A small portal opens nearby, a tiny imp walking
the caster links their spirit with the item and is through to do your bidding. The imp is approximately
thereafter able to recall the object to their hand. 30cm tall, having a devilish appearance and red, blue
or green skin. The Imp speaks and understands the
Type: Calling, Invocation, Summoning same languages as the caster.
Cost: 10 mana
Range: 1km Type: Calling, Summoning
Duration: 1 Hour Cost: 10 mana
On Hit Enchant: None Range: 5m
Passive Enchant: Item may be Recalled as per Duration: 1 hour
spell On Hit Enchant: Deal 5 unpreventable DMG to summons
Passive Enchant: None
Base Success: You imbue an item no larger
than 1m in length and weighing no more than Base Success: A small imp appears and will
10 kg. This item may be recalled to your hand at follow your commands to the death. You may have
any time as an IFU action that may be performed only one active Imp at a time. An Imp may be found
once per phase. on page 406.

(1c) Range Adjustment: +1m


(6c) Strength Adjustment: +1 to any of the
Imp’s attributes

290
0
(6c) Strength Adjustment: +10 Health
(10c) Special Adjustment: Mental Link (1c) Range Adjustment: +1m
You may communicate telepathically with the (2c) Strength Adjustment: +1 to any of the
creature creature’s attributes
(25c) Alternate Base Success: Summon Elemental (2c) Strength Adjustment: +10 Health
(45c) Alternate Base Success: Elemental Swarm (5c) Special Adjustment: Mental Link
You may communicate telepathically with the
SUMMON ELEMENTAL creature
A more powerful call to outside planes
opens a portal large enough for an elemental of WHISPER
any type to pass through. This spell allows the caster to speak a short
message into the wind, delivering it to a target at
Type: Calling, Summoning great distance.
Cost: +10 mana
Range: 5m Type: Calling, Mind, Nature
Duration: 5 phases Cost: 10 mana
On Hit Enchant: None Range: 10km
Passive Enchant: Your summons gain +10 Duration: Instant
Health On Hit Enchant: +5 Mind DMG
Passive Enchant: +5 PRO (Mind)
Base Success: A standard Elemental of your
choosing appears and will follow your commands Base Success: You speak aloud a short message
to the death. You may have only one active of no more than 10 words, and envision the target
Elemental at a time. An Elemental may be found in your mind. At the beginning of next phase, the
on page 406. message will be whispered into the targets ear. The
target will feel a small mental nudge or “buzzing”
(1c) Range Adjustment: +1m in their head just before the message arrives. After
(6c) Strength Adjustment: +1 to any of the hearing a message, the target may choose to close
creature’s attributes their mind off to future messages.
(6c) Strength Adjustment: +10 Health
(8c) Special Adjustment: Mental Link (1c) Range Adjustment: +1km
You may communicate telepathically with the (1c) Strength Adjustment: +1 Word
creature. (15c) Special Adjustment: Keep It Down
The message is heard at full volume
ELEMENTAL SWARM (25c)
25c Alternate
5c)) Altern
nat
ate Base
e Ba
aseeSSuccess:
ucccess:: Telepathy
An ear-shattering cry to the heavens calls (45c)
45c
5c) Al
Alternate
lte
t rnat
aeB Ba
Base
ase
se S
Success:
ucce
c ss: Battlemin
ce Battlemind
forth multiple elementals to come to your
aid. A large portal appears nearby as several
elementals pass through.

Type: Calling, Summoning


Cost: +30 mana
Range: 5m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 to Summoning type spell ATs

Base Success: Three Elementals of


differing types of your choosing appear and
will follow your commands to the death. You
may have only three active Elementals at a time.
Elementals may be found on pages 406 & 407.

2
291
TELEPATHY (3c) Duration Adjustment: +1 phase
By focusing on the
he conne
connection
neect
ctio
on off two
w m minds,
in
nds, (10c)
(1 Special
10cc) S pec Adjustment:
ecial Ad dju
ust
stme
m nt
me nt:: Link
the caster may link to ano
another
noth
her ind
individual
div
ivid
id
dua
ual an
and
d You
You may
may add on one additional
ne ad
addditi
tion al ttarget
onal a ge
ar get within
in
n
communicate via thought.
ught. line
lin of
of sight
sigh
si ghtt to the
the link
lin
ink

Type: Calling, Mind


Cost: +10 mana
Range: Line of Sight
Duration: 1 hour
On Hit Enchant: Nonenee
Passive Enchant: +5 5LLanguages
angu
guages
es ski
skill
kiill

Base Success: Y You


ou lin
link
nk yo
your
our
u m mind
i d tto
in o a
willing target withinn line
line of
of sight.
s gh
si g t.. You
You
o maymay ay
mentally communicate te tto other
o each oth er ffreely.
ther reely. The
ly T hee
h
listener will hear all
ll tho
thoughts
houg
ughts inn the
their
eir
i native
natiivve
language.

(1c) Duration Adjustment:


tment: + +11 hourur
(5c) Special Adjustment:
ment:: Linknk
You may add one addi additional
ditiion
onal target wi within
withth
hin
n
line of sight to the link. All
nk. A persons
ll perso within
sonss w ithiin th
the
link may communicate ate freely. T This
hiss may be
hi
purchased more than n once
c
(15c) Special Adjustment:
tme
m nt: SnooSnoop
oop
You may read the surfacefacee tthoughts
rfa hought linked
htts off a li
inkked
d
target, unbeknownst to tthem hem
he m

BATTLEMIND
The caster alters
ers th
er the
he co
connec
connection
e tion so th that
hat
participants are instinctively
nstincttiveelyy a
ns aware
ware of ea
ware eeach
c
ch
other’s next move,e, linki
linking
king
ng m multiple
ultiplle mminds
ind
ndds
ed ccombat
together for enhanced omb
m att eefficiency.
fficiency.
y.

Type: Calling, Mind


d
Cost: +20 mana
Range: Line of Sight
ht
Duration: 5 phases
On Hit Enchant: -5 PRO
PRO (Mind)
(Mind
d) for
for 2 ph
phases
phas
a ess
Passive Enchant: +1
+1 to Mind
Mind type
p spell
spe
pell ATs

Base Success: You


You link your m mind
ind to
in o upp to
4 other willing targets.
ts.
s All linked d targets
t rgets become
ta beco
be come
m
instinctively aware of one anoth
another’s
theer’s movemen
movements ents
t
and intentions. Forr each lin linked
inke
k d person n w who
ho
attacks the same target
arge
ar gett be
beyond
eyo
yond thee firfirst,
rst
s , th
thee
target incurs a -8 multiple
ultiiple ta
target
arg
rget penalty
pen
enaltyy iinstead
nstead
ns a
ad
of the normal -5.

292
2
CHANGE SPELLS SHAPESHIFT
Mastery over shapeshifting allows the
ALTER caster to completely alter their form into a
This spell utilizes the power of transformation to creature much larger or smaller than their own.
make small changes to the caster’s appearance.
Type: Change, Transformation
Type: Change, Transformation Cost: +25 mana
Cost: 10 mana Range: Self
Range: Self Duration: 5 phases
Duration: 1 hour On Hit Enchant: None
On Hit Enchant: None Passive Enchant: +1 to Transformation type
Passive Enchant: +5 Deception skill spell ATs

Base Success: You may alter one minor facet Base Success: You assume the form of
of your appearance into something else. Examples any creature known to you no more than 1 size
include: Skin, eye, or hair color, weight, height category different from your own. You gain all
(within racial limits), hair length, and muscle tone. physical statistics, traits, natural abilities and
weapons of the creature, but keep your own INT,
(1c) Duration Adjustment: +1 hour PER and CHM ratings. You retain knowledge
(10c) Strength Adjustment: +1 change of your skills and gain any new skills known to
(25c) Alternate Base Success: Morph the creature. Your current Health, Stamina, and
(45c) Alternate Base Success: Shapeshift Mana values are changed to that of the chosen
creature. When reverting to your original form,
MORPH these values are returned to their levels at the
Channeling an increased level of time of transformation. Being brought to 0
transformative magic allows the caster to change Health while Shapeshifted will cause you to
their appearance into any of the five mortal races. immediately revert back to your normal form,
and any excess damage taken will be applied
Type: Change, Transformation to your Health. Reverting in this way will cause
Cost: +10 mana you to become disoriented and only able to take
Range: Self Defensive ATs at a -10 penalty for one phase.
Duration: 1 hour You may not assume the forms of Corrupted or
On Hit Enchant: None Kreesh.
Passive Enchant: +1 to Socal ATs
(1c) Duration Adjustment: +1 phase
Base Success: You may assume the form of (10c) Strength Adjustment: +1 size
one of the five mortal races. You lose all of your category difference
current racial traits and gain new ones for the
duration.

(1c) Duration Adjustment: +1 hour


(10c) Strength Adjustment: You may retain
either the inherent or chosen trait from your
original race

2
293
BLINK TELEPORT
The caster blinks out of existence for a moment, After closing their eyes a visualizing the
reappearing some distance away. destination, the caster and all objects on their
person are instantly transported to the said
Type: Change, Space destination. The caster must have personally
Cost: 20 mana visited this location prior to the cast.
Range: 10m
Duration: Instant Type: Change, Space
On Hit Enchant: +5 Space DMG Cost: +10 mana
Passive Enchant: +5 PRO (Space) Range: 5000m
Duration: Instant
Base Success: You teleport up to 10m away. On Hit Enchant: None
Blinking next to a melee target and initiating combat Passive Enchant: +5 Space DMG to Space
within the same phase causes that target to be type spells
surprised. This may be used to teleport past solid
objects, such as walls and doors, even if the area on Base Success: You disappear from your
the other side is unfamiliar to you. If there is no open current location and reappear at the target
space large enough beyond the barrier, the spell will destination. If the location has changed since the
fail. last time it was visited (redesigned, area filled
with large debris), then you appear in the closest
(3c) Range Adjustment: +1m nearby spot which would not place you inside an
(15c) Special Adjustment: Guide object. If you attempt to travel beyond the base
You may bring along one willing creature up to range of the spell and fail to accrue enough CAP
large size as long as you can touch them to reach your destination, you will travel in the
(25c) Alternate Base Success: Teleport direction of your intended destination, but only
(45c) Alternate Base Success: Portal go a distance equal to what was purchased. This
will place you in a random spot in that direction,
left up to the Dreamweaver.

(1c) Range Adjustment: +1000m


(5c) Special Adjustment: Guide
You may bring along one willing creature up to
large size as long as you can touch them. This
adjustment may be purchased more than once.
If you bring more than one target, all must be
linked via touch.

294
4
PORTAL (1c) Duration Adjustment: +1 day
This spell opens a link between two places, (5c) Strength Adjustment: + Additional x1
allowing creatures to instantly pass through to multiplier for capacity
the other side. (10c) Special Adjustment: File System
When reaching into the container, the item you
Type: Change, Space are looking for appears in your hand
Cost: +20 mana (25c) Alternate Base Success: Linked
Range: 5000m (45c) Alternate Base Success: Sealed
Duration: 1 hour
On Hit Enchant: -5 PRO (Space) for 2 phases LINKED
Passive Enchant: +1 to Space type spell ATs A gentle nudge of space energies will allow
for two containers to be linked, allowing the
Base Success: You open a portal to any transfer of inventory from one to the other.
location within range that you have previously
visited. The entry point will appear within 5m Type: Change, Space
of your person. The portal will be wide enough Cost: +10 mana
for one medium sized humanoid to walk Range: Touch
through. The exit portal is the same size as the Duration: 1 day
entry portal. Any creature may use the portal, On Hit Enchant: None
transporting them and all of their belongings to Passive Enchant: Linked as per spell
the other side instantly. The portal works both
ways. Base Success: Two small containers of
backpack size or smaller that are within 2m of
(1c) Range Adjustment: +1000m each other become spatially linked. In effect, the
(1c) Size Adjustment: +1m width space inside each container is the exact same
(1c) Duration Adjustment: +1 hour space. When placing an item into one container,
(5c) Special Adjustment: Link it is simultaneously placed into the linked
You may end the duration at any time container, and able to be retrieved by another
individual. If both individuals should reach
CONTAINER into their containers at the same time, they will
A container is magically expanded in depth, “bump” hands and feel each other reaching in
allowing it to hold many more times its normal size. simultaneously. This effect will remain in place
regardless of how far the containers are separated.
Type: Change, Space If the duration should expire before the spell can
Cost: 10 mana be refreshed, (the containers would need to be
Range: Touch within 2m of each other once again) the items
Duration: 1 day will have a 50% chance to be in either container.
On Hit Enchant: None
Passive Enchant: Container as per spell (1c) Duration Adjustment: +1 day
(3c) Strength Adjustment: + Additional x1
Base Success: You grant any small size container multiplier for capacity
of backpack size or smaller the ability to hold 3x its (5c) Special Adjustment: File System
normal capacity. The outside of the container will When reaching into the container, the item
appear completely normal. If the duration expires you are looking for appears in your hand
without refreshing the spell, the excess contents will (10c) Special Adjustment: It’s Dangerous To Go Alone
spill out. You may link an additional container within
2m of the others

2
295
SEALED (1c) Duration Adjustment: +1 day
Expanding the power of space to this (5c) Special Adjustment: Sensor
heightened level allows you to “seal” any portal, You will be aware when any creature passes
allowing only users with permission access through the entryway or reaches into your
inside. container
(12c) Special Adjustment: Trapped
Type: Change, Space As an IFU, you may cause the doorway to shut
Cost: +30 mana and become locked, and will only be opened
Range: Touch by dealing 300 points of damage. If there
Duration: 1 day is no door in place due to the enchantment
On Hit Enchant: None being placed on an archway or other open
Passive Enchant: +5 Lockpicking skill portal, a steel door will materialize. This does
not affect containers.
Base Success: You may choose any
container, archway, or doorway no larger than IDENTIFY
5m high and 5m wide, and seal it off from all This spell allows the caster to learn the magical
entrants. The opening is not locked, however workings of a particular object, or effects currently
any creature attempting to walk through will on an individual.
find a relatively simple empty room or container
on the other side. You may design this space Type: Change, Enhancement
however you like, but it must not contain any Cost: 10 mana
harmful effects. (Traps, pitfalls, spiked walls, Range: Touch
etc.) Duration: Instant
That room will be unable to be destroyed On Hit Enchant: None
by any means, although objects you create inside Passive Enchant: +5 Appraisal skill
will. In addition, the room may not have an exit
other than the one used by the duped individual. Base Success: You concentrate on an object for
Any doors or windows in your created room the phase, learning any relevant parameters. (Spell
will be sealed and unable to be opened by any that created it, magical effects it causes, charges
means. You may choose to grant normal access remaining, etc.) You may touch a creature to learn
through this entryway to another creature as an any effects currently on the target.
IFU action. Should a hostile creature decide to
break down the wall surrounding the entryway (10c) Special Adjustment: Origins
from the outside, they will be able enter the You will learn the name of the caster who
actual room as normal, as this spell only alters created the item or effect
the entry point itself. (25c) Alternate Base Success:
cce Dispel Magic
The simple room created is in a different (45c) Alternate Base Suc
Success:
ucceess Void Sphere
point in space, and so any creatures inside
may not see or interact with anything inside
the actual room or container. Only those with
magical aid such as an Identify or Truesight spell
will be able to determine what is happening,
although creatures watching individuals with
access run through a door only to subsequently
find that room become empty will have an idea.
You may choose to reverse the effect,
and instead enter your false room through
the entryway, using it as a safe space from
aggressors. Access to this false room may be
granted to others as an IFU action.

296
6
DISPEL MAGIC JUMP
Once mastering the ability to identify spells This enhancement grants a creature the ability
and effects, the caster is now able to unwind the to jump great distances in a single bound.
power that made them.
Type: Change, Enhancement
Type: Change, Transformation Cost: 10 mana
Cost: +10 mana Range: Touch
Range: 20m Duration: 2 phases
Duration: Instant On Hit Enchant: None
On Hit Enchant: Removes 1 magical effect as per spell Passive Enchant: +5 Climbing skill
Passive Enchant: None
Base Success: The target has their jump
Base Success: You remove a single magical distance tripled for the duration. This does not assist
effect from a creature, place, or object that was the target in landing in any way.
created with an ATR of 24 or lower. Legacy based
effects and objects gain +20 to their ATR for the (2c) Duration Adjustment: +1 phase
purposes of Dispel Magic. (5c) Special Adjustment: Leap
Jump distance is quadrupled
(1c) Strength Adjustment: +1 to ATR able (10c) Special Adjustment: Bound
to be dispelled Jump distance is quintupled
(8c) Special Adjustment: Unwind (15c) Special Adjustment: Vault
You may remove an additional
al eeffect
onal ffectt Jump
Ju pa att 8x jjump
u p di
um distance
d sttan
ance
ce
(20c)
(20c
(2 Special
0 ) Sp Adjustment:
pecial Adju just
stme
m nt: Surge
Surge
VOID SPHERE Jump
Ju mp aatt 1
10x
0x jump
mp ddistance
istanc
ncee
The final tier of magical
c l contro
ca control
ol of
offers
ffe
ferrs one
n
ne (25c)
((225c Special
5 ) Sp pececia Adjustment:
iall Ad
Adju
just
stme
mentnt:: Touch
Toouch Thehe Sky
Th Sky
last layer of protection—area-wide
are
r a-wide pprevention.
reve
vent
n io
nt on. Jump at 20
Ju 20x jujump distance
p dissta
tance
((25c)
(2 Alternate
5c)) Al
Alte ern
rnat Base
ate Ba eSSuccess:
uccce
cesss : Slow Fall
ss
nsforma
mation
Type: Change, Space, Transformation (45c)
(45c
(4 5c) Al
Alt
Alternate
ternate BaBase
see Suc
Success:
ucce
cce
ess
ss:: Flight
Cost: +30 mana
Range: 50m
Duration: 5 phases
On Hit Enchant: Removess all ma
magi
magical
giccal effects
ef s
as per Dispel Magic spell
Passive Enchant: None

Base Success: You create create a 50m wide i


bubble of negative energy erg
rgy which
whic
wh ich
h makes
m kes
ma
spellcasting difficult. All cr
creatures wi w
within
tth
hin
i tthe he
bubble receive -8 to all spell
ll A
ATs
Ts and m must
usst spsspend
end
en d
10 additional mana for every
veery
ry sspell
p ll ccast.
pe ast.
t Iff th tthey
ey
cannot pay this cost, the spell
pell fizzles.

(1c) Size Adjustment: +2m 2m wide


(1c) Duration Adjustment:nt: +1 phas
phase
asee
(1c) Strength Adjustment: nt: +2 ma mana cost
per spell
(1c) Strength Adjustment:
ment: -1 1 spel
spellll ATT
penalty
(10c) Special Adjustment:nt: Lo
Lockdown
ock
ckdown
Creatures must succeed on contested
n a co
cont
ntes
este Magic
ted Ma
M gicc
gi
AT against the ATR which hichh ccreated
reat
re ateed VoVoid
oid
Sphere in order to cast anyy sp
spell.
pelll.

297
2 97
SLOW FALL (10c) Speed Adjustment: You move at triple
By slightly altering the effects of Jump, you base movement
are able to work its magic in reverse. This grants (15c) Speed Adjustment: You move at
the ability to slowly drift toward the ground from quadruple base movement
great height, without worry of injury.
NIGHT VISION
Type: Change, Enhancement This spell confers upon the caster the ability to
Cost: +5 mana see in low light conditions.
Range: Touch
Duration: 3 phases Type: Change, Enhancement, Transformation
On Hit Enchant: None Cost: 10 mana
Passive Enchant: Slow Fall, +15 process difficulty Range: Self
Duration: 5 phases
Base Success: The target has any descent On Hit Enchant: None
slowed to a moderate pace, gliding back to the Passive Enchant: Night Vision, +10 process diff.
earth at 10m per second. They will land safely
and on their feet. If the effect ends while in mid- Base Success: You are able to see normally in
air, they will immediately begin to fall at full complete darkness. Your eyes will glow a faint blue
speed. for the duration.

(1c) Duration Adjustment: +1 phase (1c) Duration Adjustment: +1 phase


(5c) Special Adjustment: Glide (5c) Special Adjustment: Color Shift
You may control direction and move 3x your Your eyes may glow any color you choose
height in distance as you descend (10c)Special Adjustment: Stealthy
(10c) Special Adjustment: Hover You may remove the glow from your eyes
You may stop descending at will (25c) Alternate Base Success: Clairvoyance
(45c) Alternate Base Success: Truesight
FLIGHT
By combining time and space energies, this CLAIRVOYANCE
enchantment allows the affected individual By manipulating space, the caster is able to
fly through the air at great speed. extend their vision well beyond normal bounds.

Type: Change, Enhancement, Time, Space Type: Change, Space, Enhancement


Cost: +20 mana Cost: +10 mana
Range: Touch Range: 2000m
Duration: 10 phases Duration: 5 phases
On Hit Enchant: Flying creatures up to large On Hit Enchant: None
size lose Flight for 2 phases Passive Enchant: +5 Tracking skill
Passive Enchant: Flight, +30 process difficulty
Base Success: You may shift your vision to
Base Success: The target can fly at double a point within range, observing the area freely
base movement for the duration. If the for the duration. The point must be in a place
ability ends while still in the air, the target you have previously visited, or in a recognizable
immediately begins to drop and take falling area, such as behind a wall or door, or a place
damage as normal. They may carry no more you have somehow seen (perhaps on a map or in
than if they were on land. a painting). During this time your body retains
its other senses. Those able to see invisibility
(1c) Duration Adjustment: +1 phase or spirits will be able to observe your spectral
(5c) Special Adjustment: Savior form hovering in the air, however they may not
You can carry another individual up to large interact in any way.
size without burden

298
8
(1c) Range Adjustment: +1000m (1c) Duration Adjustment: +1 phase
(1c) Duration Adjustment: +1 phase (6c) Strength Adjustment: -1 penalty
(10c) Special Adjustment: Clairaudience (10c) Special Adjustment: Mana Leak
You may hear sounds at the targeted location The target’s spell costs an additional 5 mana
(but no longer around your body) (25c) Alternate Base Success: Jumbled Spell
(45c) Alternate Base Success: Backlash
TRUESIGHT
This variation grants the caster the ability JUMBLED SPELL
to see things as they truly are. Further disrupting their target’s connection
to magic, the caster forces a completely random
Type: Change, Enhancement, Transformation spell to form when their victim performs their
Cost: +20 mana next cast.
Range: Self
Duration: 5 phases Type: Change, Transformation
On Hit Enchant: None Cost: +15 mana
Passive Enchant: Truesight, +30 process difficulty Range: 20m
Duration: 10 phases
Base Success: You may see in total On Hit Enchant: Jumbled as per spell
darkness. Naturally hidden creatures glow Passive Enchant: None
faintly to you, revealing their presence. You are
able to pierce magical invisibility and illusory Base Success: The target becomes jumbled
effects of ATR 44 or lower. Legacy abilities gain and their next spell cast changes at random into
+20 to their ATR for the purposes of piercing a different spell that they know. The target of
their effects. the original cast remains the same. If the target
chosen is beyond the base range of the spell, the
(1c) Strength Adjustment: +1 to ATR able spell will be released at its maximum range in
to be seen that direction. Area of effect spells will spawn
(1c) Duration Adjustment: +1 phase with their center on the target that was chosen.
(5c) Special Adjustment: Ethereal Sight Spells released inappropriately (a Telepathy spell
You are granted vision of spirits on oneself, a Resurrection spell on a living target,
(10c) Special Adjustment: Detect Lie a Heal spell cast at the ground) will simply fizzle
You are able to detect when someone is lying out and have no effect. If the target knows no
to you other spells they suffer a -10 AT penalty to the
current spell.
SHIFTING COMPOSITION
This unusual Change spell alters the target’s (1c) Duration Adjustment: +1 phase
connection to magic, causing them some confusion (10c) Special Adjustment: Funnel
when attempting to cast their next spell. The spell must be from the same Legacy type
(15c) Special Adjustment: Twist
Type: Change, Transformation The spell must be from a different Legacy type.
Cost: 15 mana
Range: 20m
Duration: 10 phases
On Hit Enchant: Confused as per spell
Passive Enchant: +5 Performance skill

Base Success: The target is confused and their


next spell AT taken receives a -2 penalty.

2
299
BACKLASH (25c) Alternate Base Success: Traceless
Warping magic around the target to this degree (45c) Alternate Base Success: Invisibility
has extreme effects, causing the next hostile spell cast
to duplicate and hit the caster as well. TRACELESS
By focusing on the elimination of more than
Type: Change, Space, Transformation just sound, the caster becomes magically shielded
Cost: +25 mana from tracking and observation.
Range: 30m
Duration: 10 phases Type: Change, Transformation
On Hit Enchant: +5 Impact DMG Cost: +5 mana
Passive Enchant: None Range: Self
Duration: 3 phases
Base Success: The target suffers from backlash On Hit Enchant: None
and their next single target hostile spell cast is cast Passive Enchant: +5 Stealth skill
both against themself and their intended target. Mind
spells that involve issuing a command or domination Base Success: All physical and mystic
of any type instead cause 50 Damage (Mind) to the evidence of your presence is masked. This
original caster instead of their normal effects, as the increases the difficulty of any AT made to
magic causes a devastating feedback loop. Effects on find, track or scry upon you increased by 20.
their intended target are not changed. Additionally, no physical evidence of any kind
will remain from any of your actions while under
(1c) Duration Adjustment: +1 phase the effect of Traceless. Fingerprints, hair, and
even blood will all vanish shortly after leaving
SILENCE your body.
This enchantment renders an area unable
to generate any sound. This includes movement, (1c) Duration Adjustment: +1 phase
speaking, spell effects, and the like. (3c) Strength Adjustment: +1 Difficulty to
detection ATs
Type: Change, Transformation (15c) Special Adjustment: Phantom
Cost: 15 mana Any non-Legacy bearing creature who
Range: 20m witnesses you while Traceless is active will
Duration: 3 phases forget they saw you once removed from line
On Hit Enchant: None of sight
Passive Enchant: +5 PRO (Sonic)
INVISIBILITY
Base Success: A circular area 5m wide centered This spell renders a target or object
at a point within range is prevented from making any invisible. While invisible, the user may move
sound. The area may be centered on a moving target, and act freely, but attacking, using an ability,
and will move with the target. Targets inside the area or casting a spell will cause the effect to end.
are immune to Sonic damage.
Type: Change, Transformation
(2c) Range Adjustment: +1m Cost: +5 mana
(2c) Duration Adjustment: +1 phase Range: Touch
(2c) Size Adjustment: +1 meter wide Duration: 5 phases
(18c) Special Adjustment: Squelch On Hit Enchant: None
If Silence is centered on a target, that target’s Passive Enchant: Invisibility, +35 process
spells, attacks and abilities which leave the difficulty
area of effect remain silent. For example: an
Arcane Burst cast by the target leaving the area Base Success: The target fades from sight.
of effect will hit its target and explode silently. All possessions worn or carried by an individual
(Although the scream of the victim will be are also made invisible.
heard)

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(3c) Duration Adjustment: +1 phase (3c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: An additional (3c) Strength Adjustment: +1 Reaction
target that you can touch is turned invisible. bonus
This may be purchased more than once (10c) Special Adjustment: Fleet of Foot
(15c) Special Adjustment: Stalker Base movement is tripled
Attacking, using an ability, or casting a spell (20c) Special Adjustment: Blur
will not break the invisibility You gain a second Free physical action

SPEED QUICKEN
This spell increases the movement speed of a The caster increases their speed to profound
target. A Slow spell will nullify this effect. levels, making the world around them seem
to move at a slower pace.
Type: Change, Time, Enhancement
Cost: 15 mana Type: Change, Time, Enhancement
Range: Touch Cost: +20 mana
Duration: 10 phases Range: Self
On Hit Enchant: +5 Time DMG Duration: 5 phases
Passive Enchant: +5 PRO (Time) On Hit Enchant: -5 PRO (Time) for 2 phases
Passive Enchant: +1 to Time based spell ATs
Base Success: The target’s movement speed is
doubled. Base Success: You receive a +10 bonus
to Reaction, +25 Evasion, and have your total
(3c) Duration Adjustment: +1 phase multiple opponent penalty reduced by 10 (To a
(10c) Special Adjustment: Traveler maximum of 0).
Duration is increased to 1 hour
(15c) Special Adjustment: Fleet of Foot (2c) Strength Adjustment: +1 Reaction
Base movement is tripled (2c) Strength Adjustment: +1 Evasion
(25c) Special Adjustment: Strider (5c) Duration Adjustment: +1 phase
Move at 5x movement speed
(25c) Alternate Base Success: Haste
(45c) Alternate Base Success: Quicken

HASTE
The caster alters the flow of time around a
target, causing them to respond more quickly. A
Slow spell will nullify this effect.

Type: Change, Time, Enhancement


Cost: +10 mana
Range: 10m
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: Haste, +20 process difficulty

Base Success: The target receives a +4


bonus to Reaction, and the first physical action
taken in a phase is considered a Free action. In
addition, their base movement is doubled.

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TRIP WARD Base Success: The target is slowed and
An invisible trip wire is placed across an receives a -4 penalty to Reaction and any physical
entryway or hallway. When crossed, the trespasser’s action taken incurs a multiple action penalty as
movement is slowed and the caster alerted to their if they were taking one additional action within
presence. the phase. (Although they may cast spells or use
Legacy abilities that do not require movement
Type: Change, Time, Summoning as normal.) In addition, their base movement is
Cost: 15 mana halved.
Range: Touch
Duration: 1 day (5c) Duration Adjustment: +1 phase
On Hit Enchant: Net as per special adjustment (5c) Strength Adjustment: -1 penalty to
Passive Enchant: None Reaction
(10c) Special Adjustment: Turtled
Base Success: An invisible ward is placed on Base movement is reduced to 1/3
the ground, guarding an entryway or hallway. Any (20c) Special Adjustment: Snailed
creature that walks past the ward is slowed to ½ their Targets gain a second action penalty,
movement speed and the caster is alerted to their increasing to -15 to perform a single physical
presence. action

(1c) Duration Adjustment: +1 day REWIND


(5c) Special Adjustment: Alarm The caster briefly reverses time, returning
A loud alarm sound of your choosing will a target to their prior place in time and space.
emanate from the ward until you choose to
deactivate it Type: Change, Time, Space
(10c) Special Adjustment: Net Cost: +20 mana
Any movement boosting effects on the creature Range: 10m
are suspended for 5 phases Duration: Instant
(20c) Speed Adjustment: Freeze On Hit Enchant: None
The creature is stopped in place for 5 phases. Passive Enchant: +1 to Time type spell ATs
Any hostile action taken towards it immediately
cancels this effect Base Success: The target is rewound and
(25c) Alternate Base Success: Slow instantly teleported to the physical location they
(45c) Alternate Base Success: Rewind were one phase prior to your turn. If this would
place the target inside physical obstruction, they
SLOW instead arrive in the nearest unobstructed space.
The caster alters the flow of time around a
target, causing them to respond more slowly. For (10c) Special Adjustment: Loop
the victim, the world seems to move at a pace Rewind gains a duration of 2 and at the start
impossible to catch. A Haste spell will cancel this of your turn in each subsequent phase, the
effect. effect of Rewind occurs again as if freshly
cast with no CAP adjustments
Type: Change, Time, Enhancement
Cost: +5 mana
Range: 10m
Duration: 3 phases
On Hit Enchant: Slow as per spell
Passive Enchant: None

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ELEMENTS SPELLS NOVA
Re-establishing control over the energy
ARCANE BLAST allows you to form a delayed blast of Arcane
The caster blasts a wave of concentrated magical power. A large mass of concentrated Arcane
energy at the target. energy shoots out from your hand, exploding
the following phase.
Type: Elements, Arcane
Cost: 10 mana Type: Elements, Arcane
Range: 20m Cost: +20 mana
Duration: Instant Range: 50m
On Hit Enchant: +5 Arcane DMG Duration: Instant
Passive Enchant: +5 PRO (Arcane) On Hit Enchant: -5 PRO (Arcane) for two phases
Passive Enchant: +1 AT bonus to Arcane spells
Base Success: The target takes 10 Damage
(Arcane) and loses 5 stamina. Base Success: You place an arcane bomb
at a point within range. It appears as a 1m wide
(1c) Range Adjustment: +1m glowing white ball with a blue tinge. On your
(2c) Damage Adjustment: +1 Arcane turn on the next phase, it explodes, dealing 60
(2c) Damage Adjustment: +1 Stamina lost damage (Arcane) and 15 stamina loss to all
(8c) Special Adjustment: Daze creatures and structures within 20m, knocking
The extreme burst causes the target to be back all creatures 10m away from the center of
disoriented and suffer a -2 penalty to all ATs the explosion.
for one phase
(25c) Alternate Base Success: Cascade (1c) Range Adjustment: +1m
(45c) Alternate Base Success: Nova (1c) Damage Adjustment: +2 Arcane
(1c) Damage Adjustment: +1 Stamina lost
CASCADE (10c) Special Adjustment: Precision
Loosening the grip on Arcane energy allows You may choose to detonate the blast up to
for a multitude of bursts to emanate from your 5 phases after placement
person, although directing them is impossible.
BARRAGE
Type: Elements, Arcane Fractured pieces of earth and stone lift from the
Cost: +10 mana ground before the caster and speed towards a target,
Range: 20m bombarding them at high velocity.
Duration: 3 phases
On Hit Enchant: Daze as per special adjustment Type: Elements, Earth
Passive Enchant: +5 Arcane DMG to Arcane type spells Cost: 15 mana
Range: 15m
Base Success: Each phase, a random Duration: Persistent
opponent within 20m is struck by three Arcane On Hit Enchant: +5 Impact DMG
missiles, each dealing 15 Damage (Arcane) and Passive Enchant: +5 ARM (Impact)
3 Stamina loss. You may not cast Cascade again
until its duration has expired. Base Success: The target takes 10 Damage
(Impact) and is hindered, suffering -3 AGI and -3
(1c) Range Adjustment: +1m PER. Barrage may be maintained by paying 5 mana
(1c) Damage Adjustment: +1 Arcane per missile at the start of a subsequent phase. If maintained, the
(2c) Damage Adjustment: +1 Stamina lost target continues to suffer the penalty to AGI and PER,
per missile as well as taking damage again during the caster’s
(8c) Special Adjustment: Daze turn. AGI and PER may not be brought below 1 in
The burst causes the target to be disoriented this manner.
and suffer a -2 penalty to all ATs for one phase
(15c) Duration Adjustment: +1 phase

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(1c) Range Adjustment: +1m Digging out of the earth is a persistent
(2c) Damage Adjustment: +1 Impact action that requires a STR AT against a difficulty
(8c) Damage Adjustment: -1 to AGI and PER of 20 and an accumulation of 10 CAP.
(25c) Alternate Base Success: Boulder
(45c) Alternate Base Success: Fissure (1c) Range Adjustment: +1m
(1c) Damage Adjustment: +2 Impact
BOULDER (10c) Damage Adjustment: Crushed
A large portion of rock tears free from the If the target succeeded their Evasion AT, their
earth before the caster and hurls itself at a target. lower legs are crushed, making standing or
movement requiring legs impossible. If they
Type: Elements, Earth failed their Evasion AT, their chest is so
Cost: +10 mana compressed they suffocate even faster, losing
Range: 15m twice as much Stamina every phase
Duration: Instant
On Hit Enchant: None BURN
Passive Enchant: Immunity to knockback effects The caster shoots a torrent of fire out from their
fingertips, burning a target.
Base Success: The target takes 25 Damage
(Impact) and must succeed in a constested Type: Elements, Fire
Evasion AT against Boulder’s ATR or be knocked Cost: 10 mana
prone. Creatures greater than large size are Range: 10m
immune to this effect. Duration: Instant
On Hit Enchant: +5 Fire DMG
(1c) Range Adjustment: +1m Passive Enchant: +5 PRO (Fire)
(1c) Damage Adjustment: +1 Impact
(20c) Damage Adjustment: Shatter Base Success: The target takes 15 Damage
A limb is crushed, becoming useless until (Fire).
healed by magical means
(1c) Range Adjustment: +1m
FISSURE (2c) Damage Adjustment: +1 Fire
The ground beneath the target quickly (8c) Special Adjustment: Scorch
tears open, swallowing them, and crushing their Target takes +10 Damage (Fire) from
body. subsequent Fire sources for 2 phases. This effect
does not stack
Type: Elements, Earth (25c) Alternate Base Success: Immolate
Cost: +10 mana (45c) Alternate Base Success: Explode
Range: 20m
Duration: Instant IMMOLATE
On Hit Enchant: -5 ARM (Impact) for two phases Deadly fire emerges from under a target,
Passive Enchant: +1 to Earth type spell ATs burning them and setting them ablaze.

Base Success: The target takes 25 Damage Type: Elements, Fire


(Impact) and must succeed in a contested Cost: +10 mana
Evasion AT vs Fissure’s ATR or be trapped in Range: 10m
the earth. If successful, they only have their Duration: 4 phases
lower body pinned by the earth. This incurs a On Hit Enchant: Ablaze as per spell
-8 penalty to any AT that requires movement, Passive Enchant: +5 Fire DMG to Fire spells
and the target may not move from their current
location. If failed, they are swallowed by the
earth and become buried. This leaves them
unable to move or breathe, and they will
suffocate if not freed from the earth.

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Base Success: The target takes 30 Damage EXPLODE
(Fire), and is set Ablaze, taking 5 Damage (Fire) The caster shoots a concentrated charge of
for the next 4 phases. magical fire into the target’s chest, burning them
upon entry and exploding the following phase.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Fire Type: Elements, Fire
(2c) Damage Adjustment: +1 Fire to Ablaze Cost: +15 mana
(8c) Special Adjustment: Scorch Range: 15m
The target takes +10 Damage (Fire) from Duration: Instant
subsequent Fire sources for 2 phases. This On Hit Enchant: -5 PRO (Fire) for two phases
effect does not stack Passive Enchant: +1 AT bonus to Fire spells
(8c) Special Adjustment: Wildfire
+2 phases to Ablaze duration Base Success: The target takes 50 Damage
(Fire). At the start of the next phase, the target
erupts with fire, dealing 30 Damage (Fire) to
himself and all opponents within 5m.

(1c) Range Adjustment: +1m


(1c) Damage Adjustment: +2 Fire
(1c) Damage Adjustment: +2 Fire to Erupt
(5c) Special Adjustment: Scorch
The target takes +10 Damage (Fire) from
subsequent Fire sources for 2 phases. This
effect does not stack
(15c) Special Adjustment: Bombard
Target erupts a second time on the phase
following the first eruption

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CIRCLE OF FIRE FIREBALL
The caster may surround a target with a wreath The caster creates a sphere of flame that
of flames that burns anyone who approaches shoots towards a location, exploding on impact.
them.
Type: Elements, Fire
Type: Elements, Fire Cost: +20 mana
Cost: 10 mana Range: 30m
Range: 5m Duration: Instant
Duration: 5 phases On Hit Enchant: -5 PRO (Fire) for 2 phases
On Hit Enchant: Ignore up to 5 PRO (Fire) Passive Enchant: Fire Aura 2m, 5 DMG
Passive Enchant: +5 PRO (Fire)
Base Success: A an orb of molten rock and
Base Success: An immobile wreath of flame fire explodes in a 10m radius around a point
circles a target chosen within range in a 1m radius. chosen within range. Targets in the area of
Anyone coming into contact with the wreath suffers effect take 70 Damage (Fire). Targets may roll
10 Damage (Fire). an Evasion AT to reduce the damage by the ATR.

(1c) Range Adjustment: +1m (1c) Range Adjustment: +10m


(2c) Damage Adjustment: +1 Fire (1c) Damage Adjustment: +2 Fire
(5c) Size Adjustment: +1m to wreaths radius (15c) Special Adjustment: Melt
(15c) Special Adjustment: Cloak Targets struck by Fireball suffer Wound
Circle of Fire instead wraps your target in fire, Points equal to the Impact ARM value of any
moving with the target metal based armor they are wearing for 3
(25c) Alternate Base Success: Firefly phases unless the armor is removed
(45c) Alternate Base Success: Fireball
GUST
FIREFLY A powerful gust of air is created which strikes a
The caster creates a small dragonfly made of target, knocking them backwards.
fire who will lash out at any target the cast strikes
with fire damage. Type: Elements, Air
Cost: 15 mana
Type: Elements, Fire Range: 15m
Cost: +10 mana Duration: Instant
Range: Self On Hit Enchant: +5 Impact DMG
Duration: 5 phases Passive Enchant: +1 movement speed
On Hit Enchant: None
Passive Enchant: +5 Fire DMG to Fire spells Base Success: The target takes 10 Damage
(Impact) and is knocked back 10m. The target takes
Base Success: A firefly appears over your a STR AT to reduce the distance knocked back by the
shoulder, darting out to strike any target you deal ATR (in meters).
Fire damage to. Each time you deal Fire damage,
the same target is struck by the Firefly for 10 (1c) Range Adjustment: +1m
damage (Fire), ignoring up to 20 PRO (Fire). (2c) Damage Adjustment: +1 Impact
(5c) Strength Adjustment: +1 meter knockback
(2c) Damage Adjustment: +1 Fire (15c) Special Adjustment: Controlled Burst
(2c) Duration Adjustment: +1 phase You may choose the direction the target is
(8c) Special Adjustment: Burrow pushed by the knockback portion of this spell
Firefly strikes once, after which it burrows into (25c) Alternate Base Success: Cyclone
the flesh of the target struck, remaining there (45c) Alternate Base Success: Tornado
until its duration expires. At the start of each
phase after the initial strike, the target suffers
Firefly’s damage ignoring up to 40 PRO (Fire)

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CYCLONE Base Success: A mini-tornado forms at
The caster calls forth violent winds to surround a point within range. The tornado destroys
and batter their target. everything in its path, tearing through structures
and tossing creatures and debris through the
Type: Elements, Air air. The base of the tornado is 15m wide and
Cost: +15 mana it travels at a speed of 10m per phase. Any
Range: 20m creature caught inside suffers the effects of
Duration: Special Cyclone, including creatures up to Huge size.
On Hit Enchant: None
Passive Enchant: Immunity to knockback effects (1c) Range Adjustment: +1m
(1c) Damage Adjustment: +2 initial
Base Success: The target is thrown 10m into Damage (Impact)
the air, immediately taking 20 Damage (Impact) (15c) Special Adjustment: What Goes Up
from the blast. The target is then held above the Instead of being held in the air for two
ground for the following phase, unable to act, phases, the target takes initial damage and
as a deadly vortex of wind batters them for an is thrust 20m into the air, and the spell ends.
additional 20 Damage (Impact). At the beginning Creatures unable to slow their fall take 100
of the next phase, the target falls to the earth, Damage (Impact) from the drop. (Huge
taking 50 Damage (Impact) from the drop. While targets and smaller only).
suspended by the vortex, outside forces may not
interact with the target. Creatures bigger than HARDEN
Large size are not thrown into the air and may The caster’s skin hardens and takes on a greyish
be interacted with normally, but are still blasted pallor, enhancing their toughness. In addition, this
by winds, taking the Impact damage of the spell. provides a minor boost in strength, accompanied by
a loss in speed.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 initial Damage Type: Elements, Earth, Protection
(Impact) Cost: 15 mana
(25c) Special Adjustment: What Goes Up Range: Self
Instead of being held in the air for a phase, Duration: 5 phases
the target takes initial damage and is thrust On Hit Enchant: None
15m into the air, and the spell ends. Creatures Passive Enchant: +5 ARM (Slashing)
unable to slow their fall take 75 Damage
(Impact) from the drop. (Large targets and Base Success: You gain +10 ARM (All),
smaller only) +1 STR, -2 AGI.

TORNADO (1c) Duration Adjustment: +1 phase


The final evolution of Gust summons forth (8c) Strength Adjustment: +1 ARM (All)
a powerful Tornado which ravages the area. (12c) Strength Adjustment: +1 STR
(20c) Special Adjustment: Craggy
Type: Elements, Air Successful weapon strikes made against you
Cost: +35 mana take a CT 20%. Upon success, the weapon
Range: 60m breaks. This has no effect on magical weapons
Duration: 10 phases (25c) Alternate Base Success: Crust
On Hit Enchant: 25% CT to knock prone, up (45c) Alternate Base Success: Earth Spike
to large size
Passive Enchant: Ranged Weapon Only: +5
Speed

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CRUST Attackers may roll an Evasion AT to reduce
This evolved version of Harden creates a the damage by the ATR. Once per phase as an
dense layer of earth that surrounds the caster’s IFU action, you may either:
flesh, absorbing incoming physical damage. Being
struck while under the effects of Crust causes bits SPIKE
of earth and rock to crumble and fragment off, Impale a target within 30m with an earthen
however the caster remains unharmed. spike which shoots forth from the ground,
dealing 50 damage (Piercing). Targets may
Type: Elements, Earth, Protection roll an Evasion AT to reduce the damage by
Cost: +10 mana the ATR.
Range: Self
Duration: 3 phases GUARD
On Hit Enchant: None Cause a giant earthen hand to spring up in
Passive Enchant: +5 Mining skill front of a target within 30m. This will negate
up to 100 points of incoming damage of any
Base Success: You gain an earthen crust type. Damage in excess of 100 will pass
which absorbs 100 points worth of incoming through to the target.
physical damage. Armor values are not applied This can only be used reactively to prevent a
to this incoming damage. Magical damage is successful strike or spell. Once the damage is
not affected. When this amount has been fully prevented, the hand immediately sinks back
absorbed, the spell ends. into the earth.

(1c) Duration Adjustment: +1 Phase (1c) Damage Adjustment: +1 Piercing to


(5c) Strength Adjustment: +20 damage Spikes
absorbed (3c) Strength Adjustment: +20 damage
(10c) Special Adjustment: Earthbound absorbed by Crust and Guard
You may not be knocked back, up, or down (5c) Duration Adjustment: +1 Phase
while this is in effect (6c) Special Adjustment: Earthbound
You may not be knocked back, up, or down
EARTH SPIKE while this is in effect
This spell further enhances the caster’s
control over the earth, causing a giant earthen ICE SHIELD
spike to protrude from their body when struck. The caster causes the moisture in the air to
The caster also gains some control over the solidify into an icy shield, roughly the size of a heater
ground nearby, allowing him to cause earthen shield.
hands to rise forth from the ground, protecting
him or his allies. Type: Elements, Water, Protection
Cost: 10 mana
Type: Elements, Earth, Protection Range: Self
Cost: +25 mana Duration: 10 phases
Range: Self On Hit Enchant: +5 Cold DMG
Duration: 3 phases Passive Enchant: +5 PRO (Cold)
On Hit Enchant: +5 Piercing DMG
Passive Enchant: +1 to Earth type spell ATs Base Success: A square, icy shield forms in your
off-hand with the following stats:
Base Success: You are covered in a layer
of earth as per Crust, which absorbs 200 points Weight: 5kg
worth of physical damage. When struck in melee Block: 6
combat, a large earthen spike will spring toward Cover: 12
the attacker, dealing 50 damage (Piercing). PRO (All): +8
PRO (Fire, Celestial): +12
PRO (Cold): +20

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(1c) Duration Adjustment: +1 phase Base Success: You cause your Ice Shield or
(4c) Strength Adjustment: +1 PRO (Cold) Tomb to explode, causing the following effects:
(10c) Strength Adjustment: +1 PRO (Fire,
Celestial) Ice Shield: The shield explodes outwardly
(15c) Special Adjustment: Temperature Control towards an opponent you choose within 30m,
You are immune to the negative effects of hitting them with a blast of ice. This deals 40
extreme temperatures while holding the shield damage (Cold), and slows their movement
(25c) Alternate Base Success: Tomb speed by ½ for 1 phase.
(45c) Alternate Base Success: Shatter
(1c) Damage Adjustment: +2 Cold
TOMB (1c) Range Adjustment: +1m
This more powerful adjustment of Shield (15c) Special Adjustment: Shear
freezes a target in a block of ice that incapacitates Shards of ice slice the opponent, causing bleed (5)
them in exchange for mighty defense.
Tomb: Ice shards spray in all directions, dealing
Type: Elements, Water, Protection 50 Damage (Cold) to all enemies within 30m.
Cost: +15 mana Victims make make an Evasion AT to reduce the
Range: Touch damage by the ATR.
Duration: 2 phases
On Hit Enchant: None (1c) Damage Adjustment: +2 Cold
Passive Enchant: +5 Cold DMG to Water type spells (1c) Range Adjustment: +1m

Base Success: The target is tombed and IMBUE


surrounded by an ice barrier with 200 Health. With this spell the caster may imbue a small
During this time they are unable to act, and cannot stone with magical energy. Creatures holding the
be affected by damage or effects. The barrier may stone will gain benefits to a particular magic type.
be destroyed, and takes double damage from Fire
and Celestial sources. If the final strike on the Type: Elements, Arcane
barrier exceeds the total remaining Health of the Cost: 10 mana
barrier, the excess damage is dealt to the trapped Range: Touch
individual. When the duration expires, the barrier Duration: 1 day
melts away. On Hit Enchant: None
Passive Enchant: +1 to a chosen spell type’s ATs
(2c) Strength Adjustment: +10 Health
(10c) Duration Adjustment: +1 phase Base Success: You choose a magical sub-type
(10c) Special Adjustment: Defrost and infuses it into a small stone. The stone must be
You may end the duration at any time as an at least the size of a marble, and you must know a
IU action spell which uses the type of magic you wish to infuse.
Creatures holding the stone on their person gain a
SHATTER +1 AT bonus to casting a spell of that type. Stones
With a subtle change to the stability of the granting the same magical bonus do not stack.
ice, the caster may cause it to explode, turning
these barriers into offensive weapons. Shatter (5c) Duration Adjustment: +1 day
may be cast while affected by Tomb, and may be (12c) Strength Adjustment: +1 AT bonus
used on Tombs created by other casters. (8c) Special Adjustment: Tailor
The bonus may be imbued into an article of
Type: Elements, Water clothing
Cost: +25 mana (25c) Alternate Base Success: Mana Gem
Range: 30m (45c) Alternate Base Success: Spellstone
Duration: Instant
On Hit Enchant: -5 PRO (Cold) for 2 phases
Passive Enchant: +1 to Water type spell ATs

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309
MANA GEM Infusing the gem: Once Spellstone has
This alteration to imbuing allows the caster prepared the gem, you may cast any spell,
to store mana into a precious gem, granting a placing it into the gem. Record the ATR used to
small reserve when needed. cast this spell.
Appearance: The color and brightness
Type: Elements, Arcane of the gem will change based upon the spell
Cost: 5 mana + amount transferred infused. Gems infused with Elements magic
Range: Touch will glow red. Those infused with Calling will
Duration: 1 week glow green. Change gems glow blue, Light gems
On Hit Enchant: Target loses 1 Mana glow white or yellow, and Dark infused gems
Passive Enchant: +5 Mana are black. Higher ATRs upon creation will cause
the gems to glow much more brightly than lower
Base Success: You transfer up to 30 mana ATRs.
from your own pool into a gem. Pure gems of Using the Spellstone: Any creature may
particularly high value are more receptive to unleash a spell from a Spellstone as an IU action.
holding mana, increasing the amount which can The ATR used for the spell upon its release is the
be transferred based on their value. ATR used when it was placed into the gem. No
mana is consumed upon use. Once the spell is
Gem worth 1 gp: +5 mana released, the gem returns to being ordinary. All
Gem worth 10 gp: +15 mana effects of the spell are determined as though
Gem worth 100 gp: +25 mana the creature cast it themselves, unless they are
Gem worth 1000 gp or more: +50 mana unaware of the spell within.
Spellstone use by uninformed users:
Once created, any caster may drain the mana Creatures coming across Spellstones will have
from the gem as an Instant, Untested action. no knowledge of the spell contained inside
(other than its Legacy) without the use of an
(1c) Duration Adjustment: +1 week Identify spell (and those unfamiliar with magic
(1c) Strength Adjustment: +1 mana in general may not realize their purpose at
transferred all.) Spells may still be released from the gems
(15c) Special Adjustment: Locked by uninformed users. The user has the choice
Only the original caster may drain mana from to direct the spell towards themself, another
the gem. individual, object or area, their effects taking
place whether beneficial or detrimental. Any
SPELLSTONE excess CAP generated by the spell in this case
By mastering the art of magical is lost or spent at the Dreamweavers discretion.
transference, this caster has learned how to If the target chosen is beyond the base range
place a spell directly into a small precious stone of the spell, the spell will be released at its
to be unleashed at any time. The gem must have maximum range in that direction. Area of effect
a value of at least 100gp. spells will spawn with their center on the target
that was chosen. Spells released inappropriately
Type: Elements, Arcane (a Telepathy spell on oneself, a Resurrection
Cost: +15 mana spell on a living target, a Heal spell cast at the
Range: Touch ground) will simply fizzle out and have no
Duration: 1 week effect. The original creator of a Spellstone will
On Hit Enchant: Steals 1 Mana from target always know what spell resides within.
Passive Enchant: None
(1c) Duration Adjustment: +1 week
Base Success: You prepare a precious gem (10c) Special Adjustment: Roulette
to receive a spell. You have 5 phases to cast The color of the gem becomes random
another spell, infusing it into the gem. If no spell (10c) Special Adjustment: Locked
is cast into the gem within 5 phases, Spellstone Only the original creator may release the spell
fades, leaving the gem in its original state. from the gem

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Base Success: The target suffers 30 Damage
(Electricity) and is dazed, suffering a -2 to all ATs
for the remainder of the phase. The bolt jumps to
an additional enemy within 10m, doing one half
damage, rounded up (but does not daze them.)

(1c) Range Adjustment: +1m


(1c) Damage Adjustment: +1 Electricity
(6c) Strength Adjustment: Jumps to one
additional target within 10m. This may be
purchased more than once. Does half damage
of the original bolt

TEMPEST
A large, violent storm is summoned over
the area, striking down upon your enemies
relentlessly. Extreme wind, rain, snow, and hail
SHOCK pours down, making it very difficult to function
The caster reaches out towards a target, shooting in a normal capacity.
electrical sparks which shock and daze them.
Type: Elements, Air
Type: Elements, Air Cost: +40 mana
Cost: 10 mana Range: 100m
Range: 5m Duration: 10 phases
Duration: Instant On Hit Enchant: -5 PRO (Electricity) for 2 phases
On Hit Enchant: +5 Electricity DMG Passive Enchant: +1 to Air type spell ATs
Passive Enchant: +5 PRO (Electricity)
Base Success: A 100m x 100m area is
Base Success: The target suffers 12 Damage blanketed by Tempest. All creatures inside have
(Electricity) and is dazed, suffering a -2 to all ATs for their vision reduced to 10m, suffer a -8 to all
the remainder of the phase. ATs, and take 20 Damage (Impact) per phase.
Ranged weapon use inside the area is made
(1c) Range Adjustment: +1m impossible. At the beginning of each phase,
(2c) Damage Adjustment: +1 Electricity you may choose to strike any target within the
(5c) Strength Adjustment: Disorient area with a lightning bolt, dealing 40 Damage
The target’s next spell cast within 2 phases costs (Electricity).
5 additional mana
(25c) Alternate Base Success: Chain Lightning (1c) Range Adjustment: +1m
(45c) Alternate Base Success: Tempest (1c) Size Adjustment: +10m x 10m size
(1c) Damage Adjustment: +2 Impact
CHAIN LIGHTNING (1c) Strength Adjustment: +2 Electricity to
The caster shoots forth bolts of lightning Lightning bolt.
from their hand that strike the target and jump (5c) Special Adjustment: Whiteout
to nearby enemies. Vision of all creatures inside Tempest is
reduced to 3m
Type: Elements, Air (10c) Special Adjustment: Torrent
Cost: +15 mana Magical effects that allow for Evasion ATs are
Range: 30m also thrown off course, giving targets a +15
Duration: Instant to their Evasion AT to reduce damage
On Hit Enchant: Deals 5 Electricity DMG to the
target and two additional targets within 3m
Passive Enchant: +5 Electricity DMG to Air type spells

3
311
WATER WALKING Extinguish: You send the bubble toward
By uttering a few elemental blessings, the caster a source of flame, where it rains down magical
grants their target the ability to walk atop liquids as water. A 2m wide area of fire may be extinguished
though it were dry land. per phase in this manner. In addition, you may
have the bubble rain water over any large sized
Type: Elements, Water, Enhancement creature or smaller with a Fire Aura, nullifying
Cost: 10 mana its effects while the bubble remains in place. The
Range: 10m bubble may travel no further than 10m away
Duration:10 phases from you.
On Hit Enchant: None
Passive Enchant: +5 Swimming skill (1c) Duration Adjustment: +1 phase
(1c) Strength Adjustment: +1m bubble range
Base Success: The target may walk across any (4c) Strength Adjustment: +1 Bubble
body of liquid, including snow, quicksand, lava, etc,
as though it were solid land. This does not grant WHIRLPOOL
immunity to hostile liquids. For example, walking This final adjustment to Water Walking
across lava will still burn the caster, and walking allows the caster to step into a natural body
across a pool of poison may still transmit ill effects. If of water and emerge via another.
cast while underwater, the user may climb as though
walking up stairs until they reach the surface. Type: Elements, Water, Space
Cost: +30 mana
(1c) Duration Adjustment: +1 phase Range: 20Km
(8c) Strength Adjustment: +1 Additional Duration: Instant
target affected On Hit Enchant: None
(25c) Alternate Base Success: Bubble Passive Enchant: Water Breathing, +15
(45c) Alternate Base Success: Whirlpool process difficulty

BUBBLE Base Success: You step into a natural body


This change to water manipulation creates of water capable of holding your entire body
an encircling water bubble that protects from fire, submerged. You may re-emerge from any other
puts out fires and allows water breathing. natural body of water within range that can hold
your body. You will be able to sense available
Type: Elements, Water locations while submerged, choosing to emerge
Cost : +10 mana at any time within the next 10 phases. During
Range: Self this time you may move and breathe freely in
Duration:10 phases that body of water.
On Hit Enchant: None
Passive Enchant: Water Walking, +10 process difficulty (1c) Range Adjustment: +5km
(10c) Special Adjustment: Unnatural
Base Success: A large water bubble forms, You may step into unnatural or man made
circling around you for the duration. bodies of water (as long as they can contain
Each phase as an IFU, you may choose one your full size).
of the following:

Water Breathing: You call the bubble to


surround your head or an ally’s head, giving
breathable air for as long as it remains.

Water Shield: The bubble expands and


completely surrounds you or an ally, granting
+30 PRO (Fire), and allowing passage through
any non-magical flame unharmed.

312
2
Chapter Eight: Rules
individual concept and mechanic in depth so that
RULES you can properly understand how to use everything
that Dreamscape:Laruna’s rules have to offer when
Role playing games allow people to tell and telling your own stories.
experience great stories in a unique way where each
person involved has a direct effect on the course of HOW IT ALL WORKS
the story through the actions their characters take.
To make sure that every player has a fair shake Any time a character attempts to take an
when attempting to contribute, rules are needed to action where the outcome is in question, the player
adjudicate the result of those character’s actions. is going to make an Ability Test. The Ability Test
In Dreamscape: Laruna, characters are created is made by rolling two ten sided dice—an Over die
and given statistics to show how capable they are at (positive), and an Under die (negative). The results
the things they try to do. The provided rules are then of the two dice are combined and then added to the
used to test these statistics in order to see how well relevant Ability Score in question.
they’ve succeeded at their efforts, if at all. This Ability Score is the rating of the most
Basically, whenever a player tries to do appropriate skill combined with the rating for the
something, dice are rolled to represent how above most relevant Attribute. This result is compared
or below their average performance any particular against a difficulty, which if exceeded will indicate
attempt ends up being. Then, if successful at their success. If success is achieved, the amount by which
attempted action, they are given the ability to explain this difficulty is exceeded will be given to the player
the nuances of how their intent came to fruition. as a form of currency called CAP, which they spend to
Below, we’re going to take a look at each specifically adjust the outcome of their desired action.

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313
ABILITY SCORE rolled a 3 on his white Over die and a 7 on his black
Under die, the result would be a -4 (3 + -7).
The first thing a player must do when their
character wishes to take an action is to determine
what skill they are applying or testing to produce SHATTERS AND CHOKES
that action. Once decided, the player will take their
characters chosen skill rating and combine it with the Normally, the values of the Over die and
most appropriate attribute rating to create an Ability Under die are combined to produce an Over/Under.
Score. But what if the Over and Under dice turn up the
This Ability Score will be used during the same number? When this happens, there are three
process to determine just how successful, if at all, the possibilities.
character’s attempt truly is. Once the proper Ability If both dice show a ten, a “Shatter” has been
Score is determined, the player rolls his dice. produced. This represents a character going above
To generate an Ability Score when using a Base and beyond their normal level of ability and achieving
Skill, the Base Skill Rating is added to the appropriate fantastic success. When a shatter is rolled, the Over/
Attribute. Under for that roll is a 12.
To generate an Ability Score when using an Conversely, if the Over and Under dice both
Advanced Skill, the Advanced Skill Rating is added show a one, the character has choked—a disastrous
to the appropriate Base Skill Rating and appropriate result which sets the Over/Under for that roll to a
Attribute. NEGATIVE twelve (-12).
Other bonuses, such as those provided by Legacy Finally, if the face value of the Over and Under
Ranks, may also apply. dice are the same, but not a one or a ten, the character
has performed exactly in line with their ability and
ROLLING THE DICE their Over/Under is zero.

All die rolls are made using two ten sided dice.
One die, referred to as the “Over” die, represents how ABILITY TEST RESULT
far above (or Over) a character’s base level of ability
they can perform. Similarly, the second die (the The second part of determining any action’s
“Under” die) represents how far beneath (or Under) outcome is combining your Over/Under with your
a character’s base level of ability they can perform. Ability Score. This produces an Ability Test Result
When a roll is required, a player rolls their Over (or ATR).
die and Under die simultaneously to achieve a result Example: Continuing the previous example, Tom
that ranges from -9 to +9. It is important that these has rolled his dice and generated an Over/Under of
dice are distinguishable from one another (such as 4. This Over/Under is added to his Academics (INT)
being different colors) and each die is identified as Ability Score, which is 15. This produces an Ability Test
the Over or Under die before being rolled. When Result of 19.
rolling, the numbers on the face of the Over die are After the Ability Test Result is calculated, this
POSITIVE, and the numbers on the face of the Under ATR is compared to the difficulty of the test to
die are NEGATIVE. determine how successful the attempted action was.
To determine the result of this roll, the player
simply combines the two values (one positive and DIFFICULTY
one negative) and the result is referred to as their
Over/Under. Keep in mind that if the number on the The difficulty of an Ability Test can be derived
Under die is larger than that of the Over die, your in one of two ways. The first method is having it
Over/Under will be a negative value. assigned a set number by the Dreamweaver, while
Example: Tom is asked to make a roll. Tom has the second method is having it generated by an
declared that his white ten sided die will be his Over opposing party.
die and that his black die will be his Under die. Tom When a character’s only opposition is the
rolls a 7 on his white Over die and a 3 on his black inherent difficulty of what they are attempting to do,
Under die. Tom then combines these values (7 and -3) the Difficulty for that Ability Test is a set number
to determine his Over/Under, which is a 4. Had Tom determined by the Dreamweaver.

314
4
In these cases, there is not a second party Example: Marco has decided to step up his
attempting to stop, slow, or prevent the character’s training and start sparring with his guild-mate Brian.
success,and the only challenge is to see whether their When squaring off, Marco makes a Brawling (Strength)
performance is good enough to succeed at what they Ability Test against Brian.
are trying to do. Brian then makes a Defensive Ability Test to set
Examples of Ability Tests that use a difficulty the difficulty for Marco. Brian makes his Defensive AT
are: climbing a rope, shooting a bow, or racing on and gets an ATR of 12. This means the difficulty for
a horse. The number that is chosen as the difficulty Marco’s Brawling AT is now 12.
represents the general ability level one must have to
complete the chosen task consistently. Most of the time, a character’s Defensive Ability
Example: Marco is practicing his Brawling by Test will use the same skill as the one being used by the
punching a stuffed straw target for 3 minutes. The character acting against them. But this is not always
Dreamweaver decides the difficulty for this task is the case. For instance, if one character has only the
8, as keeping your punches consistent and accurate Melee Combat Base Skill but gets into a sword fight
over 3 minutes takes some ability, but can be done by with a trained swordsman then that swordsman would
someone without advanced training. Marco’s Brawling be using their Longsword Advanced Skill as their
(Strength) ATR is a 9,which is then compared to the Defensive AT.
set difficulty of 8. A Defensive Ability Test represents a character’s
efforts to intelligently defend themselves, and so an
Difficulty Level of Complexity appropriate Skill must be used to make it. Thus, a
character could not choose to use their Crafting skill
0-10 Simple, requires little to no training
to make a Defensive AT while in the middle of a fight.
11-20 Basic, requires rudimentary training
21-30 Difficult, requires advanced training ABILITY TEST OUTCOME
Very Difficult, requires elite level of
31-40 Now that the Ability Test has generated an ATR,
training
it can be compared to the difficulty to determine
Extraordinary, possible only for the
41-50 what the outcome of the intended action actually is.
best
In the event where the ATR is less than or equal to
the difficulty, the character’s efforts are insufficient
DEFENSIVE ABILITY TEST to produce a Base Success.
Should the player’s ATR exceed the difficulty,
When a character’s attempt at doing something their efforts are sufficient to produce a Base Success,
is being contested by another character, the difficulty and are said to have won the Ability Test.
is not a set number. Instead, it is determined by a
Defensive Ability Test made by the target.
A Defensive Ability Test is in most ways identical BASE SUCCESS
to a normal AT, with the exception being that its
ATR serves the sole purpose of setting a difficulty for A Base Success is when a character has
another character’s Ability Test. This demonstrates accomplished just enough of their intended action
how a character’s active opposition is determining for it to be considered successful. For example, a
how difficult a given action is. CAP is NOT accrued character may make an AT to swing a pick-axe at
by a Defensive Ability Test. a large rock in a mine. Purchasing base success will
ensure they hit the rock (their intended action) but
will not indicate if they end up with a large chunk
of gold or a fistful of dirt. For this purpose, we must
generate and utilize CAP.

3
315
COMPETITIVE ACTION POINTS The Dreamweaver sets the difficulty of this Test
at 16—the box’s lock is finer than usual, and Tom’s
Competitive Advantage Points (or CAP for character does not know when his partner will return.
short) show how well a character has performed at The Dreamweaver also tells Tom that it will take
an Ability Test. CAP is generated by comparing the 5 minutes to attempt to open the lock. Tom compares
final result of an Ability Test to that test’s difficulty. his Ability Test Result of 19 to the difficulty of 16. Since
When these two numbers are compared, any Tom exceeded his AT’s Difficulty, he is granted a Base
positive difference between the ATR and the difficulty Success and generated 3 CAP. Prior to the AT being
is awarded to the player as CAP. made, the Dreamweaver decided that Tom can choose
Example: While sparring, Marco and Brian have to either speed up his attempt at the rate of 1 minute
both made their relevant ATs, with Marco’s ATR being per CAP (a 1c Speed Adjustment), or he can examine
a 15 and Brian’s Defensive ATR being a 12. Because the box further (a 3c Strength Adjustment).
Marco exceeded his ATs difficulty by three, he is Tom’s character is more concerned with not getting
awarded 3 CAP. caught than anything else, so Tom decides to spend his
3 CAP on 3 Speed Adjustments, allowing him to open
the box in 2 minutes instead of 5. Tom gets to peek
SPENDING CAP into the box and lock it back up with no one the wiser.

Once CAP has been awarded to a player, they


may then spend this CAP to show how their efforts UNDERSTANDING ADJUSTMENTS
paid off. CAP is spent on CAP Adjustments, which
alter the results of a Base Success. At its core, CAP serves as a way of allowing
Most of the time, the Adjustments that can be players to better narrate their character’s actions.
purchased are determined by the skill being tested or Ultimately it is the Dreamweaver who must decide
the equipment that is being used to conduct the test. exactly what takes place in every scene throughout
The seven most common kinds of CAP Adjustments a story, but CAP gives the player just a bit more
presented in ODAM are: customization that can make all the difference in how
their story plays out. Imagine a swordsman locked in
Strength Adjustments adjust the magnitude of a climactic duel.
a base success. Basic dictation of success or failure with any
Duration Adjustments make the results of an given swing of the blade will help the situation
Ability Test last longer. come to a resolution, but add CAP to the story and
Cost Adjustments alter the resource cost of suddenly the player acting as the swordsman can
achieving base success. take a much more active hand in how the duel turned
Speed Adjustments reduce the amount of time out. As opposed to a tit for tat exchange of attacks
it takes to perform a base success. and parries, CAP expenditure will allow the player
Damage Adjustments cause attacks to inflict to tell just how each action of significance bore fruit.
more damage. Did they swing their trusty sword so hard it took
Range Adjustments extend the physical range an opponent’s arm off? Did they opt to strike with a
that a success can cover. quick glancing blow, waiting for an opportunity to
Weapon Adjustments represent unique effects present itself so they can deliver a lethal strike? How
created when landing an attack with a specific about a sorcerer casting a spell at someone who is
weapon. just out of the spell’s normal range? Is the sorcerer
Multiple Adjustments can be purchased when skilled enough to stretch the range of their spell at
spending CAP, and the same Adjustment can be the cost of doing considerably more damage? Will
purchased multiple times unless the Adjustment in they have to ability to alter the spell in a significant
question (or the Dreamweaver) states otherwise. way and still hit their target?
Example: Tom is attempting to open a small Take a player whose character is an enchanter
locked box his traveling partner has left unattended. that imbues weapons used to fight a Kreesh. This
Tom makes a Lockpicking (AGI) Ability Test, and has player tells the Dreamweaver that over a five month
produced an ATR of 19. journey, their character is going to use his enchanting
ability to improve his guildmate’s equipment.

316
6
Such a situation would normally be resolved by UNSKILLED TESTS
making a sort of wish list that would eventually be
given a yes or no stamp of approval. In a situation where a character has to do
Instead, CAP allows the enchanter to tell exactly something that does not require any specific skill
how all of his efforts paid off. Was he interested in but instead uses just their innate attributes (such as
enchanting a sword to deal ice damage? If so he applying Strength to break down a door or Intellect
could have spent some CAP to add that adjustment to try to remember directions you’ve been given), an
to his result. Did he instead want the sword to have Unskilled Ability Test is made. Unskilled Ability Tests
a magically enhanced edge to create more severe work the same way as any other Ability Test, but use
bleeding effects? Did he earn enough CAP to make only one number to determine their Ability Score—
both adjustments, or did he find that he wasn’t the rating of whichever Attribute is being tested.
capable of accomplishing both? Since
S inc
ncee Attributes
At are normall
normally ly rrated
ate
tedd from
om
m1 1-10,
10,,
These examples show just how much richer her the the
th
he di
difficulty
diff
ffic
icul
ulty
ty of Unskilled
Un nsk
s illle
ledd Ability TeTests sshould
hou
oulld
ld also
als
l o
exchange between a player and their Dreamweaverweaverr g
ge
generally
nera
ne rally rarange
angge from m1 1-10.
-10.
-1 0. IIn
n additi
addition,
tion, al
all
ll pe
penalties
enalt
naalt
ltie
iess
ie
can be, giving the player the chance to better dictatee are
a re redu
reduced
uceed by halff (round
(rounded
nded dowdown)
wn) when nmmaking
aki
kinng
ng
their character’s actions. an UUnskilled
n ki
ns kill
l ed
dAAbility
bility Test.
Tes
est.t A character
characteer may also o make
makee
an U Unskilled
nski
ns kill
lled
ed Abi
Ability
bili
lity
ty Test if ttheyheyy do nott h
he have
avee an
av n
CHANCE TEST
T applicable
appl
ap plicab ble skill
ski
kill to
o use.
use.
e.

A chance test is a special test made to determine


ermine
if a particular event has taken place. For this purpose,
both the Over and Under die will represent different
ifffe
ferrent
nt
values in an effort to yield a result between 1% %a nd
and
100%. To do this, the Over die will represent thehe ttens
ens
column and the Under die will represent thee sing single
gle
digit column. These values are combined to producerodu uce
a percentage value.
This value is then compared to the chance ance of
the event in question taking place. If the value ue iiss
equal to or below the percentage chance of thee event nt
taking place, then the event has occurred. If the
he value
is above the percentage chance of the event ta taki
taking
king
ng
place, the event has not occurred.
Example: Jason’s character has an ability ty thats
tha ats
effect changes based on whether or not it is raining.
rai
aini
ning.
As tracking the weather through a story’s ’s time
line is typically a detail unworthy of attention,on,, the
Dreamweaver decides a Chance Test is called fo for.r. The
story takes place on one of Izumo’s wettest islands,
and
n s,
nd s so o
the Dreamweaver states there is a 40% chance nce th that
hat
it is raining. Jason rolls a chance test and ggetsetss a 3
et
on his Over die and a 7 on his Under die. This is giv
gives
ves
him a result of 37%, which is below the 40% ch chance,
chan nce
ce,
indicating that it is raining.

317
3 17
PHASES PART TWO: DECLARATION OF ACTIONS
Regardless of the type of story being told, Once Reaction Order is established, all
measurements of time are necessary to keep track characters must declare all their intended actions for
of events. This becomes especially important during the phase, starting with the character who has the
combat or other competitive scenes. lowest position in Reaction order and working up the
For scenes of this nature, Dreamscape: Laruna list, ending with the character who had the highest
uses a basic increment of time call a Phase. A Phase position in the Reaction order.
is a non-specific measurement of time, generally Before declaring any actions, a player may
ranging between approximately 5 to 15 seconds. choose to delay their actions. If they do so, they may
This range can be altered significantly to satisfy choose any position below their own in the Reaction
the needs of the Dreamweaver. This mutability allows Order. This remains their position until the end of
for better control by the Dreamweaver to narrate the the phase.
story in the most appropriate manner possible.
Phases are broken up into 3 basic parts used to PART THREE: RESOLUTION
help keep track of the order of events during crucial
portions of the story. Finally, all actions being taken are resolved
according to Reaction order, starting with the
PART ONE: REACTION ORDER character that has the highest position and ending
with the character that has the lowest position.
The first part of a phase is the establishment Resolving a character’s actions includes making
of Reaction Order. Reaction Order determines what any applicable ATs, spending CAP, or accounting
order the actions of a phase occur in. To establish for the effects of any untested actions being taken.
Reaction Order, characters will be using their Once all actions are resolved, and each character has
Reaction Score to make a unique form of Ability Test. had their turn in the Reaction order, the phase is
Any time where the sequence of events is considered over.
significant and in question, a Reaction Ability Test is
made to start a new phase. Making a Reaction AT is ACTION TYPES
similar to a normal Ability Test, with the differences
being that CAP is not generated and the ATR is not Different situations call for different types of
compared to a difficulty. Instead, the ATR is compared actions, and each type of action has its own set of
to the Reaction ATR of all other participants in the conditions when it comes to making Ability Tests and
phase. spending CAP.
A Reaction order is then established by declaring A single action can be either Tested or Untested,
the highest Reaction ATR as first, followed by the which measures whether or not its outcome is in
next highest ATR being declared second, and so on, question:
until all ATRs are assigned a position in the Reaction
Order. Once a Reaction Order is determined, it • Tested Actions A Tested Action is a
remains the same unless there is a need to reestablish standard action where the outcome is in
the order of events. question and requires an Ability Test for that
A new combatant entering a battle is a good outcome to be determined.
example of why Reaction would be re-tested. When • Untested Actions - Some actions do not
Reaction is re-tested in this way, Reaction Order is have their outcomes in question, and thus
re-established and all participants who have not yet do not require an Ability Test.
acted may do so in accordance with this new order.
Whether they are Tested or Untested, the
amount of time an action takes determines if the
action is Instant, Persistent, or Enduring.

• Instant Actions are just as they sound—


instant. They take place at a specific moment
in a phase.

318
8
• Persistent Actions take place over the When making multiple ATs in a single phase,
duration of a phase and can possibly CAP is gained, accrued, and spent separately for each.
continue on into subsequent phases. A It is important to also remember when declaring
persistent action is considered to be ongoing multiple actions that the Dreamweaver must decide if
throughout the entirety of the phase from it is suitable for the character to even do so, with the
the moment the action begins until it is most significant limiting factor being time. Any given
ended by completion or other circumstances. phase is only a few seconds long so regardless of
incurred penalties, there simply may not be enough
Unlike resolving a normal Ability Test, when time to do everything desired in a single phase.
attempting a Persistent Action, certain unique rules An exception to this rule is when an action is
apply. free. A Free Action is an action that does not count
Persistent actions can not be attempted multiple toward the multiple action penalty in a phase.
times to accomplish the exact same goal within a Generally speaking, free actions are ones that do not
single phase. When making a Persistent AT, CAP does require much, if any, concentration.
not have to be spent in the same phase it is generated. Throughout this book, you will find that some
Instead, it can be carried over into subsequent phases. actions have their types abbreviated. Most commonly
Similarly, the Base Success granted by winning used are IFU (Instant, Free, Untested) actions, IFT
an Ability Test does not have to be used in the same (Instant, Free, Tested) actions, and IU (Instant,
phase it is granted. It instead can be exchanged for Untested) actions.
3 CAP, which can then be carried into subsequent
phases. Base Success can be purchased for 3 CAP,
even if it has not been granted by winning an AT. PERSONAL MOVEMENT
Being that CAP Adjustments always adjust a Base
Success; in order for CAP adjustments to be used, Every creature may move a maximum distance
Base Success must first have either been granted by in meters equal to their Agility score within a single
winning an AT, or purchased with CAP. phase. This is referred to as their Base Movement.
Moving in this way is an Untested, Persistent Action.
• Enduring Actions are similar to Persistent A character can also choose to forsake all other
Actions in that they take place over the actions and run as fast as possible during a phase.
duration of a phase and continue into Doing this prevents them from taking any other
subsequent phases. Where they differ is that actions, but allows them to move a distance equal
unlike Persistent Actions, Enduring Actions to double their Base Movement in meters in a phase.
retain their accrued CAP even after the Running in this manner costs 5 Stamina per phase.
current AT is completed. This action may In addition, every character can move a single
be resumed at a another time—hours, days, meter as an IFU action once per phase. This represents
or even weeks later, continuing to accrue being able to take a single step in any direction.
CAP towards a specific goal. Most crafting
actions are considered Enduring actions. JUMPING
A character with a running start may jump a
TAKING MULTIPLE ACTIONS forward distance in meters equal to their Strength
score. Without a running start, this distance is halved.
If a player wishes to take more than one action A character with a running start may jump in height
in a single phase, they may do so. Splitting your a distance in meters equal to ¼ of their Strength.
attention this way is challenging and causes each Without a running start, this distance is halved.
Ability Test taken during that phase to be subject to a
penalty. In a phase where two actions are attempted, FALLING
each AT is taken at a -10 penalty. Additional
actions may be taken in the same phase with the A character takes 5 Damage (Impact) upon
Dreamweaver’s permission, with each action beyond hitting the ground for every meter they fell.
the second increasing the penalty to all ATs in the
phase by -5.

3
319
OVERWORLD MOVEMENT GATES
A properly prepared traveler can walk Gates allow for instantaneous transmission
approximately 32 kilometers in a single day. This to other parts of the world. Each gate in Laruna is
accounts for about 8 hours of focused walking per linked to a single sister-gate in another location. Gate
day with sufficient rest and meals. Moving at this locations, their accessibility, and where they lead can
pace costs 10 Stamina per hour. This pace can be be found in the Kingdoms Chapter.
quickened to approximately 40 kilometers a day by
engaging in a forced march, which accounts for 8
hours of marching at a cost of 15 Stamina per hour. FOOD
Moving through rough terrain without roads,
such as forests, mountains, and swamplands reduce Each of the mortal races have different
this distance by half. requirements for daily sustenance. For every day
that a human goes without eating and drinking an
MOUNTED TRAVEL appropriate amount of food and water, they suffer 10
points of Stamina damage.
A properly prepared horse can travel A human who does not have a sufficient amount
approximately 40 kilometers in a single day at a of water to drink will die after 3 days, while they can
steady pace. This accounts for 8 hours of trotting per survive without food for about 3 weeks before dying.
day with sufficient rest and meals. Moving at this Garaith require about twice as much food as humans
pace costs the horse 10 Stamina per hour. In extreme to survive, but only half as much water.
cases, horses can also gallop at approximately 40 Descendants do not eat or drink, but instead
kilometers an hour, but can only maintain this pace find their sustenance by absorbing the energy of other
for an hour or two. Moving at this pace costs 45 members of the mortal races (See page 73 for more
Stamina per hour. Moving through rough terrain such information on The Exchange.)
as forests, mountains and swamplands reduce this Every 24 hours that pass without exchanging
speed by half. Horses regain their Stamina at the rate energy with a fellow Descendant or drinking energy
of their Endurance Attribute per hour. from a different race, the Descendant has their
Endurance reduced by 2 and Strength reduced by 1.

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Neither Endurance or Strength can be lowered below Ashik live off the land, consuming organic
1 in this way. This can cause a Descendant to become and inorganic materials such as rocks, stones, and
indefinitely suspended in a weakened state if unable gems. Every Ashik must consume at least 3 pounds
to conduct the exchange for extended periods of time. of earthen material per day. Every 24 hours that
While they won’t starve to death as a human pass without consuming earthen material causes
who was denied nourishment would; they will the Ashik’s Endurance to be reduced by 2. This
become sickly, looking haggard and suffering from Endurance loss remains until they eat, upon which
a general malaise. This Endurance and Strength loss all lost Endurance is restored. If the Ashik has their
remains until the Descendant performs the Exchange, Endurance reduced to zero in this manner they die
which returns all Attribute Points that have been lost from malnourishment.
in this manner after a total of 15 Stamina has been
drained.
Mesmulot do not need to eat or drink, but must EXTREME TEMPERATURES
drink the blood of a member of the mortal races once
per day. (See page 79 for rules on how Mesmulot Traveling in environments such as deserts or
feed.) Every 24 hours that pass without draining at frozen wastes offer their own unique challenges. If
least 5 Stamina from a mortal causes the Mesmulot’s a character is not properly prepared for the extreme
Endurance to be reduced by 2. heat or cold, they suffer 25 Stamina damage a
This Endurance loss remains until they drain at day, until they collapse from exhaustion. Traveling
least 15 Stamina from a mortal target, upon which all through a desert doubles a mortal’s need for water,
lost Endurance is restored. If the Mesmulot has their while traveling through frozen tundra halves all
Endurance reduced to zero in this manner they die traveling speeds, cumulative with the rough terrain
from malnourishment. Creatures other than those of penalty.
the mortal races, such as animals, may be drained in
the same way but this will not stop the normal loss of
Endurance. Instead, it will reduce the loss from 2 to
1. Additionally, draining creatures other than mortals
will prevent the Mesmulot from losing their last point
of Stamina in this manner, suspending them in their
weakened state until they are able to feed from a
mortal and restore their lost Endurance.

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COMBAT RULES one of the first things that must be handled is the
clear defining of whether or not someone is in a
All great stories revolve around conflict of some persistent combat. To do this it is necessary to define
kind, whether it be a young woman trying to make a when a character is Engaged in combat.
life-altering decision, two rivals fighting to gain the Any character who currently has CAP accrued
affections of a lover,or nations clashing in a great against them via a persistent combat skill AT is
war. In most stories, these conflicts are resolved considered Engaged. Should a character have an
through some sort of direct competition—many times enemy take a Fighting AT against them, as soon as
violent in nature. In order to resolve these violent that enemy has generated even one point of CAP
contests, Dreamscape: Laruna has a system of Combat (whether or not that CAP is spent), they have now
Rules that are used to adjudicate over many types of caused the character to be Engaged.
physical conflicts. While Engaged, a character may not travel far
The three types of combat are unarmed, melee, distances or simply exit combat.
and ranged. Each of these combat types has its own Once Engaged, a character remains so until
unique rules, but there are some things that are circumstance forcibly changes this status or they
universal to all forms of combat. actively Disengage.
In Dreamscape: Laruna, combat is handled
through the use of Ability Tests, similar to how all
other actions are taken. DISENGAGING
The primary difference between Ability Tests
used for combat and all others is the definition of Any skill use that would be acceptable for a
Base Success. While in most cases, taking an Ability Defensive AT could also be used to perform an Ability
Test causes the player doing so to declare specifically Test with the intent of Disengaging. There are two
what it is they are hoping to achieve as a base success, ways to Disengage: Protected and Unprotected.
for combat it is necessary to keep everyone on a level If a character wants to Disengage, so they can
field and assign a uniform value to any combat-based safely leave combat, they must purchase the Alternate
Ability Test. Strike: Disengage (Protected), which costs (BS + half
To do this, a Base Success for all combat the number of CAP accrued against the character),
purposes is instead called a Base Strike. A Base Strike rounded down.
is specifically defined as dealing a standardamount of This allows the character to create an opening
damage as indicated by the weapon or method used that allows them to safely leave combat. Any CAP
in the attack. they had previously accrued is lost, as is any CAP that
A Base Strike can either be further adjusted had been accrued against them.
using CAP, or can be exchanged for Alternate Strikes If a character is attempting to immediately
that have different costs and effects. leave combat with no attempt to protect themself,
they expose themself to the danger of their opponent
immediately pressing their advantage and causing
ALTERNATE STRIKES harm.
Disengaging (Unprotected) is not an Alternate
Some attacks also allow for Alternate Strikes, Strike as the character is making no effort to offer a
which take the place of a Base Strike, replacing its safe means of escape. They are simply turning away
effects and outcome with completely new ones. from their opponent and fleeing. This action allows
An Alternate Strike requires Base Success be their opponent to immediately make an Ability Test
either earned (through winning an AT) or purchased against them.
using 3 CAP (in the case of a persistent action). This Ability Test is made using the same skill
that had been previously used to accrue the CAP they
ENGAGING currently have against the disengaging character. Its
difficulty is set by the disengaging character, who
Most combat in ODAM takes place through a makes a Defensive AT using their Evasion Score.
series of persistent ATs where the participants accrue
CAP against one another. In an effort to have CAP
generation and expenditure handled appropriately,

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Though the Disengaging character is not actively INCORPOREAL
using their skill to defend themself, they will still seek A creature that is incorporeal is unable to
to evade danger rather than allowing themselves to physically interact with anything in the world,
be attacked with absolutely no regard for their own but may use magic and magical effects as normal.
safety. Incorporeal creatures pass through solid objects such
After this Ability Test is made, any CAP as doors and walls.
accrued can be used to either purchase Alternate They may only be harmed by magic or magical
Strike (Press), costing (Base Strike + 3 CAP), which effects, or weapons that specifically strike incorporeal
causes the Disengage attempt to fail, keeping both creatures, such as weapons made of Makora. They
characters Engaged, or spent on strikes as per normal may be engaged normally by other incorporeal
use of the skill. creatures.

CHARACTER STATES INVISIBLE


A creature that is invisible cannot be seen by
In Dreamscape: Laruna, there are some universal other creatures, but still makes noise and leaves
states that can be applied to a character, either tracks as normal.
through natural circumstance or the results of a spell Certain abilities or spells such as Truesight may
or ability. Each state has its own conditions as to allow a creature to pierce invisibility. The first hostile
when it is applied and how it affects a character in strike from an invisible creature considers its target
that state. surprised.
Opponents engaged in melee combat with
AFRAID invisible creatures receive a -20 to any ATs made to
A creature that is afraid can take no actions strike or defend against such a creature.
other than Defensive ATs until the source of the fear
is removed from their line of sight or the Fear effect’s POISONED
duration has ended. Poison functions as diseased (listed above.) An
important difference is that many poisons will have
DISEASED a listed duration and may run their course without
A creature that is diseased suffers a set amount of needing to be cleansed.
Health damage per phase until the disease is cleansed.
Protection will prevent disease damage as STUNNED
normal until the character has prevented a total A creature may only make Defensive ATs while
amount of damage equal to their Protection (Disease) stunned. Some stun effects may also add a penalty
score. when making those ATs.
Any subsequent disease damage will not be
prevented by their Protection and is taken as normal. SUFFOCATING/DROWNING
A creature must spend at least one phase without A creature may hold its breath for an amount of
the diseased state for their Protection (Disease) to phases equal to its Endurace attribute. For each phase
apply once again. beyond this point, the creature loses 10 Stamina.
Upon reaching 0 Stamina in this way, the
EXHAUSTED creature falls unconscious and will die within 1
A creature that is exhausted receives a -4 to minute if it is not resuscitated.
all ATs and must make a 50% CT at the beginning
of every phase. If this CT fails, the character falls SURPRISED
unconscious. There are times during combat when a character
may be the victim of an attack that is exceptionally
INCAPACITATED quick or well hidden. In these cases, the victim is
A character who is incapacitated is unable to surprised and may not protect themselves by making a
perform any actions. normal Defensive AT. Instead, they make a Defensive
AT using their Evasion score, demonstrating their
purely instinctual evasion of a sudden attack.

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UNAWARE DAMAGE
A creature who is completely ignorant of an
incoming attack, or effectively defenseless is unaware. The ultimate goal of any kind of attack is to
A character should only be deemed unaware if they cause damage to an opponent. The base damage
can in no way be alerted to an attack until it has and damage adjustments done by an attack are
already struck. determined by the weapon or method used. When
Care should be taken when declaring a target damage is done it is immediately removed from the
unaware as it makes them effectively helpless. An opponent’s current remaining Health.
unaware target may not make ANY Defensive ATs, There are multiple types of Damage, with each
though any Armor, Protection, or Resistance they type being prevented or reduced by the appropriate
have will still apply. Armor or Protection type of the same name.

STAMINA DAMAGE TYPES


Stamina is a pool that represents how much • Impact: Blunt force trauma, such as a strike
energy a character has. Many Techniques and Abilities from a mace.
have a Stamina cost based on how exhausting it is • Slashing: A slicing or cutting, as done by
to perform them. swords and claws.
In addition, there are Strikes and other effects • Piercing: Puncturing a target, as with a
that may reduce a character’s Stamina when they are spear or sharp teeth.
affected by them. • Acid: A corrosive liquid which eats through
When a character’s Stamina pool is reduced to 0, a target.
they must immediately make a 50% CT. If this Test • Arcane: Non-elemental energy created
is failed, they are rendered unconscious and unable through magical strikes.
to act. If the Test is passed, the character remains • Celestial: A brilliant heavenly energy
conscious but becomes exhausted. originated from the gods.
Stamina is naturally recovered at a rate equal • Cold: Damage dealt by freezing temperatures
to the character’s Endurance score per hour of rest. and ice magic.
• Curse: A twisted, dark energy that harms
HEALTH the soul.
• Disease: Naturally or magically occurring
Health is a number used to represent the diseases that injure the body.
amount of lethal or traumatic damage someone can • Electricity: Electrical energy such as a
take before they die. Stormborn’s aura or lightning bolt spell.
Health is set as a standard number by species. • Fire: Intense burning damage that sears
The Health value for the mortal races is 100 flesh.
points. Legacy Cearers have a base Health of 200, • Mind: A mental strike that ravages a target’s
representing the increased hardiness that a god- mind.
magic infused body provides. • Poison: Any type of physical or magical
Some spells or abilities may grant temporary poison that deteriorates the body for a time.
Health. Temporary Health cannot be restored in any • Shadow: Damage that assaults the body
way. with energies from the netherworld.
• Sonic: Deafening sound-based damage,
such as a harpies screech.
• Space: Pure space energy that tears apart
the very fabric of a material body.
• Time: Damage done as a target’s place in
reality is distorted, disrupting its position in
the space-time continuum.

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ARMOR PROTECTION
Armor shows how much defense a creature has Protection shows how susceptible a character
against physical damage. A character’s Armor score is to magical damage. Protection is divided into
reduces the amount of physical damage taken from subtypes based on specific magic damage types, and
any source, on a one for one basis. Armor is further reduces the amount of damage taken on a one for
divided into three subtypes—Impact, Piercing, and one basis. It is possible for Protection to be a negative
Slashing. A character may have a higher or lower value, which indicates an increase in damage taken
Armor score of a specific type than their overall Armor from magic sources of that type.
score. If so, that score is used instead of the overall Protection has no bearing on any magical effects
Armor score. Additionally, any armor that only covers that accompany a spell or ability that does damage.
certain parts of the body only provide their damage Example: Alex has 20 Protection (Fire) and 20
reduction to the areas that are protected. Protection (Arcane). He is struck by a Fire spell which
does 50 Damage (Fire). Alex reduces that damage by
ARMOR HINDRANCE 20, suffering 30 Health damage.
In anticipation of another strike, Alex casts a spell
Specific sets of armor may also have a which increases his Protection (Fire) by 10. That same
Hinderance penalty. This penalty represents how Fire spell would now do 20 Health damage instead.
difficult it is to move the body while the armor is In our next example, a ruthless Sorcerer wishes to
worn, and is applied to all ATs taken. devastate Alex with Arcane power. The Sorcerer weaves
Certain characters may have techniques that a curse upon Alex, reducing his Protection (Arcane) by
reduce some or all of this penalty. 30. This changes Alex’s Protection (Arcane) to -10.
When Alex is blown away by the Sorcerer’s next
SHIELDS Arcane missile for 20 Damage (Arcane), he instead
takes 30 Health damage, due to the negative Protection
Items that are wielded for defensive purposes, score increasing the damage output.
whether an actual shield or a suitable item being
used as one, have a Block Rating. This Block Rating RESISTANCE
represents its relative size and efficiency at protecting
the user. Resistance offers protection against magical
Block Rating is added as a bonus to any spells and abilities that have an effect other than
Defensive AT the user takes, but is subtracted as a causing damage. When a character has Resistance,
penalty to non-Defensive ATs. This penalty shows this enables them to make a Defensive AT when they
how cumbersome using a shield becomes when taking are the target of a spell or ability that produces an
actions that don’t account for its use. Particularly effect.
strong shields may also provide an Armor bonus. If the ATR of the Resistance AT is higher than
the ATR that created the magical effect, that magical
EVASION effect is thwarted and does not affect the targeted
character. If the Resistance ATR is lower than the
Evasion represents a character’s natural ability ATR of the aggressors AT, the targeted character is
to avoid incoming attacks or obstacles. A character’s affected as normal.
Evasion determines the maximum Speed Rating that Resistance is divided into subtypes, based on
can be dodged for a ranged weapon. the five Legacies.
A character’s Evasion score may also be used
as a Defensive AT in melee combat in lieu of a Melee
Combat AT.
Finally, Evasion is sometimes used to reduce
damage of certain AoE spells. In this case, the result
of the Evasion AT will reduce damage from such a
spell on a 1 for 1 basis.

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HEALTH AND WOUND PENALTIES DEATH
Getting injured in combat does more than simply When a creature’s Health is reduced to zero,
decrease a character’s Health total. Enough injury can they are dead and cannot be returned to life except
bring additional penalties to any AT the character through magical means.
may make. These penalties represent the distracting
effects of pain as well as the physical limitations some MULTIPLE TARGETS
injuries create. The following is a chart showing the
penalties incurred at certain Health totals. Combat is not always a one-on-one affair. There
These penalties replace one another and do not may be times when a group of characters must team
stack. up to face a superior foe, or a character finds himself
surrounded by enemies.
Current Health Wound Penalty When facing off against multiple enemies, the
only way to accrue CAP against each enemy is to
81+ 0 take multiple ATs. For the purposes of determining
the proper multiple action penalties, each AT made
61-80 -2 against a separate target is considered a separate
action.
41-60 -5 Example: Syndor is cornered in a dark alley by
three thugs.
21-40 -10 Unwilling to surrender his money, he chooses
instead to rely on his excellent Brawling training. Being
1-20 -20 first in reaction order, Syndor decides he will strike
out at his three assailants. To do this he must perform
three persistent actions. Even though all three actions
HEALING would use his Brawling Ability Score, they would each
prompt their own AT. Since the penalty for taking
A character losing Health represents that multiple actions within the same phase is -10 starting
character taking a noticeable and significant amount with two actions taken and -5 per additional action
of damage and as such restoring Health is a slow taken, Syndor would incur a -15 to all three of his
process. A creature who spends their recovery time Brawling ATs. Trusting in his training, Syndor takes
strictly resting will naturally recover one point and resolves all three ATs with the following results:
of Health per day. This recovery time must be 1 CAP was accrued against the 1st Thug, 3 CAP were
spent while under a suitable amount of medical accrued against the 2nd Thug, and 0 CAP against the
care—a stab wound will assuredly require stitches 3rd Thug. Syndor now has 2 independent pools of CAP
or bandaging, while a broken bone may require a accrued against 2 of his targets.
substantial amount of time resting under a medic’s
care or magical healing. DEFENDING AGAINST MULTIPLE TARGETS
Defending yourself against multiple targets is
MAGICAL HEALING challenging. To represent the increasing difficulty
of dealing with multiple attackers, each time an
There are many spells and abilities that restore additional Defensive Ability Test is made beyond
Health. These abilities only restore Health and stop the first in a phase, a -5 penalty is applied for each
bleeding, but will not regrow missing limbs or undo Defensive Ability Test already taken.
other permanent changes made to the body as a Example: Eric has finally said the wrong thing to
result of damage, unless otherwise stated. the wrong person at the tavern he frequents. Having
offended multiple people throughout the night, three
drunken ruffians decide they’re going to teach Eric a
lesson. They all make Brawling Ability Tests against
Eric. Eric is fully aware of all three attackers and is
preparing to defend himself against their attack.

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Eric’s Defensive Brawling AT against his first KNOCKOUT
attacker is made normally, the second is made at a -5
penalty, and the third is made at a -10 penalty. Eric Certain Adjustments have the effect of
can only focus enough to use the entirety of his ability Knockout CT (x%). This causes the character being
to fend off one attacker, and each subsequent attacker affected by the Adjustment to make a Chance Test
finds it easier and easier to build CAP against Eric. at that percentage to see if they have been struck
unconscious in combat.

UNARMED COMBAT
MELEE COMBAT
Unarmed combat makes use of the Brawling
Advanced Skill. Damage inflicted using Brawling is The usage of any sort of melee weapon falls
is applied against the target’s Stamina rather than under the Base Skill of Melee Combat and its
against their Health. When a character’s Stamina is associated Advanced Skills. A melee weapon can
reduced to 0, further damage is applied to Health range from something as simple as a sharpened
instead. Listed below are the basic statistics for an stick or a broken glass bottle, to a weapon requiring
unarmed attack. Advanced Skills or Techniques may specialized training to wield effectively, such as a
have different attacks that produce different effects. rapier or a claymore.
It is possible that a fist weapon such as a claw For this reason, every melee weapon has a set of
can be used to turn a character’s Brawling attacks requirements. If you do not meet these requirements,
into lethal damage. you can still use the weapon, but you will not be able
Many creatures who use Brawling or Natural to effectively leverage its threat rating.
Weapons may in fact deal lethal damage and will be
listed as such in their description. THREAT RATING
UNARMED ATTACK Just as it sounds, the Threat Rating of a weapon
Requirements: Strength 1 measures how much of a threat the weapon poses to
Base Strike Damage: STR (Impact) an opponent when being used correctly. Many factors
(1c) Damage Adjustment: +1 Impact make one weapon more threatening than the other—
(5c) Strength Adjustment: Knockout CT (10%) its size, how easily it can inflict major damage, and
the general danger the weapon itself presents, all
GRAPPLING contribute to the weapon’s Threat Rating.
If a character meets the requirements necessary
Beyond using simple unarmed strikes, another for using a particular weapon, they add its Threat
basic option in unarmed combat is to grapple with an Rating to all ATs made using the appropriate skill
opponent. Grappling an opponent allows a character while wielding it.
to physically hold on to them and prevent them from
disengaging or using a melee weapon.
Certain Techniques may require a grapple to be
initiated before being used. Being grappled may also
prevent certain skills from being used. Initiating a
Grapple is an Alternate Strike costing (Base Strike).
Breaking a grapple is an Alternate Base Strike that
costs (Base Strike) and may be done after taking the
he
appropriate AT.

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WEAPON EFFECTS WEAPON ALTERNATE STRIKES
Beyond just dealing damage, each individual Some techniques allow for Alternate Strikes,
weapon may cause specific effects, such as a wooden which take the place of a Base Strike, replacing its
club increasing the likelihood of a knockout, or a effects and outcome with completely new ones.
dagger causing a puncture wound that bleeds heavily.
These weapon effects are applied via CAP ATTACK PRIORITY
adjustments, each of which are listed as part of
the weapon’s statistics. Here are a few of the most Sometimes situations in a conflict may cause
common weapon effects: a character to be more discriminating with their
attacks. While generally, attacks made as a result
• Bleed: While many types of damage can of CAP expenditure have their exact effects decided
cause incidental blood loss, the Bleed upon and narrated by the Dreamweaver, there are
effect refers specifically to a potentially times where a prioritization of target areas is desired.
life threatening occurrence. When listed For example, a knight may be facing down an
as a weapon effect, the term Bleed will be armored troll. He sees that the monster is wearing
followed by a number in parenthesis. This a crude, thick chestplate and decides he shouldn’t
number is the amount of Health damage bother wasting his efforts trying to cut his way
the recipient suffers each phase due to through it.
blood loss. Once created, a Bleed effect will To represent this, the character must use Attack
continue to cause damage until the wound Priority. For the purposes of Attack Priority, a Normal
is either properly tended or healed. target is one of comparable size to the attacker. Using
• Amputation: This weapon effect will Attack Priority requires the purchase of an Alternate
cause a non-essential limb to be removed Strike with a cost that is determined by the size of
from the victim if the weapon is physically the area.
large enough to do so. Amputation deals
70 damage and gives the victim a Bleed (Base Strike + 5 CAP) Alternate Strike
(10) effect. In addition, missing a limb may Attack Priority (Minor)
cause penalties to any ATs made where this Any area less than half of a total Normal target
loss is a factor. is considered minor. Any CAP Adjustments
• Crush: This weapon effect deals 70 damage purchased for this strike have their CAP cost
and physically crushes a limb or body part increased by 3.
beyond normal repair. Wounds created in
this manner may require magical healing (Base Strike + 2 CAP) Alternate Strike
to restore the area to functional order. If Attack Priority (Major)
conventional medical treatment is deemed Any area more than half of a Normal target is
possible, the wound takes triple the normal considered Major. Any CAP Adjustments
amount of time to heal and is permanently purchased for this strike have their CAP cost
damaged. The exact nature or extent of increased by 1.
the lingering damage is determined by the
Dreamweaver. To continue the example, the knight has chosen
• Decapitation: An essential limb is removed to use Attack Priority on the troll’s arms, legs, and
from the victim if the weapon is physically head – essentially choosing to attack anywhere other
large enough to do so. Typically this refers than the troll’s chest.
to the head, but in cases where the victim The Dreamweaver decides that while smaller
may be something other than human, this than a normal target, the area the knight is using
effect will remove the most significant limb Attack Priority on is still more than half of a full
possible, if one even exists. In most cases, target, so it is considered Major.
this strike renders the victim dead. This means that in order to attack, the knight
must use an Alternate Strike(at a cost of Base
Strike+2 CAP).

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Any additional adjustments purchased will also
cost 1 more CAP than normal. The good news for the DUAL WIELDING AND THREAT
knight is that now any strikes he makes will be sure
not to clink ineffectively off the trolls breastplate. When Dual Wielding, a second weapon can
There are certain situations where a player may create more threat for the user, but only if they are
want even more specific control over their attacks. properly trained to take advantage of using both
The most common circumstance is an attack to a very weapons at once. If a character uses a Melee Combat
specific location on a target. Advanced Skill that focuses specifically on Dual
A bowman may decide for flair or necessity Wielding (such as Dual Short Swords), they gain
that only shooting their target in the eye will suffice. the threat benefit of both weapons by adding each
In this case, the character is targeting such a small weapon’s threat rating together.
area that they would need to use the Specific Attack If a character does not possess a requisite dual
Priority Alternate Strike. wielding skill, they gain no threat benefit from either
weapon. When Dual Wielding, all Base Strikes use
(Base Strike + 20 CAP) Alternate Strike the weapon in the character’s primary hand. However,
Attack Priority (Specific) dual wielding also gives a player access to two unique
This strike lands in the exact spot declared. It is Alternate Strikes:
up to the Dreamweaver to decide exactly what
effect this has in the narrative. • (BS +1c) Alternate Strike: Off-Hand Strike
The character chooses to strike using their
In order to use this Alternate Strike, the user off-hand weapon instead of their primary,
must state their intent to use it while declaring and deals damage as per that weapon’s
their actions for that phase, and before making the normal base strike.
appropriate AT. • (BS + 6c) Alternate Strike: Dual-Strike
For persistent actions, if this intent is declared, The character strikes with their primary and
any CAP previously accrued is reduced by half offhand weapons simultaneously, dealing
(rounded down.) the damage of each weapon’s Base Strike
combined.
DUAL WIELDING
Wielding two weapons at once has both bonuses
Normal usage of a weapon skill operates under and drawbacks. The trade-off of being able to strike
the assumption that the weapon is the only one with two weapons is the loss of control over either
being wielded. Dual Wielding is the art of using two specific weapon. Due to this, no CAP Adjustments
melee weapons at the same time to provide a more other than Damage Adjustments can be purchased
threatening offense and capable defense. while Dual Wielding.

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MOUNTED COMBAT RANGED COMBAT
When entering combat on a mount, the rider Unlike unarmed or melee combat, ATs for
makes a IFT action using their Riding skill for the AT. ranged combat are made against a difficulty, and are
The difficulty for this AT is set by the Disobedience always Instant actions. The difficulty to use a ranged
score of the mount. For every 6 CAP accrued as a weapon is determined by the weapon itself and the
result of this AT, the rider may increase the mount’s range at which it is being used.
Threat bonus by 1 or Evasion score by 2. Ranged weapons have three range levels: short,
These values remain until combat has ended, medium, and long. Each range level lists a minimum
the rider dismounts, or either the rider, or mount, distance and a maximum distance a target may be
are rendered incapacitated. from the shooter to be considered within that range
A rider may not receive any of these bonuses if level. All three distinct range levels have their own
they are wielding a 2 handed weapon. difficulty. To decide the difficulty of a ranged AT,
determine what range the target falls into and use
HANDLING DISTRESS the corresponding difficulty.

Sometimes being stuck by a powerful blow or SPEED


other such catastrophes can threaten to dismount
a rider. Regardless of the source of the distress, In addition to its range levels, ranged weapons
the rider must win an AT vs a difficulty set by the have Speed ratings. This Speed rating is used to
Dreamweaver based on the severity of the distress. check if it is possible for the projectile to be evaded
In the case of being wounded, any source of or dodged. If a target’s Evasion score is equal to or
damage above 10 will trigger this test, which is an IF higher than the weapon’s Speed, the target makes an
action. The difficulty is set by the amount of damage Ability Test using their Evasion score. The ATR of this
dealt beyond ten. Failing this AT results in the rider test is then added to the difficulty of the attacker’s AT.
being dismounted. This AT is considered a Defensive Ability test
for purposes of determining multiple action penalties.

The Advantages of Mounted Combat

Riding into battle on a mount is a common desire for most warriors, as being mounted offers significant
tactical advantages in combat.
Some of these advantages vary from mount to mount, such as a horse granting land speed, while a griffin
would enable flight.
Speed: It is easy to overlook the significance of traveling further faster when in combat, but doing so
would be foolhardy. Using a mount’s speed, riders can engage unprepared forces, quickly leave dangerous
confrontations, or flat out flee a larger enemy. A mount’s speed gives the rider a tactical advantage that
if used intelligently, can be devastating.
Threat: Wielding a weapon while mounted gives increased leverage and forces enemies to contend with
attacks coming from difficult angles. Combine this with the body size and presence of a mount, and the
rider finds they are more imposing or threatening than when on foot.
Evasion: Different mounts enjoy different levels of agility. Some may prove to be better at avoiding
damage than their riders, granting the rider an improved level of safety as they wade into battle.

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Firing Into Cover Firing while Mounted
Firing a ranged weapon at a target behind some All Ranged Combat ATs made while mounted
kind of cover is much more difficult than doing so receive a -5 penalty. All other benefits from being on
when the target is out in the open. a mount still apply.
Whenever making an AT to use a ranged weapon
against a target in cover, the difficulty used for the AOE Effects
AT is increased based on how much of the target is
obstructed. Certain ranged weapons or effects may result
in damage that is spread out across an area. When
Small cover (15%): +4 difficulty creating such an effect, the listed range difficulty
applies to hitting a specific point within that range,
Medium cover (25%): +8 difficulty
spreading the effect throughout the effect’s listed
Large cover (50%): +12 difficulty Area of Effect.
Extra Large cover (75%): +20 difficulty Since such an effect is spread once a point is hit,
Maximum Cover (90%): +30 difficulty “missing” the target can still apply the effect.
For every point the ATR is below the required
Difficulty, the point of impact falls short 1m of the
intended destination. This can cause the spread to
Firing into a Melee affect unintended targets or completely miss the
original target.
If a target of a ranged attack is engaged in melee
combat, they are considered to be behind cover. The
size of the cover offered to them depends on the
number of melee targets they are engaged with.

Number of
Cover Provided
Engagements
1 Small
2 Medium
3 Large
4 Extra Large

Any Ranged Combat ATs that miss their target


due to this extra cover require a CT 50% to be made.
(This percentage can increase due to size or number
of opponents that might obstruct the target at the
Dreamweaver’s discretion.)
If this CT fails, a creature the original target was
engaged with is hit by the ranged attack instead.

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MAGIC RULES CASTING A SPELL
Magic in Laruna is performed by manipulating To cast a spell, a character must make an AT
mana to produce a wide variety of effects. This can using their Magic Ability Score.
be accomplished by using spells, which can be cast by Each spell in Laruna belongs to a specific Legacy:
any creature with sufficient training, or through the Elements, Calling, Change, Light, Dark. These 5
use of Legacy Abilities, which can only be performed Legacies also each have a corresponding advanced
by Legacy bearers. skill that is used whenever casting a spell within that
Legacy.
MANA The corresponding advanced skill will be added
to your Magic Base Skill and INT to comprise the
Mana is a mystical resource spent in order to Magic Ability Score. Other bonuses, such as increases
fuel spells. Almost every spell and Legacy ability will from your Legacy Rank or magical items may also
have an associated mana cost that must be paid upon apply.
casting. If a character does not have enough mana Casting a spell is an Instant, Tested action with
to pay this cost, they are unable to cast that spell or a difficulty of 0. The accrued CAP is then spent on
Legacy Ability. any adjustments as desired.
Mana is naturally recovered at a rate equal to Only one Legacy Ability, Virtue, or Spell may be
twice the character’s INT score per hour of rest. It is used per phase.
worth noting that all mortals possess a mana pool,
even if they have no knowledge of spell casting. ALTERNATE BASE SUCCESS
All spells list two Alternate Base Successes.
USING A LEGACY ABILITY Although Alternate Base Successes cost CAP, they are
different from normal CAP Adjustments. Unlike a CAP
To use a Legacy Ability, a character must make Adjustment, an Alternate Base Success completely
an AT using their Legacy Ability Score. Your Legacy replace the Base Success that is normally granted by
Ability Score is equal to your Legacy Rank plus the the original AT.
appropriate attribute listed in the ability description. This also means that the CAP Adjustments
Using a Legacy Ability is an Instant, Tested listed for the original Base Success can no longer be
action with a difficulty of 0. The accrued CAP is then purchased. Alternate Base Successes have their own
spent on any adjustments as desired. CAP Adjustments and may have their own additional
Legacy Abilities and Virtues cannot normally be mana costs, ranges, durations, and types.
resisted by any creature, unless otherwise specified.
Only one Legacy Ability, Virtue, or Spell may be MAGIC TYPES
used per phase.
Each spell comes from from one of the five
USING A LEGACY VIRTUE Legacies: Elements, Calling, Change, Light, and Dark.
This determines the appropriate Advanced Skill used
To use a Legacy Virtue, a character must make when casting that spell, and categorizes them for any
an AT using their Legacy Ability Score. Your Legacy other spells or abilities that affect these types.
Ability Score is equal to your Legacy Rank plus the Each spell is further divided into various Sub-
appropriate attribute listed in the virtue’s description. Types:
Legacy Virtues are fueled by Energy, which
is gained by slaying Corrupted creatures. (More • Elements: Fire, Earth, Water, Air, Arcane
information on Energy can be found in the Character • Calling: Invocation, Mind, Nature, Summoning
Progression Rules.) • Change: Transformation, Enhancement, Time, Space
Using a Legacy Virtue is an Instant, Tested • Light: Celestial, Healing, Protection
action with a difficulty of 0. The accrued CAP is then • Dark: Acid, Curse, Death, Fear, Shadow
spent on any adjustments as desired.
Only one Legacy Ability, Virtue, or Spell may be
used per phase.

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While these spell types don’t have any specific (If the character’s Melee Combat Ability Score
rules of their own, other abilities, items, spells and is 0, they instead make the AT using Agility.) Since
effects may reference them when applying a bonus all that is required for a target to be “touched” is for
or penalty. a hand to make contact, any ATs made to touch a
target receive a +15 bonus, with base success causing
SPELL AND ABILITY DURATIONS the target to be “touched.”
The target of an AT made for the purposes of
Spells and abilities that have listed durations touching may make a Defensive AT using Evasion, or
are active past the moment of Base Success. Their any Melee Combat skill that is deemed applicable by
effects continue for a number of phases equal to their the Dreamweaver.
duration.
For example: If a spell or ability has a duration RESISTING MAGICAL EFFECTS
of two phases, it would immediately take effect upon
Base Success, continue throughout the next phase, When a character has Resistance, this enables
and then end on the caster’s turn in the following them to make a Defensive AT when they are the
phase. Spell and ability durations end at the same target of a spell or ability that produces an effect
place in Reaction Order as they first came into effect. other than dealing damage.
Unless otherwise stated, recurring damage and effects The Magic AT of the aggressor is made as
of these spells take place at the start of each phase. normal and Base Success and CAP Adjustments are
purchased. At this point, a character may make a
CHOOSING A TARGET Defensive AT using their appropriate Resistance
Score, with its difficulty being the ATR responsible
Unless otherwise stated, a creature or object for creating the magical effect.
must be within a character’s line of sight to be the If this Defensive AT is successful, the spell or
target of a spell or Legacy Ability. For AoE spells or ability’s effects do not have any effect on the resisting
Legacy abilities, the point of origin must be within character. If the Resistance AT is not successful, the
the caster’s line of sight. effects take place as normal. If a spell or ability deals
both damage and has an effect, the effect may be
SUMMONING OBJECTS resisted, but the damage still takes place.
Example: Alexa wants to use the Shock spell
Some spells and abilities allow a character to on Vincent, who has a Resistance (Elements) of 10.
create or summon an object or creature. There must Alexa first makes her Magic (Elements) Ability Test as
be enough empty space within range of the spell for normal, rolling her Ability Score of 15. Alexa’s ATR
the object or creature to occupy, else the summon is a 16, which grants her Base Success and 16 CAP.
fails. Shock has several CAP adjustments. Alexa purchases
Summoned creatures act on the phase they are the Special Adjustment disorient for 5 CAP, and spends
summoned, and roll Reaction as normal to determine her 11 remaining CAP on Damage Adjustments. This
their place in Reaction order. causes Shock to deal 23 Damage (Electricity), as well
Summon durations end after the summoned as daze and disorient her target. Before the effect
creature has taken its turn(s) in reaction order. takes place, Vincent makes a Resistance AT, rolling his
This means that a summoned creature with a Resistance (Elements) of 10 against a difficulty of 16
one phase duration acts on the phase it is summoned, (Alexa’s original ATR). Vincent gets extremely lucky
and then once more in the next phase (according to and produces a result of 17, meaning that he is able to
reaction order) before disappearing. resist the daze and disorient effects of Shock, but still
suffers the damage. Had Vincent’s ATR been a 16 or
TOUCHING A TARGET lower, he would have been affected by both the damage
and the additional effects.
Many Magical Abilities require their target to
be touched in order for their effects to be created. In
order to touch an unwilling target, a Melee Combat
(Brawling) AT is made as an Instant action.

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MAGICAL EFFECTS THAT AFFECT MULTIPLE TARGETS Paul purchases the Alternate Base Success Dominance
for 40 CAP and a Strength Adjustment for 2 CAP.
Some spells and abilities can affect more than Andrew the non-Legacy bearing peasant does not have
one target, or affect multiple targets within a set Resistance, so he is immediately affected by Dominance.
distance range. When using a spell or ability against Michael has a Resistance (Mind) of 25 and Frank has
multiple targets, the process remains mostly the same. a Resistance (Mind) of 35, which allows them both to
The appropriate AT is taken as normal, and make Resistance ATs.
if successful, Base Success is granted. Each target Michael produces a Resistance ATR of 27, which is
without Resistance is then affected by the spell or lower than Paul’s ATR of 42, meaning he is also affected
ability and all of its purchased CAP Adjustments. by Dominance. Frank makes his Resistance AT and has
Any target who has Resistance may then make a result of 43, meaning he has resisted Dominance and
their Resistance AT to see if the magical spell or does not suffer any effects from that spell.
ability had an effect on them.
Note that a Resistance AT applies only to the WILLING TARGETS
specific target with Resistance, and does not adjust
the original Magic Ability Test in any way. A willing target of a spell or ability may choose
Example: Paul is in a room with three targets: to forgo a Resistance AT, effectively reducing their
Andrew, Michael, and Frank. Paul decides to cast Resistance to 0
the spell Charm, a Mind type spell. Paul makes his
Magic (Calling) AT as normal and produces an ATR
of 42, which grants him
ants hiim Base Success and 442
2 CAP.

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CHARACTER DEVELOPMENT Steven has spent  experience points, giving him
a Ranged Combat score of 3 (which he records on his
Just like people in real life, characters evolve character sheet) and 1 experience points remaining.
over the course of a story. Their experiences and the Steven spends 10 of the remaining 1 experience
activities they practice or perform on a day to day points to increase his $BMMJOH BO BEWBODFE TLJMM

basis help them learn and grow. from a 10 to an 11, and saves the remaining .
A new Legacy bearer fresh out of training may
have a solid understanding of their kingdom or order, LEGACY RANK
but after a lengthy story that has them meet a wide
array of new people, they will likely have acquired a Unlike most of a character’s statistics, a Legacy
variety of new knowledge. bearer’s Rank isn’t raised through the spending of
This concept becomes increasingly relevant as Experience Points.
stories cover longer periods of time and wider ranges Legacy only becomes more powerful by
of experiences. absorbing other legacy, rather than through any
Certainly a Legacy bearer who had barely amount of study or training.
begun learning about Change magic would have The amount of legacy that has been absorbed for
a much deeper knowledge after a story that had this purpose is measured in Progress Points.
them spending several months working side by Progress Points are gained by defeating other
side with his Shifter guildmate; even without trying sources of Legacy. This can be accomplished by either
they are bound to pick up a thing or two from their killing Kreesh, corrupted creatures, or Legacy bearers.
experiences. Progress Points can also be gained by absorbing the
This development and persistent learning is heart of a Nexus.
represented by Experience Points—an abstraction of If the slain creature has a Legacy Value (LV) or
just how much a character has learned or evolved Legacy Rank that is equal to or above the victorious
throughout the course of a story. character, progress points are awarded.
Awarded at the end of a story, they are spent In order to determine how many Progress Points
by a player to gain new skills and spells or further are awarded, divide the defeated creature’s Rank or
develop previously existing ones. Below is a list of LV evenly by the number of Legacy bearers present
costs giving the amount of Experience Points needed at the time of the creature’s death.
to acquire something new, or raise an existing rating
by one point. RANKING UP
New Raise When a Legacy bearer has been awarded a
number of Progress Points equal to 10 times their
Base Skill 5 Current Rating x 2
current Rank, they have “Ranked Up.”
Advanced Skill 3 Current Rating x 1 Ranking up increases the Legacy bearer’s
Spells 30 n/a rank by one and advances them by one node along
Techniques As Listed n/a their Legacy Arc. This allows them to choose a
single benefit from the newly acquired node and
immediately apply it to their character.
Example: Steven has played his first story and When a character Ranks up from the fifth node,
has received 2 experience points. Steven decides to they return to the first node while keeping all of the
spend some of his experience to reflect how Korcel has benefits of their first trip through the arc.
changed throughout this story.
First and foremost, Korcel has been put into more ENERGY
than one situation where he had to handle a bow, so
Steven thinks Korcel should have a Ranged Combat Sometimes the Legacy absorbed from a fallen
Skill of 3. enemy is not substantial enough to award Progress
Steven spends  points to raise Ranged Combat to Points. Whenever a Legacy bearer absorbs Legacy
1 (as it costs  experience points to learn a new skill,) from a source that has a lower Rank or LV than their
 experience pointT to raise Ranged Combat to 2, own, they are awarded an equal amount of Energy
and finally  experience points to raise it to 3. instead of the normal amount of Progress Points.

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KNOWING WHEN TO BREAK THE RULES
It is important to note that the Dreamweaver is
the final arbiter in all things. Rules ultimately lay a
foundation of understand that help everyone, players
and Dreamweaver alike, participate on equal footing.
This allows people to make sensible decisions,
immersing their thoughts in the fantastic tale they are
all creating. Reality and stories however, can never be
perfectly represented with rules or a math equation.
Because of this, the Dreamweaver must know when it
is appropriate to ignore the limitations of the printed
rules.
Breaking the rules should by no means be
a whimsical affair. If it is done without care or
thought, players will before long feel they have no
understanding of what is true, thus losing some of
their immersion and enjoyment.
Instead, Dreamweavers should see breaking
the rules as an opportunity to not let mathematical
representation somehow limit or ruin the story they
are trying to tell. Using good judgment in this matter
will go far, and help players feel they are participating
in a real, living story that transcends the limits of a
rulebook.
Having fun and crafting a memorable story
should always take top priority at the game table, so
after taking significant liberties with breaking game
rules, the Dreamweaver may wish to discuss their
decision after the action or scene is over. The players
can often substantiate any choices made and help a
Dreamweaver know when such changes are wise and
productive in the future. After all, crafting a great
story is in many ways a collaborative effort.

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6
Chapter Nine: Crafting
CRAFTING MAKORA MATERIALS
The art of creating useful equipment is a delicate Legacy can sometimes warp materials that are
process, requiring specialized knowledge and a great exposed to a Nexus. This process laces wood, ore,
deal of time. Whether the character is hoping to craft gems, and creatures with a portion of Legacy power,
the finest swords in the land or seeking to place the making them extremely suitable for Enchanting.
power of fire in a wand, crafting is the base skill used. Because of this, Makora materials are highly desired
Crafting is further divided into several advanced skills: everywhere in Laruna, and many foolhardy treasure
seekers have explored the areas near a Nexus trying
• Alchemy: The creation of potions and oils to secure some for their own profit.
for a variety of results. Unfortunately for them, such acquisitions are
• Enchanting: Weaving magic into items to rare, and often found dangerously close to creatures
enhance or change their effects. corrupted by the same Nexus energy that makes the
• Leatherworking: Turning Makora hides Makora so lucrative. Scholars continually debate just
into wearable leather armor and producing how Makora resources are formed, as materials are
Makora cloth material light enough to be only occasionally transformed by Legacy, even when
worn as clothing. in the presence of a powerful Nexus.
• Metalsmithing: Shaping Makora metal into
different weapons and armor.
• Woodworking: Carving Makora wood into
various forms such as staves, bows and
arrows.
• Jewelcrafting: Creating Makora accessories
and gems.

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HARVESTING MAKORA CRAFTING PROCESS OVERVIEW
Makora material, be it wood, hide, gems, or Using a Crafting skill is a three part process:
metal, is very sensitive to manipulation. Extensive
physical or magical trauma will destabilize the Legacy 1) Create Plan/Formula/Process: A single AT is
within, reducing the material to its normal state. made representing an hour of work to create a plan
Thismakes harvesting Makora materials difficult in and set the parameters for the item to be created.
most cases. The associated difficulty is determined by the selected
Only Legacy bearers appropriately skilled in attributes of the item (its Type and Modifiers).
mining, skinning, or foraging are capable of removing Success on this AT means the character is skilled
a piece of Makora material without damaging its enough to create a blueprint for an item’s creation,
mystical energy. A normal mortal is simply unable and work efforts may proceed. Failure indicates the
to harness and maintain the power held within. proposed item is too complex to be created at the
current level of skill.
CRAFTING WITH MAKORA 2) Determine CAP Required: Once a plan’s
difficulty is determined and successfully met by a
Like harvesting, utilizing Makora materials Crafting AT, the amount of CAP needed to complete
for the purposes of crafting is an impossible task the project must be determined. This is accomplished
for anyone but a Legacy bearer. Techniques for by taking the plan’s multiplier and applying it to the
preserving the Legacy energy of Makora during the plan’s total difficulty. A plan’s multiplier is set by the
entire crafting process are well-studied, allowing for Type chosen during its production. See below for
subtle manipulation of the material without damaging details on types and plan multipliers.
the delicate structure of the trapped energy. Skilled 3) Work efforts: Once the plan is successfully
crafters from within the ranks of Legacy bearers are created and the total CAP needed is determined, work
a rare and valuable commodity, even amongst their effort ATs may be made against the original difficulty
own. of creating the plan. Each AT taken represents an
entire hour of working on a crafting project. This is an
enduring action, thus any CAP accrual is maintained
and may be added to a running total until the total
CAP needed for the project is acquired. Once the
total amount needed for the project is met the item
is completed successfully. Failing a work effort AT by
more than five causes a loss of CAP equal to the the
difference between the AT and the difficulty. If the
CAP total for a project would be reduced below zero
in this manner, the project is ruined and all materials
are destroyed in the process.

How much is too much?


Crafting Makora items and creating powerful potions is meant to be a special thing. Dreamweavers should
take care when allowing their players to create large quantities of these magical items. An entire play group
wielding +5 threat weapons, wearing enhanced armor, and carrying 20 potions each could easily get out
of hand and create a balance headache for the Dreamweaver. Remember: All crafted items require special
ingredients, time, and money. Clever distribution of Makora materials and personal wealth to players will
help to control just how many advantages they can create for themselves.

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Project Types Plan Multiplier
Any crafting project starts with making a plan, The plan multiplier is applied to the total
and every plan starts by choosing a type. A project’s Difficulty of the plan being attempted. The
Type gives an idea of what kind of object is being resulting number is the amount of CAP that must
created. Types will vary based on the crafting skill be accumulated via work efforts before the project
in question, but regardless of which crafting skill is complete.
is being used, the Type selected for the plan will
set a starting difficulty and a plan multiplier. Next,
modifiers can be chosen.

Project Modifiers
Modifiers are chosen to show what specific
details the result of the crafting project will possess,
such as increased damage on weapons or reduced
hindrance on armor. Like Types, these may
change from one crafting skill to another, but
they will always give clear indication as to what
type of effects the object being made will create,
and will add to the difficulty of creating the plan.

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EXCELLENT
ALCHEMY A large, well-stocked laboratory containing all of
the best equipment, and several assistants. This lab
Alchemy allows a character to mix various would likely be under the direct watch of a King or
ingredients into potent potions, oils, and bombs. Lord, or the headquarters of an Alchemy Guild.
Skilled alchemists are proficient in creating many Excellent labs come in many shapes and sizes. A
different types of deadly potions which can be flung laboratory funded by the Red Circle of Ranath would
at their enemies for devastating effect. They are also offer a +10 bonus due to their size and prowess,
capable of creating various enhancement potions, while a lab belonging to the Alchemy guild within
from concoctions that heal to those which grant flight. the city of Sol might offer a +4 bonus.
In any case, an experienced alchemist always has a It is up to the Dreamweaver to decide just how
trick or two up their sleeve for all occasions. lucrative a laboratory location will be in any given
The plan for an Alchemy project is called a city.
formula.
GAINING ACCESS TO A LAB
REQUIRED WORKSPACE (LABS)
Field Kits are regularly available at apothecaries
An alchemy laboratory is a necessity for the and alchemy shops in any major town or city. Gaining
creation of any mixtures. A simple field kit is sufficient access to an established lab can be trickier.
for a traveling adventurer, but a well-stocked lab will If the player does not have the resources to build
contain all of the essential equipment and devices or maintain their own lab, it is possible to rent the
required to make the alchemy process much easier. use of one.
Beakers, tubes, compressors, and the like are It is up to the Dreamweaver to decide whether
considered a staple of most laboratories. Depending a simple contribution of coin will be sufficient, or if
on the quality and size of the lab, a bonus is given to a more involved task may be necessary.
any Alchemy related ATs.

ALCHEMY FIELD KIT REQUIRED MATERIALS


A simple collection of tubes, weights, and
measuring devices, able to be carried in a backpack. All alchemical formulae require major and minor
An Alchemy Field Kit provides a -4 modifier to ingredients before a work effort AT can be made.
all Alchemy ATs.
MINOR INGREDIENTS
POOR
A small laboratory with most of the necessary Easily accessible or unremarkable ingredients
equipment, although some pieces may not be in full are listed as a total Cost. This shows the common
working order. Often found in the back room of poor price of goods, such as powders, fillers, and herbs,
alchemist’s shop. that will be used to finish the Alchemy project.
A poor alchemy lab provides a -2 modifier to all While it is possible for the cost to change based on
Alchemy ATs. circumstance, these ingredients are commonplace
enough that both pricing and availability should be
AVERAGE relatively consistent.
A relatively clean environment containing all
necessary equipment, in full working order. Usually MAJOR INGREDIENTS
the size of an average dwelling, this lab would likely
be funded by a local ruler expecting a supply of Major ingredients are specific items needed
potions, or a successful independent alchemist. to create a mix, and have a rarity rating to show
An average alchemy lab provides no modifier to both relative expense and difficulty in acquisition.
all Alchemy ATs. Magic can often serve as an alternate ingredient if
the character knows the appropriate spell and their
Magic Ability Score is equal to or greater than the
listed number in parenthesis located on the ingredient
line in the formula’s description.

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0
Uncommon: Difficult to come across, may
require a special trader for purchase. Typically only USING CAP WITH ALCHEMY
found in big cities, in the hands of select traders.
Average price: 250g to 500g. When making an AT to create a formula, the
Rare: Not reliably accessible anywhere. difficulty must be met in order to proceed with work
Circumstance plays a large factor in availability and efforts as normal. However, unlike other crafting
typically can only be personally acquired through disciplines, any additional CAP gained on this AT may
great risk. Average price: 750g to 2,000g. be used to enhance the effect of the final product.
Very Rare: Special, sometimes unique CAP adjustments are listed below for each of the
ingredients that will rarely be accessible for standard formulas.
traditional purchase. These ingredients are typically
put to use shortly after acquisition. ALCHEMY ITEM TYPES
Attempting to trade for such a resource almost
always comes with an additional price beyond the Alchemy can be used to make 3 separate types
exchange of coin, such as performing a personal of potion: splash, ingested, and coating.
favor or completing a task. Average price: 5,000g to Splash type potions are meant to be thrown at or
10,000g + favors. towards their target to deliver their effects. For those
Spells: Casting a spell and infusing it into a potions that produce effects that can be resisted, a
formula may take the place of a major ingredient. Resist type is listed.
When this is possible, a spell and difficulty will be Ingested type potions deliver their effects once
listed on the formula’s major ingredient line. The imbibed.
caster is required to cast this spell once per work Coating type oils are meant to be spread across
effort AT, stretching the effects of the spell out over the surface of an object such as a weapon or the
the entire hour of work. user’s face in order to receive their effects.
No Magic AT is needed as long as the character’s
Magical Ability Score meets the minimum amount THROWING SPLASH POTIONS
listed. If the character does not have the required
magical skill, they must make a Magic AT in an Throwing a splash potion uses a Thrown
attempt to meet the difficulty, in addition to their Weapons AT, and the container has the following
work effort AT. Failure means the work effort is statistics:
ruined and the hour is lost.
ALCHEMY SPLASH BOMB
AT: Thrown Weapons + STR
Range: 0-10m/11m-20m/21m-30m
Difficulty: 15/25/40

Crafting and Mana


When a spell is cast during the Alchemy or Enchanting process, mana is spent as normal. Using magic
this way is a low stress endeavor, allowing mana to regenerate as it would when the character is at rest.
In most cases, this allows the enchanter to cast a single spell over the course of a one hour work effort
without worry of depleting their mana pool. With a high enough Intellect attribute, there should be ample
time for the character to regenerate the entire amount spent.
In the case where a spell’s mana cost exceeds the characters mana regeneration per hour, care should
be taken that a lengthy 10 hour crafting session doesn’t leave the overzealous crafter completely tapped
and spiritually exhausted. These powerful enchantments could indeed leave a character with little to no
mana, and in quite a bind should battle break out!

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Base Success: All targets within 5m of the blast
STANDARD FORMULAE are Frozen for 2 phases. Evasion and Reaction suffer
a -8 penalty, Defensive ATs suffer a -3 penalty and
Here you will find a list of standard formulae movement speed is reduced by 10, to a minimum of 1.
that have been tried and tested. The total difficulty,
costs and multipliers are listed. Note that the difficulty (6c) Area Adjustment: +1 meter radius
and CAP adjustments shown apply only during the (10c) Strength Adjustment : Evasion, Reaction
creation process to determine the formula’s effects and Defensive AT penalties increased by 1
when used. Once created, a formula’s effects cannot
be altered in any way. PETRIFY
Type: Splash
ACID BOMB Resist: Earth
Type: Splash Difficulty: 50
Difficulty: 25 Multiplier: x3
Multiplier: x3 Cost: 240g
Cost: 90g Primary Ingredient: Basilisk Eye (Very Rare)
Primary Ingredient: Gorix Viper venom
(Uncommon) or Acid Spit (25) Base Success: All targets within 5m of the blast
become petrified for 1 phase, becoming unable to act,
Base Success: The impacted target suffers 16 and gain +60 ARM, +60 PRO(All).
Damage (Acid). At the start of the next phase, the
target takes this damage again as the acid continues (5c) Area Adjustment: +1 meter radius
to dissolve its victim. (5c) Duration Adjustment: +1 phase

(2c) Damage Adjustment: +1 Acid SMOKE


(8c) Duration Adjustment: +1 phase Type: Splash
Resist: None
DAZZLE BOMB Difficulty: 15
Type: Splash Multiplier: x3
Resist: Celestial Cost: 30g
Difficulty: 40 Primary Ingredient: Cloud vapor (Uncommon)
Multiplier: x3
Cost: 150g Base Success: All targets within 3m of the blast
Primary Ingredient: Celestial Guardian blood suffer -4 Reaction and have their visibility reduced
(Very Rare) or Illuminate (50) to 1 meter.

Base Success: All targets within 3m of the blast (6c) Strength Adjustment: additional -1
are stunned and blinded for 1 phase. Reaction penalty
(10c) Area Adjustment: +1 meter radius
(5c) Area Adjustment: +1 meter radius
(6c) Special Adjustment: Sparkles VENOM CLOUD
Bright lights flash sporadically across the vision Type: Splash
of a target causing them to suffer a -2 penalty to Resist: Poison
all ATs that require vision for the next 2 phases. Difficulty: 35
Multiplier: x3
FLASH FREEZE Cost: 60g
Type: Splash Primary Ingredient: Death Adder Venom
Difficulty: 35 (Rare) or Remove Poison (40)
Resist: Water
Multiplier: x3 Base Success: All targets within 5m of the blast
Cost: 70g suffer from Poisoned(5) for 10 phases.
Primary Ingredient: Water Elemental flakes
(Rare) or Ice Shield (30)

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2
(5c) Duration Adjustment: +1 phase (5c) Duration Adjustment: +1 phase
(6c) Area Adjustment: +1 meter radius (15c) Special Adjustment: Huge
User gains 2 size categories, becoming a huge
WILDFIRE creature and gaining +10 STR.
Type: Splash
Resist: Fire HEALING POTION
Difficulty: 20 Type: Ingested
Multiplier: x3 Difficulty: 30
Cost: 50g Multiplier: x2
Primary Ingredient: Fire Elemental flakes Cost: 85g
(Rare) or Burn (20) Primary Ingredient: Okolo flower (Uncommon)
or Heal (25)
Base Success: All targets within 5m of the blast
take 15 damage (Fire) and are scorched for 2 phases, Base Success: A single use potion that restores
taking +10 Damage (Fire) from subsequent Fire 15 lost Health to the user.
sources for 2 phases. This effect does not stack.
(2c) Strength Adjustment: +1 Health restored
(2c) Damage Adjustment: +1 Fire
(6c) Area Adjustment: +1 meter radius INVISIBILITY
Type: Ingested
FLIGHT Difficulty: 40
Type: Ingested Multiplier: x2
Difficulty: 45 Cost: 150g
Multiplier: x2 Primary Ingredient: Gremlin tears (Rare) or
Cost: 70g Silence (45)
Primary Ingredient: Harpy feather (Rare) or
Jump (50) Base Success: A single use potion that turns the
user Invisible for 1 hour. Attacking, using an ability,
Base Success: A single use potion that gives or casting a spell will cause the effect to immediately
the user the ability to fly at normal movement speed end.
for 5 phases.
(5c) Duration Adjustment: +1 hour
(1c) Duration Adjustment: +1 phase (5c) Special Adjustment: Ghost
Leaves no trace of passage
GROWTH
Type: Ingested MANA POTION
Difficulty: 30 Type: Ingested
Multiplier: x2 Difficulty: 40
Cost: 60g Multiplier: x2
Primary Ingredient: Giant blood (Rare) or Cost: 125g
Morph (40) Primary Ingredient: Parom flower (Rare)

Base Success: A single use potion that causes Base Success: A single use potion that restores
the user to grow 1 size category for 2 phases. This 15 lost Mana to the user.
potion only works on a member of the five mortal
races, as the anatomy of other creatures is too foreign (1c) Strength Adjustment: +1 Mana
to receive the effects. Becoming a large creature
grants the user +5 STR and causes them to follow
differing size rules accordingly. This does not stack Using Potions
with other effects that increase size. Drinking a potion or applying oil to an object is
an IFU action that can be done once per phase.

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STAMINA POTION Base Success: Creates a single application of oil
Type: Ingested that when applied to the face, allows a person to alter
Difficulty: 30 their physical details for one hour as per the Alter
Multiplier: x10 spell. Once applied the target has 3 phases to choose
Cost: 80g desire alterations before the effect expires.
Primary Ingredient: Gloss flower (Rare) or
Rejuvenation (30) (5c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Malleable
Base Success: A single use potion that restores An additional adjustment may be made. Can be
15 lost stamina to the user. taken more than once.

(3c) Strength Adjustment: +1 stamina FIRE OIL


Type: Coating
REBIRTH Difficulty: 10
Type: Ingested Multiplier: x1
Difficulty: 50 Cost: 50g
Multiplier: x2 Primary Ingredient: Fire Elemental flakes
Cost: 1000g (Rare) or Burn (30)
Primary Ingredient: Phoenix feather (Very
Rare) or Lingering Spirit (50) Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
Base Success: A single use potion that causes strikes. While in effect, all strikes dealt with the
the user to be Reborn if their health is reduced to coated weapon inflict +8 damage (Fire).
zero within 24 hours. After a full phase of being dead,
you are restored to life at full health in a brilliant (8c) Duration Adjustment: +1 Strike
blaze of fire. Any creature within 1m of your body at (8c) Damage Adjustment: +1 Fire
this time suffers 30 damage (Fire).
ICE OIL
(5c) Duration Adjustment: +24 hours Type: Coating
Difficulty: 10
STONESKIN Multiplier: x1
Type: Ingested Cost: 50g
Difficulty: 20 Primary Ingredient: Water Elemental flakes
Multiplier: x2 (Rare) or Ice Shield (30)
Cost: 20g
Primary Ingredient: Earth Elemental flakes Base Success: Creates a single application of
(Rare) or Harden (20) oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
Base Success: A single use potion that gives the coated weapon inflict +8 damage (Cold).
user +10 ARM (All) for 2 phases. (8c) Duration Adjustment: +1 Strike
(8c) Strength Adjustment: +1 ARM (All) (8c) Damage Adjustment: +1 Cold
(10c) Duration Adjustment: +1 phase
LIGHTNING OIL
CLAY FACE Type: Coating
Type: Coating Difficulty: 10
Difficulty: 15 Multiplier: x1
Multiplier: x1 Cost: 50g
Cost: 100g Primary Ingredient: Air Elemental flakes
Primary Ingredient: Doppelganger blood (Rare) or Shock (30)
(Rare) or Alter (30)

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4
Base Success: Creates a single application of oil PROTECTION OIL
that may be used on a weapon and lasts for 5 strikes. Type: Coating
While in effect, all strikes dealt with the coated Difficulty: 20
weapon inflict +8 damage (Electricity). Multiplier: x1
Cost: 80g
(8c) Duration Adjustment: +1 Strike Primary Ingredient: Young dragonscale (Very
(8c) Damage Adjustment: +1 Electricity Rare) or Armor (35)

LIQUID PORTAL Base Success: Creates a single application of


Type: Coating oil that can be applied to a piece of armor and lasts
Difficulty: 40 for 1 hour. Armor coated by Protection Oil gains +5
Multiplier: x1 ARM (All).
Cost: 250g
Primary Ingredient: Corrupted Change (5c) Duration Adjustment: +1 hour
Creature Eye x 2* (Very Rare) or Portal (50) (10c) Strength Adjustment: +1 ARM (All)

Base Success: User must coat a surface such as


a wall, ceiling or floor. One of the creature eyes is ALCHEMY USE EXAMPLE
used in the oil. The location of the second eye will be
the marker for the other side of this portal. Morrow wants to create a potion before heading
You coat a surface, opening a portal to the into battle. His first step is to choose a formula and
other creature eye used in the creation of this oil. determine if he is skilled enough to successfully mix
The maximum range for this effect is 5Km. The portal the ingredients. Morrow decides the fight could
will be wide enough for one medium sized creature be particularly deadly, and so chooses the Healing
to walk through. The exit portal is the same size as Potion as his desired item.
the entry portal. Any creature may use the portal, He heads to the alchemy lab in his city, which
transporting them and all of their belongings to the has granted him free access. This is an Average grade
other side instantly. The portal works both ways. The lab, offering no bonus to Morrow’s Alchemy AT.
portal lasts for only one phase. This particular formula has a difficulty of 30,
and Morrow takes 1 hour laying out the mixing
(2c) Range Adjustment: +1000m process. He makes his Alchemy AT, resulting in a 35.
(2c) Size Adjustment: +2m width Morrow has successfully met the difficulty, and has
(5c) Duration Adjustment: +1 phase gained 5 CAP.
Morrow uses this additional CAP to increase
POISONOUS OIL the effects of his formula, adding +2 Health restored
Type: Coating to the eventual finished product. Morrow can now
Difficulty: 30 make a Healing Potion which restores 17 Health. He
Multiplier: x1 then uses the formula multiplier listed to determine
Cost: 60g how much CAP must be accrued before the potion is
Primary Ingredient: Manticore Tail venom complete. Morrow takes the difficulty of the formula,
(Very Rare) multiplies it by the multiplier of 2, and determines
that this formula requires 60 CAP to complete.
Base Success: Creates a single application of Morrow already has the necessary ingredients, and is
oil that may be used on a weapon and lasts for 5 prepared to make his first work effort. After spending
strikes. While in effect, all strikes dealt with the one hour on this work effort, Morrow accrues 5 CAP
coated weapon inflict Poisoned (1) for 10 phases. towards the total of 60 needed. Since this potion
This effect will stack with itself up to a maximum of is close to the height of his skill level, he realizes
Poisoned (5). that this will take approximately 12 hours of work
to complete at this rate! Morrow works vigorously
(5c) Duration Adjustment: +1 Strike over the next 2 days, making a total of 11 more work
effort ATs and finally accruing the 60 CAP needed.
The healing potion is now complete.

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ENCHANTING ATTUNEMENT
Weaving magic into items is a difficult and This represents how much magical alteration
rewarding practice called Enchanting. The Enchanting an item can accept. Mundane weapons and armor
skill allows a magic user to bind spells to items in possess no Attunement and cannot be enchanted.
ways that produce a myriad of mystic effects. Only Makora items are specifically attuned
Magic wands and fiery weapons are classic to accept the flow of magic, giving them a base
examples of Enchanting productions, but more Attunement of 25. It is possible to increase the
uncommon things such as a golems and portals are attunement of Makora items beyond their base level
also possible with special techniques. using the other crafting disciplines.
The plan for an Enchanting project is called a The total Attunement an item has is the
process. maximum process difficulty that may be attempted
when it is being enchanted.

REQUIRED WORKSPACE (NONE) ATTUNEMENT LIMITS


Enchanting is unique among the crafting There is a limit to how much magic can properly
disciplines in that it does not require a specific coexist on a single person at one time. Carrying an
workspace. amount of enchanted items that bring your total
Enchanting may be performed anywhere with Attunement above your maximum Attunement
the same level of proficiency, as long as the area is level causes an overload of magic. This disrupts
relatively peaceful. Attempting to enchant an item in all enchantments, and removes any bonuses or
a loud or distracting area may incur a penalty. effects from the items carried. Any item that is on
your person, whether worn, wielded, or sheathed is
counted towards your Attunement total, but only if
Shh! it is enchanted.
This Attunement limit begins at 50, and grows
Environmental Modifiers to Enchanting ATs: by 10 for every Rank a Legacy bearer possesses, to a
Peace and quiet: +1 maximum of 300 Attunement at Rank 25.
Outdoor Ambiance: 0 Example: Morrow is a Rank 2 Legacy bearer,
Noisy -2 giving him a maximum Attunement limit of 70. He
Loud Commotion: -4 wears a pair of enchanted chain gloves, and wields
an enchanted longsword. Each piece has no extra
Attunement, giving them a base Attunement of 25 each.
This gives Morrow a total of 50 Attunement on his
person. He comes across a basic ring of Cold Protection,
REQUIRED MATERIALS which also has 25 Attunement. Excitedly, Morrow puts
on the ring, bringing the Attunement total of his items
All enchanting processes require a specific item to 75. Since Morrow’s maximum is 70, the magic of all
to be enchanted, and a spell to be cast upon the item three pieces overloads, suspending the enchantments on
before a work effort AT can be made. all items. Morrow removes the ring in disappointment,
giving it to his companion instead. Looks like Morrow
MAJOR INGREDIENTS will have to wait until Rank 3 before wearing all three
pieces at once!
The only ingredient needed during the
enchanting process is the item to be enchanted. This
can be anything from weapons, armor, and wands to
things like jewelry, hats, and robes.

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6
SPELL USE ALL SALES ARE FINAL
Enchanting weaves spells into objects and as Once an Enchanting process is complete, and an
such, requires a user to have access to the spell that item has successfully been enchanted, the effects are
grants the effect desired for their project. permanent and the item may not be enchanted again.
The spell chosen for enchanting will be cast
repeatedly throughout work efforts, so the enchanter ENCHANTING TYPES
must have repeat access to the spell generating their
desired modifiers. As with any crafting plan, an enchanting process
Spells with possible enchanting effects have a requires the creator to first choose the desired type.
line in their description showing what bonuses or The three enchanting types are Casts, On Hit, and
effects may be placed into an item when using that Passive, each of which have their own modifiers
spell in the enchanting process. for the purpose of determining how they affect the
The caster is required to cast this spell once per processes base difficulty.
work effort AT, stretching the effects of the spell out
over the entire hour of work. No Magic AT is needed “CASTS” TYPE
as long as the character’s Magical Ability Score meets
the minimum amount required to cast the spell. This places a selected basic spell known to the
If the character does not have the required enchanter into a wand, which can then be used to
magical skill, they must make a Magic AT in an cast the stored spell as an IU action. The spell stored
attempt to meet the difficulty, in addition to their inside uses your Magic Ability Score at the time of
work effort AT. Failure means the work effort is process creation as its ATR when released. The wand
ruined and the hour is lost. will contain only one charge.
If your Magical Ability Score is high enough, you
Magical Ability Score Requirements may place Alternate Base Successes into the wand
using the appropriate modifiers.

Basic Spell: 1
Alternate Base Success 1: 25 “Casts” Enchanting Type Difficulty
Alternate Base Success 2: 40
Base Difficulty: 12
Multiplier: x2

BY OUR POWERS COMBINED


CASTS MODIFIERS
By working with a partner, an enchanter may
gain access to spells they do not know themselves. As Cast modifiers alter a wand by adding charges,
long as their partner has at least 1 rank in Enchanting increasing the potency of the spell when released,
and spends the full hour with them during all work and allowing you to place Alternate Base Successes
effort ATs, the enchanter may attempt to enchant an within.
item with the other individual’s spell.
The partner must be able to meet the Magical Modifier Difficulty
Ability Score requirements and cast the spell as
+1 to ATR of spell cast +2
normal.
+1 Charge +5
Alternate Base Success 1 +15
Alternate Base Success 2 +30

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USING A WAND “ON HIT” TYPE
Any creature may unleash a spell from a wand This enchants a melee or ranged weapon,
as an Instant, Untested action. The ATR used for the causing it to deliver special effects upon a successful
spell upon its release is the creator’s Magic Ability strike. Potential effects are listed within each spell.
Score at the time the process was created. No mana “On hit” spell effects use your Magic Ability
is consumed upon use, as it comes entirely from the Score at the time of process creation as their ATR
wand itself. when being resisted. On hit debuffs do not stack.
Once the spell is released, the wand returns to
being ordinary. All effects of the spell are determined “On Hit” Enchanting Type Difficulty
as though the creature cast it themselves, unless they
are unaware of the spell within. Base Difficulty: 20
Multiplier: x5
RECHARGING A WAND
Any creature with at least 1 skill point in Magic
may restore the charges of a wand by supplying it ON HIT MODIFIERS
with their own mana. As an Instant, Untested, action,
they may transfer mana from their own pool into the On Hit modifiers increase the numerical value of
wand on a one for one basis. Once they transfer an an On Hit enchantment, increasing its potency.
amount of mana equal to the cost of the spell inside,
one charge is restored. The total amount of charges
cannot exceed that set by the original enchantment. Modifier Difficulty
+1 to effect value (DMG, etc) +2
WAND USE BY UNINFORMED USERS
“PASSIVE” TYPE
Creatures coming across wands will have no
knowledge of the spell contained inside without the This effect is permanent and requires no effort
use of an Identify spell. A spell may still be released to use. This enchantment may be applied to any sort
from the wand by uninformed users. The user has the of Makora item, giving the listed bonus to the wearer.
choice to direct the spell towards themself, another Potential effects are listed within each spell.
creature, object, or area—their effects taking place
whether beneficial or detrimental. Any excess CAP “Passive” Enchanting Type Difficulty
generated by the spell beyond Base Success is lost in
this case, or spent at the Dreamweavers discretion. Base Difficulty: 20
If the target chosen is beyond the base range of the Multiplier: x5
spell, the spell will be released at its maximum range
in that direction. Area of effect spells will spawn with
their center on the target that was chosen. Spells
released inappropriately(A Telepathy spell on oneself, PASSIVE MODIFIERS
a Resurrection spell on a living target, a Heal spell
cast at the ground) will simply fizzle out and have Passive modifiers increase the value of any
no effect. The original creator of a wand will always passive enchantments
sense what spell resides within and how many
charges remain. Modifier Difficulty
+1 Effect Bonus (PRO, DMG) +2
+1 Skills/ATs/Attribute bonus +10
+1 Health/Mana/Stamina +2

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8
He can now begin making a wand which has three
Enchanting Example charges of Burn. Raz uses the Type multiplier listed
to determine how much CAP must be accrued before
The Sorcerer Raz wishes to create a wand that the process is complete. He takes the total difficulty of
casts Burn. Since Burn is one of the three spells he the process (22), multiplies it by the multiplier of 2,
knows, he can choose the Casts Type to place it into and determines that this process requires 44 CAP to
a wand. complete.
Raz has acquired a wand with an attunement of After spending one hour on his first work effort,
+3 from his woodworking friend, so he is ready to begin. he accrues 8 CAP towards the total of 44 needed. Since
His first step is to create a process and determine this is a relatively simple wand for Raz, he realizes
if he is skilled enough to place the magic into the item. that this will take approximately 6 hours of work to
Raz starts by selecting the Casts type, and wants complete at this rate.
to add two extra charges. Casts gives a base difficulty Raz works vigorously over the next day, making
of 12 to the process, and each extra charge modifier a total of 5 more work effort ATs and finally accruing
adds +5, giving Raz a total difficulty of 22. Raz takes the 44 CAP needed, creating a wand of Burn with an
1 hour laying out the enchanting process. ATR of 18 and three charges.
He makes his enchanting AT, adding +3 to the
result due to the attunement of this Makora wand. With
an ATR of 30, Raz has successfully met the difficulty of
creating this process. His Elements Ability Score is 18,
and so when Burn is released from the finished wand,
its ATR will be 18.

349
Lord, or the headquarters of a Metalsmithing Guild.
METALSMITHING Excellent forges come in many shapes and sizes.
A forge funded by the King of Naraffain would offer
The process of heating metals to shape them a +10 bonus due to their size and prowess, while
towards several purposes, Metalsmithing covers the a forge belonging to the Metalsmith’s guild within
production of everything from metallic weapons such the city of Sol might offer a +4 bonus. It is up to the
as swords and daggers, to metallic armors such as Dreamweaver to decide just how lucrative a forge will
chainmail and plate mail. be in any given city.

FORGING ENHANCED WEAPONS AND ARMOR GAINING ACCESS TO A FORGE


In Dreamscape: Laruna, Legacy Cearers are If the player does not have the resources to
capable of bringing out the innate magical properties build or maintain their own forge, it is possible to
of Makora metal during the smithing process, rent the use of one. It is up to the Dreamweaver to
allowing them to create weapons and armor that are decide whether a simple contribution of coin will
superior to store bought pieces. When a character be sufficient, or if a more involved task may be
attempts to create such an item, start by using the necessary.
base statistics for the chosen weapon or armor listed
in the Equipment chapter. Any bonuses applied in the REQUIRED MATERIALS
crafting process are added to these base numbers to
create an enhanced Makora weapon or armor as the All Metalsmithing plans require an amount of
final product. Makora metal and minor ingredients before a work
effort AT can be made.
REQUIRED WORKSPACE(FORGES)
MINOR INGREDIENTS
A forge is a necessity for the creation of any
weapons or armor. A forge can be as simple as a Easily accessible or unremarkable ingredients
small shack with a fire pit, anvil, and hammers, or as are listed as a total Cost. This shows the common
complex as a large facility with several anvils, bellows, price of goods such as coal, straps, buckles and liners
and assistants. Depending on the quality and size that will be used to finish the Metalsmithing project.
of the forge, a bonus is given to any Metalsmithing While it is possible for the cost to change based on
related ATs. circumstance, these ingredients are commonplace
enough that both pricing and availability should be
POOR relatively consistent.
A small forge with only the most basic
equipment, some of which may be bent or dented. MAJOR INGREDIENTS: MAKORA METAL
Often found in very small villages and settlements. A
poor forge provides a -2 modifier to all Metalsmithing Makora metal is formed when a Nexus releases
ATs. some of its Legacy energy into nearby metal deposits.
When this happens, the substance is transformed into
AVERAGE Makora, losing all properties of the original metal.
A relatively well-maintained environment In its new form, this material is stronger, heavier,
containing all necessary equipment, in decent and more durable. A specific quantity of metal will
condition. Usually the size of an average dwelling, be transformed, and so any given deposit may only
this forge would likely be funded by a local ruler have a handful or less of Makora berts capable of
expecting a supply of weapons and armor, or a being mined. More information on quantities may
successful independent smith. An average forge be found in the Corruption chapter. Only a
provides a -2 modifier to all Metalsmithing ATs. Legacy Cearer will be able to extract the Makora
infused metal, and a failed attempt will cause it to
EXCELLENT revert back to its original form as the Legacy energy
A large, well-supplied forge containing all of is violently expelled.
the best equipment, and several assistants. This forge
would likely be under the direct watch of a King or

350
0
WEAPON TYPES ARMOR TYPES
The type chosen for your plan will determine the The armor type chosen for your plan will
weapon’s maximum size. The three Weapon types are determine the armor you intend to produce. Each
Small, Medium, and Large, each affecting the plan type will affect the plan difficulty and multiplier, as
difficulty and multiplier, as well as adding a minor well as add a minor ingredient cost. The final product
ingredient cost. Refer to the Equipment chapter to is considered a full set of 5 pieces, which protects the
determine the size category of your weapon choice. entire body.

SMALL CHAINMAIL
Claws, Daggers, Throwing Axes, Throwing Difficulty: 15
Daggers Multiplier: x 9
Difficulty: 12 Major Ingredients: 16 Makora Berts
Multiplier: x 4 Minor Ingredients: 10g
Major Ingredients: 1 Makora Bert
Minor Ingredients: 3g SCALE MAIL
Difficulty: 15
MEDIUM Multiplier: x 10
Battleaxes, Flails, Longswords, Maces, Major Ingredients: 16 Makora Berts
Morningstars, Rapiers, Scimitars, Short Swords, Minor Ingredients: 15g
Warhammers
Difficulty: 15 LAMELLAR ARMOR
Multiplier: x 5 Difficulty: 16
Major Ingredients: 2 Makora Berts Multiplier: x 11
Minor Ingredients: 5g Major Ingredients: 16 Makora Berts
Minor Ingredients: 20g
LARGE
Claymores, Estocs, Glaives, Greataxes, Javelins, FULL PLATE
Mauls, Spears Difficulty: 20
Difficulty: 18 Multiplier: x 13
Multiplier: x 6 Major Ingredients: 16 Makora Berts
Major Ingredients: 4 Makora Berts Minor Ingredients: 100g
Minor Ingredients: 10g
ARMOR MODIFIERS
WEAPON MODIFIERS Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
Modifiers will determine how you choose to normal limits. Add all modifiers together, along with
manipulate the Makora to push the piece beyond the type, to come up with the difficulty for your Plan.
normal limits. Add all modifiers together, along with These modifiers may be taken more than once.
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once. Modifier Difficulty
+1 Attunement +1
Modifier Difficulty
+1 ARM to one damage type
+1 Attunement +1 (No one damage type rating
+1
+1 Damage +3 may be more than 10 points
+1m Max Range higher than another)
+4
(Thrown Weapons Only) -1 Hindrance +10
+1 Threat +10

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351
ARMOR PIECES
The types listed here represent the smaller pieces of a set that can be individually created.
Gauntlets (Coverage: Hands, lower arms)
Type Chain Scale Lamellar Plate
Difficulty 15 15 16 20
Multiplier x1 x1 x1 x1
Hindrance 0 0 0 0
Major Ingredients 2 Makora Berts 2 Makora Berts 2 Makora Berts 2 Makora Berts
Minor Ingredients 2g 3g 4g 10g
Boots (Coverage: Feet, lower legs)
Type Chain Scale Lamellar Plate
Difficulty 15 15 16 20
Multiplier x1 x1 x1 x1
Hindrance 0 0 0 0
Major Ingredients 2 Makora Berts 2 Makora Berts 2 Makora Berts 2 Makora Berts
Minor Ingredients 2g 3g 4g 10g
Pauldrons (Coverage: Shoulders, upper arms)
Type Chain Scale Lamellar Plate
Difficulty 15 15 16 20
Multiplier x2 x2 x2 x3
Hindrance -1 -1 -1 -1
Major Ingredients 3 Makora Berts 3 Makora Berts 3 Makora Berts 2 Makora Berts
Minor Ingredients 3g 4g 5g 25g
Helms/Coifs (Coverage: head, eyes, neck)
Type Chain Scale Lamellar Plate
Difficulty 15 15 16 20
Multiplier x2 x2 x2 x3
Hindrance -1 -1 -2 -2
Major Ingredients 3 Makora Berts 3 Makora Berts 3 Makora Berts 2 Makora Berts
Minor Ingredients 3g 4g 5g 25g
Cuirass/Hauberk (Coverage: Chest, back, upper legs)
Type Chain Scale Lamellar Plate
Difficulty 15 15 16 20
Multiplier x3 x4 x5 x5
Hindrance -1 -2 -2 -3
Major Ingredients 6 Makora Berts 6 Makora Berts 6 Makora Berts 6 Makora Berts
Minor Ingredients 4g 5g 7g 34g

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2
SHIELD TYPES METALSMITHING EXAMPLE
The shield type chosen for your plan will
determine the shield you intend to produce. Each The renowned Lightbringer metalsmith Decima
type will affect the plan difficulty and multiplier, as wants to create a set of Makora full plate armor. His
well as add a minor ingredient cost. first step is to create a plan and determine if he is
skilled enough to manipulate the Makora metal.
BUCKLER He heads to a forge in his city, which has
Difficulty: 8 granted him free access. This is an Excellent grade
Multiplier: x 1 forge, offering a +5 bonus to Decima’s metalsmithing
Major Ingredients: 2 Makora Berts AT.
Minor Ingredients: 1g A set of full plate has a difficulty of 20, but
Decima wishes to reduce the hindrance of the armor
SMALL SHIELD by 1, and increase its armor rating by +3/+3/+3.
Difficulty: 10 With these modifiers, the base difficulty of his
Multiplier: x 2 plan is increased to 39. (+10 for the hinderance, and
Major Ingredients: 4 Makora Berts +1 for each armor rating increase).
Minor Ingredients: 2g Decima takes 1 hour laying out the forging
plan. He makes his metalsmithing AT, resulting in
ROUND SHIELD a 50. Decima has successfully met the difficulty of
Difficulty: 12 creating this plan. Decima can now make a Makora
Multiplier: x 3 full plate armor with less hindrance and increased
Major Ingredients: 6 Makora Berts armor rating.
Minor Ingredients: 5g Decima now uses the Type multiplier listed to
determine how much CAP must be accrued before
HEATER SHIELD the plan is complete. Decima takes the total difficulty
Difficulty: 14 of the plan (39), multiplies it by the multiplier of 13,
Multiplier: x 4 and determines that this plan requires 507 CAP to
Major Ingredients: 10 Makora Berts complete.
Minor Ingredients: 10g Decima already has the necessary ingredients,
and is prepared to make his first work effort. After
TOWER SHIELD spending one hour on this work effort, Decima
Difficulty: 17 accrues 11 CAP towards the total of 507 needed.
Multiplier: x 5 Since this armor is close to the height of Decima’s skill
Major Ingredients: 14 Makora Berts level, he realizes that this will take approximately 47
Minor Ingredients: 20g hours of work to complete at this rate!
Decima works vigorously over the next several
SHIELD MODIFIERS weeks, making a total of 46 more work effort ATs
and finally accrues the 507 CAP needed. The Makora
Modifiers will determine how you choose to plate armor has been completed!
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.

Modifier Difficulty
+1 Attunement +1
+1 Block & +2 Cover +15

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EXCELLENT
LEATHERWORKING A large, well-supplied workshop containing
all of the best equipment and supplies, and several
The process of turning hides into wearables and assistants. This workshop would likely be under the
armor is covered by Leatherworking. Turning Makora direct watch of a King or Lord, or the headquarters of
hides into leather armor and producing Makora cloth a Leatherworking Guild. Excellent workshops come
material light enough to be worn as clothing is the in many shapes and sizes. A workshop funded by the
specialty of a Legacy Cearer. Horse Lord of Nevelon would offer a +10 bonus due
to their size and prowess with manipulating leather,
CRAFTING ENHANCED LEATHER ARMOR while a workshop belonging to the Leatherworking
guild within the city of Sol might offer a +4 bonus. It
In Dreamscape: Laruna, Legacy Cearers are is up to the Dreamweaver to decide just how lucrative
capable of bringing out the innate magical properties a workshop will be in any given city.
of Makora hides during the Leatherworking process,
allowing them to create leather armor that is superior GAINING ACCESS TO A WORKSHOP
to store bought pieces. When a character attempts to
create such an item, start by using the base statistics If the player does not have the resources to
for the chosen armor listed in the Equipment chapter. build or maintain their own workshop, it is possible
Any bonuses applied in the crafting process are added to rent the use of one. It is up to the Dreamweaver
to these base numbers to create an enhanced Makora to decide whether a simple contribution of coin
armor as the final product. will be sufficient, or if a more involved task may be
necessary.
REQUIRED WORKSPACE(WORKSHOP)
REQUIRED MATERIALS
A workshop is a necessity for the creation of
leather pieces. A workshop can be as simple as a small All Leatherworking plans require an amount of
shack with salts, dyes, and scrapers, or as complex Makora hide and minor ingredients before a work
as a large facility with several drying racks, curing effort AT can be made.
stations, and assistants. Depending on the quality
and size of the workshop, a bonus is given to any MINOR INGREDIENTS
Leatherworking related ATs.
Easily accessible or unremarkable ingredients
POOR are listed as a total Cost. This shows the common
A small workshop with only the most basic price of goods such as glue, oils, dyes, and liners
equipment and supplies, some of which may be worn that will be used to finish the Leatherworking project.
out or spoiled. Often found in small villages and While it is possible for the cost to change based on
settlements. A poor workshop provides a -2 modifier circumstance, these ingredients are commonplace
to all Leatherworking ATs. enough that both pricing and availability should be
relatively consistent.
AVERAGE
A relatively well-maintained environment MAJOR INGREDIENTS: MAKORA HIDE
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling, Makora hides are formed when a Nexus releases
this workshop would likely be funded by a local some of its Legacy energy into nearby animals or
ruler expecting a supply of leather, or a successful creatures. When this happens, the creature becomes
independent leatherworker. An average workshop corrupted, and its hide is infused with Makora, losing
provides no modifier to Leatherworking ATs. all properties of the original hide. In its new form,
its hide is stronger, heavier, and more durable. The
size of the creature determines the number of hides
able to be obtained, as defined by the Skinning skill.
Only a Legacy Cearer will be able to skin a corrupted
creature, and a failed attempt will destroy the hide.

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4
WEAPON TYPES ARMOR TYPES
The type chosen for your plan will determine The armor type chosen for your plan will
the weapon you choose to craft. Slings and Whips determine the armor you intend to produce. Each
may be crafted with the Leatherworking skill, and type will affect the plan difficulty and multiplier, as
which one you choose will affect the plan difficulty well as add a minor ingredient cost. These types are
and multiplier, as well as add a minor ingredient cost. considered a full set, which protects the entire body.

SPIKED WHIP LEATHER ARMOR


Difficulty: 10 Difficulty: 10
Multiplier: x 6 Multiplier: x 9
Major Ingredients: 2 Makora Hides Major Ingredients: 12 Makora Hides
Minor Ingredients: 3g Minor Ingredients: 5g

SLING STUDDED LEATHER


Difficulty: 8 Difficulty: 13
Multiplier: x 3 Multiplier: x 10
Major Ingredients: 1 Makora Hide Major Ingredients: 12 Makora Hides
Minor Ingredients: 5cp Minor Ingredients: 15g

WEAPON MODIFIERS ARMOR MODIFIERS


Modifiers will determine how you choose to Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan. the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once. These modifiers may be taken more than once.

Modifier Difficulty
Modifier Difficulty +1 Attunement +1
+1 Attunement +1 +1 ARM to one damage type
+1 Damage +3 (No one damage type rating
+2
+1m Max Range may be more than 10 points
+4 higher than another)
(Sling Only)
+1 Speed -1 Hindrance +15
+8
(Sling Only)
-1 Difficulty
+10
(Sling Only)
+1 Threat
+10
(Whip Only)

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ARMOR PIECES CONTAINER TYPES
The types listed here represent smaller pieces The container types listed here represent smaller
that can be individually created. pieces that can be specifically created for the purposes
of Enchanting.
Gloves (Coverage: Hands, lower arms) In addition, crafting these pieces from Makora
Type Leather Studded hides give them special magical properties. Each type
Difficulty 10 13 will affect the plan difficulty and multiplier, as well
as add a minor ingredient cost.
Multiplier x1 x1
Hindrance 0 0 MAKORA SHEATH
Major Ingredients 1 Makora Hide 1 Makora Hide Storing a weapon in a Makora sheath for an
Minor Ingredients 1g 3g extended period of time will cause the infused Legacy
energy to seep into the weapon. Keeping a weapon
Boots (Coverage: Feet, lower legs) in this container for at least one day will grant it a
Type Leather Studded +1 Damage Bonus. Only one weapon may be stored
Difficulty 10 13 in a sheath at a time. The Damage Bonus fades if
the weapon does not return to the sheath within 24
Multiplier x1 x1
hours, as the concentrated Legacy energy disburses.
Hindrance 0 0
Major Ingredients 1 Makora Hide 1 Makora Hide Difficulty: 10
Minor Ingredients 1g 3g Multiplier: x 4
Major Ingredients: 1 Makora Hide
Pauldrons (Coverage: Shoulders, upper arms) Minor Ingredients: 1g
Type Leather Studded
Difficulty 10 13 MAKORA QUIVER
Storing ammunition in a Makora quiver for an
Multiplier x2 x2
extended period of time will cause the infused Legacy
Hindrance 0 0 energy to seep into the ammunition. Keeping ammo
Major Ingredients 2 Makora Hides 2 Makora Hides in this container for at least one day will grant it a
Minor Ingredients 2g 4g +1 Damage Bonus. The Damage Bonus fades if the
ammo does not return to the sheath within 24 hours,
Helms/Coifs (Coverage: head, eyes, neck) as the concentrated Legacy energy disburses.
Type Leather Studded
Difficulty 10 13 Difficulty: 10
Multiplier: x 4
Multiplier x2 x2
Major Ingredients: 1 Makora Hide
Hindrance 0 0 Minor Ingredients: 1g
Major Ingredients 2 Makora Hides 2 Makora Hides
Minor Ingredients 3g 4g CONTAINER MODIFIERS
Cuirass/Hauberk (Coverage: Chest, back, upper legs) Modifiers will determine how you choose to
Type Leather Studded manipulate the Makora to push the piece beyond
Difficulty 10 13 normal limits. Add all modifiers together, along
with the type, to come up with the difficulty for
Multiplier x3 x4
your Plan. These modifiers may be taken more
Hindrance 0 -1 than once.
Major Ingredients 6 Makora Hides 6 Makora Hides
Minor Ingredients 4g 5g Modifier Difficulty
+1 Damage Bonus +10

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6
MISCELLANEOUS CLOTH TYPES WOODWORKING
The miscellaneous types listed here represent The process of turning Makora wood into bows,
smaller pieces that can be specifically created for arrows, staves and wands is covered by Woodworking.
the purposes of Enchanting. The Makora hide is Drawing forth the Makora to enhance these weapons
processed in such a way that a very thin, cloth-like is the specialty of a Legacy bearer.
material remains, usable for making clothing. Each
type will affect the plan difficulty and multiplier, as CARVING ENHANCED WEAPONS
well as add a minor ingredient cost.
In Dreamscape: Laruna, Legacy bearers are
ROBE capable of bringing out the innate magical properties
Difficulty: 14 of Makora wood during the Woodworking process,
Multiplier: x 6 allowing them to create bows, and wooden weapons
Major Ingredients: 6 Makora Hides that are superior to store bought pieces.
Minor Ingredients: 20g When a character attempts to create such an
item, start by using the base statistics for the chosen
TUNIC/PANTS armor listed in the Equipment chapter. Any bonuses
Difficulty: 14 applied in the crafting process are added to these
Multiplier: x 4 base numbers to create an enhanced Makora weapon
Major Ingredients: 4 Makora Hides as the final product.
Minor Ingredients: 5g
REQUIRED WORKSPACE(BOWYER/WOODCARVERS HUT)
HAT/GLOVES
Difficulty: 14 While there is no specific need for a workspace
Multiplier: x 2 when it comes to carving wood, a well-stocked
Major Ingredients: 1 Makora Hide Bowyer or Woodcarver will contain all of the essential
Minorr In
IIngredients:
g ed
gr die
entts: 1
1gg measuring tools and equipment required to make the
woodworking process much easier. Workbenches,
saws, glue, and bow strings are considered a staple
of most bowyers and woodcarvers. Depending on the
quality and size of such a workspace, a bonus is given
to any Woodworking related ATs.

POOR
A small workshop with only the most basic
equipment, some of which may not be in full working
order. Often found in small villages and settlements.
A poor workspace provides a -2 modifier to all
Woodworking ATs.

AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of bows or wood products,
or a successful independent woodcarver. An average
workspace provides no modifier to Woodworking ATs.

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357
EXCELLENT
A large, well-supplied workshop containing WEAPON TYPES
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the The type chosen for your plan will determine the
direct watch of a King or Lord, or the headquarters weapon’s maximum size. The three Weapon types are
of a Woodcarving Guild. Small, Medium, and Large, each affecting the plan
Excellent workshops come in many shapes difficulty and multiplier, as well as adding a minor
and sizes. A workshop funded by the Queen of ingredient cost. Refer to the Equipment chapter to
Moolsheel would offer a +10 bonus due to their determine the size category of your weapon choice.
size and prowess with manipulating wood, while
a workshop belonging to the Woodworking guild STAFF/STAFF SLING
within the city of Sol might offer a +4 bonus. It is up Difficulty: 12
to the Dreamweaver to decide just how lucrative a Multiplier: x 4
workshop will be in any given city. Major Ingredients: 3 Planks of Makora Wood
Minor Ingredients: 1sp
GAINING ACCESS TO A WORKSHOP
CLUB
If the player does not have the resources to Difficulty: 12
build or maintain their own workshop, it is possible Multiplier: x 3
to rent the use of one. It is up to the Dreamweaver Major Ingredients: 4 Planks of Makora Wood
to decide whether a simple contribution of coin Minor Ingredients: 1sp
will be sufficient, or if a more involved task may be
necessary. SHORTBOW
Difficulty: 10
REQUIRED MATERIALS Multiplier: x 2
Major Ingredients: 2 Planks of Makora Wood
All Woodworking plans require an amount of Minor Ingredients: 1g
Makora wood and minor ingredients before a work
effort AT can be made. LONGBOW
Difficulty: 13
MINOR INGREDIENTS Multiplier: x 2
Major Ingredients: 2 Planks of Makora Wood
Easily accessible or unremarkable ingredients Minor Ingredients: 2g
are listed as a total Cost. This shows the common
price of goods such as glue, oils, and strings that will LIGHT CROSSBOW
be used to finish the Woodworking project. While it is Difficulty: 15
possible for the cost to change based on circumstance, Multiplier: x 6
these ingredients are commonplace enough that both Major Ingredients: 4 Planks of Makora Wood
pricing and availability should be relatively consistent. Minor Ingredients: 5g

MAJOR INGREDIENTS - MAKORA WOOD HEAVY CROSSBOW


Difficulty: 20
Makora Wood is formed when a Nexus releases Multiplier: x 8
some of its Legacy energy into nearby trees. When Major Ingredients: 6 Planks of Makora Wood
this happens, the tree and its bark is infused with Minor Ingredients: 5g
Makora, losing all normal properties. In its new
form, the wood from the tree is stronger, heavier,
and more durable. A specific quantity of wood will
be transformed, and so any given area may only have
a handful or less of Makora wood capable of being
harvested. Only a Legacy Cearer will be able to extract
the Makora infused wood, and a failed attempt will
cause it to revert back to its original form.

358
8
a 41. Daemora has successfully met the difficulty of
WEAPON MODIFIERS creating this plan. Daemora can now make a Makora
longbow that deals +9 damage. Daemora now uses the
Modifiers will determine how you choose to Type multiplier listed to determine how much CAP must
manipulate the Makora to push the piece beyond be accrued before the longbow is complete. Daemora
normal limits. Add all modifiers together, along with takes the total difficulty of the plan (40), multiplies it
the type, to come up with the difficulty for your Plan. by the multiplier of 2, and determines that this plan
These modifiers may be taken more than once. requires 80 CAP to complete. Daemora already has
Modifier Difficulty the necessary ingredients, and is prepared to make her
+1 Attunement +1 first work effort. After spending one hour on this work
effort, Daemora accrues only 1 CAP towards the total
+1 Damage +3
of 80 needed. Since this longbow is so difficult to make,
+1m Max Range Daemora’s realizes that this will take approximately 80
+4
(Ranged Weapons Only) hours of work to complete at this rate! Daemora does
+1 Speed not wish commit two weeks to making this longbow
+8
(Ranged Weapons Only) and rethinks her plan. She decides to create a simpler
-1 Difficulty Makora longbow that requires less manipulation of the
+10
(Ranged Weapons Only) Makora energy, forcing her to start the process from
+1 Threat the beginning.
+10
(Melee Weapons Only)

MISCELLANEOUS TYPES JEWELCRAFTING


Those skilled in Woodworking may craft The process of refining Makora gems
intricate wands, and the Makora wood used will and creating Makora accessories is covered by
allow them to hold a great deal more magical energy. Jewelcrafting.

WAND CRAFTING AND USING MAKORA GEMS


Difficulty: 10
Multiplier: x 3 In Dreamscape: Laruna, Legacy bearers are
Major Ingredients: 1 Plank of Makora Wood capable of bringing out the innate magical properties
Minor Ingredients: 1g of Makora gems during the Jewelcrafting process.
These gems grant a bonus to a core attribute, or
MISCELLANEOUS MODIFIERS Health, Stamina and Mana pools. Gems giving a
bonus to the same attribute or pool do not stack.
Modifier Difficulty
+1 Attunement +4 GEM PLACEMENT
A Makora gem requires a “nest” to function, and
WOODWORKING EXAMPLE so must be placed within another Makora item to
gain its benefits. A jewelcrafter can create specific
Daemora the Sora’Somin woodworker wants to accessory pieces to act as this nest, but a Makora
create a Makora longbow for her traveling companion. weapon or armor piece may be used as well. Any
Her first step is to create a plan and determine if she Makora piece containing a Makora gem is considered
is skilled enough to manipulate the Makora wood. She enchanted, and may not be altered further via
heads to an Excellent grade bowyer, offering a +8 bonus enchanting. A basic gem requires a 25 Attunement
to Daemora’s Woodworking AT. A Makora longbow has piece as its nest. Gems improved beyond their base
a difficulty of 13, but Daemora wishes to increase its bonuses will require nests with higher Attunement to
damage output as high as she can. She thinks she can function. The increased Attunement requirements are
safely add +9 damage to the longbow, increasing the listed below along with the modifiers. A jewelcrafter
base difficulty to 40 (+3 for each point of damage). with a total Jewelcrafting Ability Score of at least 20
Daemora takes 1 hour laying out the woodworking may safely remove a Makora gem and place it into a
process. She makes her woodworking AT, resulting in different piece.

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359
REQUIRED WORKSPACE(JEWELER) REQUIRED MATERIALS
A jeweler is a necessity for the creation of gems All Jewelcrafting plans require an amount of
and accessories. A jeweler can be as simple as a small Makora gems or metal, and minor ingredients before
shack with clamps, magnifiers, and chisels, or as a work effort AT can be made.
complex as a large facility with several microscopes, Minor Ingredients
grinding wheels, and assistants. Depending on the Easily accessible or unremarkable ingredients
quality and size of the workshop, a bonus is given to are listed as a total Cost. This shows the common
any Jewelcrafting related ATs. price of goods such as clasps, chains, or polish that
will be used to finish the Jewelcrafting project.
JEWELER’S KIT While it is possible for the cost to change based on
A simple collection of chisels, a magnifier, and circumstance, these ingredients are commonplace
polish, able to be carried in a backpack. A jewelers enough that both pricing and availability should be
kit provides a -4 modifier to all Jewelcrafting ATs. relatively consistent.

POOR MAJOR INGREDIENTS: MAKORA GEMS


A small workshop with only the most basic
equipment, some of which may not be in full A Makora gem is formed when a Nexus releases
working order. Often found in small villages and some of its Legacy energy into a nearby geode.
settlements. A poor jewelers provides a -2 modifier When this happens, the gem is infused with Makora,
to all Jewelcrafting ATs. becoming much more brilliant and receptive to magic.

AVERAGE ATTRIBUTE GEM


A relatively well-maintained environment
containing all necessary equipment, in decent A basic attribute gem grants +1 to a chosen
condition. Usually the size of an average dwelling, attribute at the plan creation step.
this workshop would likely be funded by a local Difficulty: 20
ruler expecting a supply of jewelry, or a successful Multiplier: x 8
independent jewelcrafter. An average jewelers Major Ingredients: 1 Makora Gem
provides a -2 modifier to all Woodworking ATs.
ATTRIBUTE GEM MODIFIERS
EXCELLENT
A large, well-supplied workshop containing Nest Attunement
Modifier Difficulty
all of the best equipment and supplies, and several Requirement
assistants. This workshop would likely be under the +1 Chosen Attribute +10 12
direct watch of a King or Lord, or the headquarters
of a Jewelcrafting Guild. Excellent workshops come ESSENCE GEMS
in many shapes and sizes. A workshop funded by the
Lovis of Epilesis would offer a +10 bonus due to their A basic essence gem grants a +10 bonus to the
size and prowess, while a workshop belonging to the respective pool.
Jewelcrafting guild within the city of Sol might offer
a +4 bonus. It is up to the Dreamweaver to decide HEALTH GEM
just how lucrative a workshop will be in any given Difficulty: 20
city. Multiplier: x 5
Major Ingredients: 1 Makora Gem
GAINING ACCESS TO A JEWELER
MANA GEM
If the player does not have the resources to Difficulty: 20
build or maintain their own jeweller, it is possible to Multiplier: x 4
rent the use of one. It is up to the Dreamweaver to Major Ingredients: 1 Makora Gem
decide whether a simple contribution of coin will be
sufficient, or if a more involved task may be necessary.

360
0
STAMINA GEM
Difficulty: 20 JEWELCRAFTING EXAMPLE
Multiplier: x 3
Major Ingredients: 1 Makora Gem
Elena the Soulbender jewelcrafter has come
ESSENCE GEM MODIFIERS across a Makora gem and decides to fashion it into
a Health gem.
Nest Attunement Her first step is to create a plan and determine if
Modifier Difficulty
Requirement she is skilled enough to manipulate the Makora gem.
+1 Chosen Attribute +1 1 She heads to a jeweler in her city, which has granted
her free access. This is an Average grade jeweler,
ACCESSORY TYPES offering no bonus to Elena’s Jewelcrafting AT.
A Makora Health gem has a difficulty of 20,
Makora Jewelry is required to holster the power but Elena wishes to increase its Health bonus by
of a Makora Gem and spread it throughout the +10. The +10 Health modifier adds +10 to the base
body of an individual. In order to get the required difficulty, increasing it to 30.
concentration of Legacy energy, an entire Makora Elena takes 1 hour laying out the jewelcrafting
Bert must be expended in the creation process. plan. She makes her jewelcrafting AT, resulting in
a 45. Elena has successfully met the difficulty of
RING/EARRINGS creating this plan. Elena can now make a Makora
Difficulty: 10 gem that increases Health by 20.
Multiplier: x 7 Elena now uses the Type multiplier listed to
Major Ingredients: 1 Makora Bert determine how much CAP must be accrued before
Minor Ingredients: 1g the gem is complete. Elena takes the total difficulty
of the plan (30), multiplies it by the multiplier of 5,
NECKLACE and determines that this plan requires 150 CAP to
Difficulty: 12 complete.
Multiplier: x 7 Elena takes her gem to the jeweler and is
Major Ingredients: 1 Makora Bert prepared to make her first work effort. After spending
Minor Ingredients: 25g one hour on this work effort, Elena accrues 15 CAP
towards the total of 150 needed.
BRACELET She wants this gem as soon as possible, and
Difficulty: 14 spends a grueling 9 hours over the next day making
Multiplier: x 7 9 more work effort ATs, completing the Health gem.
Major Ingredients: 1 Makora Bert After calculating the Attunement needed, Elena
Minor Ingredients: 25g finds that this gem will require a 35 Attunement item
as its nest. (25 Base, 10 from modifiers)
ACCESSORY MODIFIERS Luckily, Elena has a Makora ring from a previous
jewelcrafting project and inserts the gem with ease,
Modifier Difficulty gaining +20 to her Health when she puts it on!
+1 Attunement +1

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361
EQUIPMENT IMPACT
Equipment in Laruna comes in many forms, and CLUB
is the lifeblood of any adventuring Legacy bearer. Cost: 15 cp
All manner of items and supplies can be found in Weight: 1.3 kg
the metropolises of Laruna’s kingdoms, although Requirements: STR 3
specialty items, such as those magical in nature might Threat: 2
be reserved for only a few shops throughout the AT: One-Handed Blunt + STR
land. It is up to the Dreamweaver to decide just how Damage: STR + 3 (Impact)
available certain equipment might be, but the general (1c) Damage Adjustment: +1 Impact
rule is—the larger the city, the more equipment (40c) Weapon Adjustment: Knockout CT (25%)
available to you.
FLAIL
STARTING EQUIPMENT Cost: 7 gp
Weight: 2.7 kg
Depending on your chosen Background, you will Requirements: STR 5
be allotted a certain amount of starting equipment Threat: 5
and gold. Starting in a city will allow you to purchase AT: One-Handed Blunt + STR
any of the following equipment, at the Dreamweaver’s Damage: STR + 9 (Impact)
discretion. (1c) Damage Adjustment: +3 Impact
(24c) Weapon Adjustment: Crush
CURRENCY (30c) Weapon Adjustment: Knockout CT (75%)

Standard currency in Laruna is divided up into MACE


coins, their value based upon the metal they are made Cost: 6 gp
from. They range in value from lowest to highest: Weight: 1.8 kg
Copper, Silver, and Gold. Requirements: STR 4
Threat: 3
1 Gold Coin = 10 Silver = 100 Copper AT: One-Handed Blunt + STR
Damage: STR + 6 (Impact)
When dealing with larger denominations of (1c) Damage Adjustment: +2 Impact
currency, the people of Laruna trade in large ingots (32c) Weapon Adjustment: Crush
of metal called Berts. A Bert is equal to 100x the (40c) Weapon Adjustment: Knockout CT (75%)
number of coins of its respective material.
MAUL (2H)
1 Gold Bert = 100 Gold Coins = 1000 Silver Coins = Cost: 18 gp
10000 Copper Coins Weight: 5.5 kg
1 Silver Bert = 10 Gold Coins = 100 Silver Coins = Requirements: STR 8
1000 Copper Coins Threat: 7
1 Copper Bert = 1 Gold Coin = 10 Silver Coins = AT: Two-Handed Blunt + STR
100 Copper Coins Damage: STR + 15 (Impact)
(1c) Damage Adjustment: +5 Impact
WEAPONS (14c) Weapon Adjustment: Crush
(20c) Weapon Adjustment: Knockout CT (75%)
Weapons are split into two basic categories:
Melee and Ranged. Melee weapons are further
divided into Impact, Slashing, and Piercing, based
on what type of damage they inflict upon an enemy.
Ranged weapons are divided into Projectile and
Thrown, depending on its method of attack.
The notation “2H” indicates this weapon
requires two hands to wield.

362
2
STAFF(2H) GLAIVE(2H)
Cost: 2 sp Cost: 50 gp
Weight: 1.8 kg Weight: 4.5 kg
Requirements: STR 3 Requirements: STR 7
Threat: 2 Threat: 6
AT: Two-Handed Blunt + STR AT: Glaives + STR
Damage: STR + 3 (Impact) Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +1 Impact (1c) Damage Adjustment: +5 Slashing
(40c) Weapon Adjustment: Knockout CT (20%) (5c) Weapon Adjustment: Bleed (5)
(18c) Weapon Adjustment: Amputate
WARHAMMER (25c) Weapon Adjustment: Decapitate
Cost: 10 gp
Weight: 2.2 kg GREATAXE (2H)
Requirements: STR 5 Cost: 25 gp
Threat: 4 Weight: 5.4 kg
AT: One-Handed Blunt + STR Requirements: STR 8
Damage: STR + 9 (Impact) Threat: 7
(1c) Damage Adjustment: +3 Impact AT: Two-Handed Slashing + STR
(24c) Weapon Adjustment: Crush Damage: STR + 15 (Slashing)
(30c) Weapon Adjustment: Knockout CT (75%) (1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
SLASHING (18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
BATTLEAXE
Cost: 8 gp LONGSWORD (2H)
Weight: 2.7 kg Cost: 10 gp
Requirements: STR 5 Weight: 2.7 kg
Threat: 4 Requirements: STR 5
AT: One-Handed Slashing + STR Threat: 5
Damage: STR + 9 AT: One-Handed Slashing + STR
(1c) Damage Adjustment: +3 Slashing Damage: STR + 9 (Slashing)
(5c) Weapon Adjustment: Bleed (3) (1c) Damage Adjustment: +3 Slashing
(24c) Weapon Adjustment: Amputate (5c) Weapon Adjustment: Bleed (3)
(30c) Weapon Adjustment: Decapitate (24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate
CLAYMORE (2H)
Cost: 15 gp SCIMITAR
Weight: 3.6 kg Cost: 12 gp
Requirements: STR 6 Weight: 1.8 kg
Threat: 6 Requirements: STR 4
AT: Two-Handed Slashing + STR Threat: 3
Damage: STR + 12 (Slashing) AT: One-Handed Slashing + STR
(1c) Damage Adjustment: +4 Slashing Damage: STR + 6 (Slashing)
(5c) Weapon Adjustment: Bleed (4) (1c) Damage Adjustment: +2 Slashing
(18c) Weapon Adjustment: Amputate (5c) Weapon Adjustment: Bleed (2)
(25c) Weapon Adjustment: Decapitate (32c) Weapon Adjustment: Amputate
(40c) Weapon Adjustment: Decapitate

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SPIKED WHIP RAPIER
Cost: 8 gp Cost: 8 gp
Weight: .9 kg Weight: .9 kg
Requirements: AGI 4 Requirements: STR 2
Threat: 5 Threat: 4
AT: Whips + AGI AT: One-Handed Piercing + STR
Damage: AGI + 6 (Slashing) Damage: STR + 9 (Piercing)
(1c) Damage Adjustment: +2 Slashing (1c) Damage Adjustment: +3 Piercing
(5c) Weapon Adjustment: Bleed (2) (3c) Weapon Adjustment: Bleed (3)

PIERCING SHORTSWORD
Cost: 5 gp
DAGGER Weight: .9 kg
Cost: 4 gp Requirements: STR 3
Weight: .4 kg Threat: 3
Requirements: STR 1 Damage: STR + 6 (Piercing)
Threat: 1 (1c) Damage Adjustment: +2 Piercing
AT: One-Handed Piercing + STR (3c) Weapon Adjustment: Bleed (2)
Damage: STR + 3 (Piercing)
(1c) Damage Adjustment: +1 Piercing SPEAR (2H)
(3c) Weapon Adjustment: Bleed (1) Cost: 12 gp
Weight: 2.7 kg
ESTOC (2H) Requirements: STR 5
Cost: 20 gp Threat: 7 (14 when engaged w. mounted combatant)
Weight: 2.2 kg AT: Two-Handed Piercing + STR
Requirements: STR 5 Damage: STR + 12 (Piercing)
Threat: 6 (1c) Damage Adjustment: +4 Piercing
AT: Two-Handed Piercing + STR (3c) Weapon Adjustment: Bleed (4)
Damage: STR + 12 (Piercing)
(1c) Damage Adjustment: +4 Piercing RANGED WEAPONS
(3c) Weapon Adjustment: Bleed (4)
SLING
METAL CLAWS Cost: 1 sp
Cost: 5 gp Requirements: None
Weight: .4 kg Weight: .4 kg
Requirements: STR 1 Range: 0-25m/26m-120m/121m-200m
Threat: 1 Difficulty: 15/28/40
AT: Brawling + STR AT: Slings + AGI
Damage: STR + 3 (Piercing) Damage: 15 (Impact)
(1c) Damage Adjustment: +1 Piercing Speed: 25
(3c) Weapon Adjustment: Bleed (1) (1c) Damage Adjustment: +1 Impact

MORNINGSTAR
Cost: 7 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 5
AT: One-Handed Impact + STR
Damage: STR + 9 (Piercing)
(1c) Damage Adjustment: +3 Piercing
(4c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Crush
(30c) Weapon Adjustment: Knockout CT (75%)

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STAFF SLING SHORTBOW
Cost: 25 cp Cost: 10 gp
Requirements: None Weight: .9 kg
Weight: 1.2 kg Requirements: None
Range: 0-30m/31m-120m/121m-250m Range: 0-25m/26m-75m/76m-200m
Difficulty: 15/25/40 Difficulty: 12/28/38
AT: Slings + AGI AT: Bows + AGI
Damage: 20 (Impact) Damage: 15 (Piercing)
Speed: 30 Speed: 25
(1c) Damage Adjustment: +1 Impact (1c) Damage Adjustment: +1 Piercing

THROWN
BOWS AND CROSSBOWS
THROWING AXE
HEAVY CROSSBOW* Cost: 5 gp
Cost: 40 gp Weight: .9 kg
Weight: 3.6 kg Requirements: STR 3
Requirements: None Range: 0-3m/4m-6m/7m-10m
Range: 0-100m/101m-200m/201m-300m Difficulty: 10/20/30
Difficulty: 10/22/35 AT: Thrown Weapons + AGI
AT: Crossbows + AGI Damage: STR + 10 (Slashing)
Damage: 30 (Piercing) Speed: User’s Strength + 3
Speed: 30 (1c) Damage Adjustment: +1 Slashing
(1c) Damage Adjustment: +1 Piercing
*Reloading requires an IU action. THROWING DAGGER
Cost: 4 gp
LIGHT CROSSBOW* Weight: .3 kg
Cost: 25 gp Requirements: STR 1
Weight: 1.8 kg Range: 0-3m/4m-6m/7m-10m
Requirements: None Difficulty: 10/25/35
Range: 0-25m/26m-75m/51m-150m AT: Thrown Weapons + AGI
Difficulty: 10/22/40 Damage: STR + 6 (Piercing)
AT: Crossbows + AGI Speed: User’s Strength + 5
Damage: 20 (Piercing) (1c) Damage Adjustment: +1 Piercing
Speed: 28
(1c) Damage Adjustment: +1 Piercing THROWING SPEAR
*Reloading requires an IU action. Cost: 12 gp
Weight: 1.4 kg
LONGBOW Requirements: STR 4
Cost: 15 gp Range: 0-25m/26m-50m/51m-100m
Weight: 1.3 kg Difficulty: 15/25/35
Requirements: None AT: Thrown Weapons + AGI
Range: 0-30m/31m-120m/121m-250m Range: 0-25m/26m-50m/51m-100m
Difficulty: 15/25/35 Damage: STR + 15 (Piercing)
AT: Bows + AGI Speed: User’s Strength + 5
Damage: 20 (Piercing) (1c) Damage Adjustment: +1 Piercing
Speed: 25
(1c) Damage Adjustment: +1 Piercing

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ARMOR
Armor comes in many differing types, from simple boiled leather pieces to a full suit of finely crafted plate
mail. Wearing armor grants a character protection from the three types of physical damage, but can restrict
their movement, depending on the type worn.
Below is a chart showing just how much protection is offered for a typical suit of each armor.
Hindrance represents how much the armor restricts normal movement, and the number listed is the AT
penalty applied to all actions when wearing the armor. Some characters may have specific techniques or abilities
that mitigate some or all of this penalty.

Armor Rating
Armor Hindrance Cost Weight
(I/S/P)
Leather Armor 5/5/5 0 15 gp 4.5 kg
Studded Leather 7/9/7 -1 25 gp 6 kg
Chain Mail 12/14/14 -3 75 gp 16 kg
Scale Mail 16/16/18 -4 100 gp 18 kg
Lamellar Armor 20/20/20 -5 200 gp 18 kg
Full Plate 18/26/24 -6 500 gp 27 kg
Descendant Armor 12/14/14 -1 n/a 4.5 kg

SHIELDS
A shield is held in one hand and increases your defensive ability while in combat. The shield’s Block Rating
is added to any Defensive ATs made in melee combat, and subtracted from any non-Defensive AT made.
Some characters may have specific techniques or abilities that mitigate some or all of this penalty. The
size of a shield’s Cover determines how much more difficult the user is to hit with a ranged weapon, and is
added to the attacker’s Difficulty to hit.

Cover Bo-
Shield Block Rating Cost Weight
nus
Buckler 1 2 3 gp 2 kg
Small Shield 2 4 10 gp 3 kg
Round Shield 4 8 15 gp 4 kg
Heater Shield 6 12 30 gp 7 kg
Tower Shield 10 20
0 60 gp 20 kg

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Sheath 5 sp .5 kg
MISCELLANEOUS ITEMS
Saddle 5 gp 11 kg
Clothing Cost Weight
Barding (Leather) 100 gp 9 kg
Rags — 1 kg
Barding (Chain) 200 gp 23 kg
Commoner’s
1 sp 1.4 kg
Clothing
Barding (Plate) 2000 gp 45 kg
Fine Clothing 1 gp 1.8 kg
Barding (Chain) 200 gp 23 kg
Exotic Clothing 20 gp 1.8 kg
Barding (Plate) 2000 gp 45 kg
Noble’s Clothing 50 gp 2 kg
Crafting Materials Cost Weight
Mage’s Robes 15 gp 1 kg
Makora Wood
1000 gp 2.5 kg
(Plank)
Supplies Cost Weight
Makora Metal
5000 gp 5 kg
(Bert)
Alchemy Field Kit 50 gp 3 kg
Makora Hide
2000 gp 5 kg
(Length)
Jeweler’s Field Kit 50 gp 2 kg
Makora Cloth (Bolt) 3000 gp 1 kg
Backpack 5 sp 2.3 kg
Livestock and Base
Cost
Mounts Speed
Coil of Rope(25ft) 5 sp 2.3 kg
Cow 10 gp n/a
Torch 5 cp .5 kg
Sheep 3 gp n/a
Arrows(12) 1 gp 1.4 kg
Goat 1 gp n/a
Bolts(12) 1 gp .5 kg
Pig 2 gp n/a
Sling Stones(12) 1 sp 2.2 kg
Chicken 2 sp n/a
Tent 10 gp 9 kg
Mule 5 gp 20
Sleeping Roll 1 gp 2.2 kg
Horse 250 gp 30
Bottle 1 sp .5 kg
Mantu 125 gp 25
Chest 3 gp 9 kg

Climbing Pick 5 gp 2.2 kg

Climbing Supplies 15 gp 4.5 kg

Lock picking Tools 20 gp .5 kg

Lock 5 gp .5 kg

Quiver 1 gp .5 kg

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Instruments Cost Weight
MOUNTS
Drum 5 gp 1.5 kg
HORSE
Lute 20 gp 1 kg Disobedience: 15
Threat Bonus: 1
Harp 25 gp 1.5 kg Evasion Score: 20
Health: 120
Horn 2 gp 1 kg Stamina: 100
Movement Speed in Phase: 
Violin 40 gp .5 kg
MANTU
Trade Goods Cost Weight Disobedience: 20
Threat Bonus: 2
Bag of Grain 1 sp 5 kg Evasion Score: 15
Health: 200
Barrel of Wine 25 gp 100 kg Stamina: 100
Movement Speed in Phase: 
Bert of Copper 1 gp 1 kg
WAR HORSE
Bert of Iron 5 sp 1 kg
Disobedience: 10
Threat Bonus: 1
Bert of Tin 2 sp 1 kg
Evasion Score: 20
Health: 175
Bert of Silver 10 gp 1 kg
Stamina: 100
Movement Speed in Phase: 
Bert of Gold 100 gp 2 kg

Length of Hide 1 sp 2.5 kg


WILD HORSE
Disobedience: 30
Length of Fur 3 sp 2.5 kg Threat Bonus: 1
Evasion Score: 25
Karat of Onyx 1 gp — Health: 100
Stamina: 100
Karat of Quartz 5 sp — Movement Speed in Phase: 

Karat of Sapphire 2 sp —

Karat of Ruby 10 gp —

Karat of Diamond 100 gp —

Slab of Sandstone 1 gp 40 kg

Slab of Limestone 5 sp 50 kg

Slab of Granite 2 sp 50 kg

Slab of Marble 10 gp 50 kg

Slab of Jade 100 gp 60 kg

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Chapter Ten: Dreamweaving
When getting ready to play Dreamscape: Laruna,
it’s important to remember the most important thing RESPONSIBILITIES
is to have fun! With that in mind, role playing games
offer players unique advantages that allow players Setting up a game session for Dreamscape:
to have fun in ways normally unavailable in other Laruna requires a fair amount of forethought by the
mediums. Dreamweaver. They will be responsible for choosing
The playgroup is responsible for all aspects of a suitable story for the playgroup, and designing that
their game sessions—the mood, the subject matter, story and all of its elements in an effort to provide an
the pacing. Stories can be told among friends over a engaging experience for everyone involved.
meal, by a campfire, or even across the globe by way The burden of creative thought, managing plot
of video chat. Meanwhile, the stories themselves can lines, assuming the role of multiple characters, and
be everything from a humorous tale of how a rag-tag keeping order over the course of the game session
group of adventurers saved the day, to a frightful will fall on this person, thus they should possess both
episode where characters come face-to-face with vile the skills and the desire necessary for these tasks.
evil and its terrible acts. Individual players, while only being responsible
This exceptional flexibility allows players to tell for a single character, still share some of the
a limitless number of stories and change the subject responsibility of helping a game session be a good
matter as often as desired. With this versatility, time for everyone. They must come prepared with
however, comes certain responsibilities for everyone their character sheet and any required materials, such
involved. as pen and paper.

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They are also expected to do their part in Situations like disarming a trap, seducing
keeping the game session enjoyable, which can royalty, singing a sonnet, or performing a horseback
mean coordinating their actions and efforts with the chase can all be scripted events of importance to a
Dreamweaver (both in and out of game) as well as story. In these cases a Dreamweaver should plan
aiding the story’s progress, even if this only means ahead what specific CAP adjustments will be provided
not being a distraction during scenes that do not for a particular action.
involve the player’s character. Preparing the CAP Adjustments ahead of time
ensures they will be optimal for the story’s purpose
and not leave an opportunity for good game play
BEING PREPARED untapped.
Just how should one go about creating CAP
Good planning is a successful Dreamweaver’s adjustments for an Ability Test? Adjustments are
bread and butter. A large amount of time will most given types that give a general idea of how they
likely be devoted to preparing a story for any given impact the action being tested. Looking at these
game session, but crafting a story is not the only detail adjustment types is a great place to start.
worthy of attention. Understanding approximately Speed: Referring to how quickly an action
how much time is available for a game session can be completed, a Speed CAP adjustment can be
can help decide whether a desired story needs an of particular importance during a scene where the
intermission so it may be resumed at a later time, or players are under pressure to accomplish something
if it can be told in its entirety in one session. Such an quickly. Trying to pick a lock before getting caught by
estimation can prove invaluable for a game session a guard, stealing important documents before militia
because a story that runs too long risks the group arrive, or completing a puzzle with time to spare are
having to end the session at a very awkward moment, all events where a Speed CAP adjustment would be
such as in the middle of a battle scene. both expected and pivotal.
Equally unfortunate would be finishing a story Duration: Adjusting how long a result can
and having little to no preparations in place to be maintained, this CAP adjustment is great for
continue, yet having lots of game time to fill. situations where the length of a performance is
significant to the story. Imagine a singer trying to
hold a note long enough to impress, or a dancer
KNOWING THE RULES remaining still in a complex pose. These situations
give rise to a player wishing to determine just how
Coinciding with being prepared, having taken long they could successfully maintain their desired
the time to read and fully understand the rules of action, so giving them a Duration CAP adjustment
Dreamscape: Laruna can go a long way towards would be perfect.
keeping a good story moving. Having to stop an Strength: Usually adding some form of specified
important scene just to look up a rule or have lengthy contribution or detail that makes an improvement
debate about how something should be handled is to the overall success. These adjustments can cover
terrible for the flow of the story. many things but any action where just how well
something was done, or what the fine points were of
USE CAP WISELY how it was done, is in question, Strength adjustments
are used to provide answers.
Learning how CAP works is one thing, being A character designing a complex map would
able to use it cleverly is another. It is assumed that use Strength adjustments to determine exactly how
any action being tested is one where the outcome is accurate the final product was, just as a caster causing
in question, but beyond that a Dreamweaver must a magical explosion would use them to determine
supply proper CAP adjustments to give the player exactly how much damage was inflicted.
meaningful options.
In doing so, they empower a player to more
precisely narrate their characters actions as well as
help the player feel that the action being tested had
very real and mutable consequences. When preparing
a story, key activities should be highlighted in the
Dreamweaver’s mind.

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As for specific details altering the success as Does the character need CAP adjustments for
opposed to purely amplifying it, imagine a composer an AT to determine if they remember someone? Not
creating their next great symphony. A Strength necessarily. If for purposes of the story the only thing
adjustment could be used to add a dramatic needed or desired is yes or no, pass or fail, then it
crescendo, or an extremely somber portion, allowing is probably better to not use CAP adjustments at all.
the player to decide exactly what kind of symphony What are the key factors of the action
their character actually created. being tested?: Determining which details matter
Range: Indicating the distance across which an most significantly, such as how quickly something
action spanned, these adjustments can be used to is accomplished, or how well it is done, can guide
account for things like how far an alchemy bomb you into choosing the most relevant types of CAP
was thrown, or how long a spell can travel before adjustments to offer. Time of the essence? Offer a
fizzling out. Any time the distance of an action is of Speed adjustment. Need to know how far something
significant importance, Dreamweavers should be sure will reach? Offer a Range adjustment. Try to limit the
to offer Range adjustments to the player. adjustments offered to only the important aspects of
an action’s success.
ADJUSTMENT COSTS Are the details of the result significant?:
Keeping the nature of the test in mind, quickly think
Once a Dreamweaver has decided what exact if there are any specific details you would want the
adjustments are going to be offered to a player, player to actively work towards. A player may come
and what specifically each adjustment will do, it up with several of these suggestions on their own.
is then time to determine what the cost of each For example, if a player is making a metalworking
CAP adjustment should be. After reading through AT to create an elegant sword, they may tell the
Dreamscape: Laruna and its many samples you Dreamweaver things they wish to include in the
should have a decent idea already of when a CAP design, such as a jeweled pommel or an engraved
adjustment should cost few CAP, and when it should blade.
cost many. To help further, use this as guidance: If Each of these details could easily be their own
the CAP adjustment is altering the result in a way CAP adjustment, and the Dreamweaver could provide
that is obvious, consistent, and measurable in small a few more that even the player hadn’t initially
increments keep the CAP cost low (one to three thought of.
CAP). If the adjustment is radically changing the Becoming comfortable with when and how to
result in some way, or providing a large increment use CAP adjustments will open many doors for the
of improvement, make the CAP cost high (four to Dreamweaver and their players. Actions can take on
eight CAP). a great level of specificity that ensures the players
are fully engaged, always having their desires well
CAP ON THE FLY represented, and Dreamweavers can create insightful,
captivating mechanisms for great storytelling.
Many times in a story, a Dreamweaver will
have players making Ability Tests that were not
planned for, probably because the action taken is TOOLS OF THE TRADE
not a focal point of the story’s plot. In these cases,
the Dreamweaver will not have a lot of time to A key part of telling a great story is the
decide just what CAP adjustments to offer for the participant’s ability to be fully immersed in it. A
AT. With frequent use, it will become second nature Dreamweaver should look for little, often simple,
to a Dreamweaver to come up with CAP adjustments, details they can apply to help players get lost in the
their costs, and their effects on the fly. Eventually story they are a part of. Some of this will be handled
it should be fairly obvious what to choose, but in in the actual narrative of the story. Vivid descriptions,
the meantime, here are a few questions you can ask expressive mannerisms, or colorful depictions of
yourself as a Dreamweaver to help you decide what characters can all help this cause, but sometimes
to do. details outside of the narrative can make all the
Is this a strictly Pass or Fail situation?: Not difference.
every AT requires CAP adjustments. Some situations
are only tests of whether something did or did not
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Music: Playing music at the right volume can
provide an excellent backdrop for any story. Using DREAMWEAVING FOR LARUNA
energetic rock and roll during a battle or somber
classical music for a funeral can help the players At its core, Dreamscape: Laruna is a game about
more vividly imagine a particular scene. Just be sure people born with extraordinary power, and what
not to let the music playing or the act of switching they choose to do with it. They live in a fantastic
tracks become a distraction, or it’s sure to defeat the world full of magic, creatures, and conflict, and are
purpose. given unique abilities that may dramatically affect
Props: Visual or tangible representations can everything around them. There are plenty of ways
go a long way in bringing a story to life. Handing to craft exciting stories in Laruna for a game group,
a player a strange necklace to represent one their but before a Dreamweaver embarks on the journey
character just acquired can strongly affect a player’s of creating a thrilling experience, they should settle
ability to connect with their character’s situation. A some basic preliminary discussion with the players
scene taking place in the dark may be better enjoyed who will participate.
with dim lighting or by candle light. After all, a ghost
story is always much less frightening when told CHOOSING THE RIGHT “FEEL”
during the day. As with any storytelling technique,
always be wary not to let these details overshadow Understanding what players want from their
the story, as even a relevant distraction can do more game experience is key to telling a successful story.
damage than good if not managed well. Laruna gives ample opportunity to tell stories of
Handouts: Discreetly passing important varied moods and themes, so choosing should be
information to players can work wonders. Perhaps a matter of consensus between the players and the
your goal is to heighten paranoia for the other players Dreamweaver.
during a scary scene. Maybe you just don’t want to Typically the easiest place to begin is the desired
have to pause a key scene to divulge info to a player. mood or feel of a story. Are the players looking for
Whatever the reason, preparing material in a handout a high action adventure with great heroics and big
ahead of time can really help a Dreamweaver out. battles? Do they want to participate in the political
This can also be very helpful by using images or art strife of Laruna’s many kingdoms and be the hands
to better convey something of importance to a player that change the world?
since, as they say, an image is worth a thousand
words.

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Maybe they want to take part in a story of dark they choose to cast their lot with one another to deal
magics and grim consequences? Once an agreement with a particularly big problem.
is met regarding the story’s feel, the Dreamweaver Nexus: The discovery or arrival of a Nexus can
will have some crucial guidance for the story’s make for an easy story, as they are responsible for
formation process. causing plenty of trouble. By causing corruption, a
Nexus can push player characters into dangerous
SHORT STORIES confrontations, corrupting nearby creatures and
causing locals to panic. Particularly greedy player
Knowing the approximate length of a given story characters may seek to deal with a Nexus for the
is important for many reasons. Certain story arcs are potential gain of Legacy power or even the rare
more suitable for quick one-and-done adventures. Makora materials that may be found nearby.
Whether told over a single game session, or a small Kreesh: Best suited for more advanced
number of sessions, these stories have less time to characters, the threat of a big monster is a classic
explore certain themes and need to be crafted with fantasy story arc that can be trimmed down to a short
this in mind. These stories often focus on a single affair. Since Kreesh actively seek out Legacy Cearers
experience and have little or nothing to do with the to consume, it is possible that some unfortunate
ongoing growth of the player characters. Below are player characters happen to be near such a beast
a list of sample story concepts that can suit this short when it decides to add them to its dinner menu.
format. Choosing a Kreesh that is of appropriate difficulty
Citizens in Need: Players become embroiled in as well as one that suits the level of complexity for a
the trouble of a town or village. This place can have short story, will go a long way towards making this
a monster problem that can’t be resolved within, or story arc enjoyable.
it can be suffering due to warfare with neighbors.
Regardless of the cause, a Citizens in Need story is CAMPAIGN
a great simple story arc when the people of Laruna
reach out to the player characters for help. They For many play groups, the ability to repeat their
may depend on the player characters being heroes, performance as their beloved character is the best
or even seek to barter for their aid. In Laruna’s part of playing a role-playing game. Part of this can
current tumultuous times, there is always a need for be due to the attachment one can feel after seeing
Legacy Cearers, which makes this story arc a common their character through particularly engaging stories,
occurrence which can effortlessly be used for a single while another satisfying part of continued play is
story. evolution of the character. Stories strung together
Band of Brothers: The constant threat of Kreesh using the same characters are called campaigns, and
leads many Legacy Cearers to join together. Whether they offer some unique ways for a playgroup to enjoy
they are doing it for glory, riches, or power, they Dreamscape: Laruna.
more often than not share a common interest beyond Campaigns allow players to get heavily invested
just survival. Using the kinship between characters as in the development of their character from a story
a motivation to stand together and deal with a threat standpoint as well as a statistical one.
is an effective way to tell a Laruna story. Over the course of several stories, a character
Having a Kreesh, or corrupted creature pose a can see great victories, suffer personal defeats, or
danger to one member of a group or guild can make see how their decisions affect the world they live in.
the motivation of the player characters particularly Beyond this, players also get to grow their characters
focused. with experience and Legacy, allowing them to become
Origin Story: Ideal for a single player or a ever more powerful.
small, well connected group of player characters,
telling the tale of how a Legacy Cearer started using
their powers to affect the world at large makes a
great single story. For single players, this can be a
nice introduction to a particular region of Laruna,
simultaneously involving the player in the lives of the
locales, as well as forcing them to depend on their
Legacy powers to deal with a threat. For small groups,
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The kingdom can far outlive a group of
CAMPAIGN FORMAT characters, allowing for new stories centering on
differently player characters to help tell more of the
Campaigns are normally designed to span many kingdom’s tale.
stories, but knowing the method in which this will
happen can help a Dreamweaver choose their stories CHOOSING A CONCEPT
wisely. The three most common formats for setting
up a campaign are Serial, Episodic, and Anthological. Once a format has been decided on, choosing
Serial: These campaigns are told in a relatively a primary concept for a campaign is the next big
linear chronological order. Each story tells a small decision. A good Concept will provide a solid theme
part of a much larger plot, and one by one they see for the over-arcing plot, helping keep a central focus
this larger plot come to fruition. This is the most from story to story, and ensure that each individual
straightforward, conventional campaign format story is thematically appropriate for the campaign.
where a single major plot line is followed linearly Below are some basic campaign Concepts that can
from start to finish. A coming of age tale about a help you get started.
young Legacy Cearer, starting with their youth and Savior: Being a hero, or a group of them, can
carrying on story by story until they become a hero make for a great campaign concept. Helping others
and save the day, would be an example of a Serial in need can get players involved in a host of different
campaign. issues, from kingdom wide conflicts to monster
Episodic: These open ended plots allow for hunting. Stories in a Savior campaign can all be
stories to serve as isolated, self contained events. focused on helping the same person or group with
Each story can have a varied amount of time pass either a single problem, or a multitude of issues.
since the last, and the events that take place have Bystanders: Sometimes the main characters of
only a basic correlation to the running purpose of a good story are merely bystanders getting swept up
the campaign. An example of an Episodic campaign in events much larger than themselves. The Bystander
could be a group of player characters who are all part campaign links stories together by showing how they
of the same Legacy guild, with each story being an all are part of a momentous event that that is outside
independent adventure their membership to the guild of the player characters influence. For example, a
causes them to go on. Another example could be a group of characters might find they live in a city
group of player characters ruling a particular region. during a time of great famine, and the stories of their
Each story can be one particular event that required campaign may tell the many things that happen to
their attention, with their time as rulers being the them as they deal with this terrible difficulty.
ongoing connection. Personal Growth: Be it a coming of age story
Anthological: When a plot is so vast that it not or a tale of vengeance, a Personal Growth campaign
only spans across multiple stories, but across multiple can be emotionally charged and immensely satisfying.
characters as well, it can be Anthological. These campaigns follow how a group of characters
This campaign format can have the same change, as well as what they personally accomplish,
characters participating in sequential stories for as shifting focus away from the a specific overarching
long as desired, and when their part of the over- plot line.
arcing plot has run its course, the plot continues By pushing the characters into the spotlight,
with new characters and a new series of stories. This stories can be constructed with the main objective
can be desirable when the campaign plot is focused being how they elicit responses from the playgroup. A
on events that sweep across long periods of time. A story for a Personal Growth campaign should always
campaign following the rise and fall of a kingdom center on how the events affect the participating
would be a good example of an Anthological characters.
campaign. For example, imagine a Legacy Cearer who has
been at war with the nation of Ranath their whole
life. They may have some strong enmity towards the
nation and its people. In a Personal Growth campaign,
a story might force this character to protect citizens
of Ranath from a corrupted monster.

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Do they begrudge doing it? Does their heart For Episodic campaigns, the finale may be more
soften seeing the people’s suffering at the hands of a of a singular event or story that can happen at any
beast? In this way a Personal Growth campaign would time. Knowing what this is ahead of time allows the
be less of as “One hero’s quest to defeat monsters,” Dreamweaver to put that finale into effect whenever
instead being more “How fighting monsters changed desired and ensure a lengthy series of stories get the
a heart.” deserving finale as opposed to being left hanging, or
Glory Seekers: Being heroic, doing awesome worse, knowing it should end but having no clever
things, and saving the day, is a lighthearted, straight way to do so. With a finale episode in mind from the
forward campaign concept that is as versatile as it is beginning, a Dreamweaver can include a build up of
exciting. Stories for this campaign are geared towards clues throughout each previous story to help set the
putting the player characters in different scenarios stage for this final story, helping it to be a deservingly
that give them the opportunity to triumph over their dramatic finish.
enemies and be spectacular, even if not necessarily For Anthological campaigns, crafting a finale
noble. Plots can span multiple stories or be short one- can be more complicated. As the cast may be in
shot adventures, but they will all serve the purpose question, the finale has to be more loosely designed,
of players getting to watch their characters become demonstrating more of an end sequence, typically
legends. some monumental event that would bring to a close
Conquest: The accumulation of power can be the plot line in focus. While it may not be possible to
the central theme of a campaign, allowing stories to know exactly what characters might be participating
focus on how the player characters seek to strengthen at the time the final story is played, knowing at least
their individual or collective power-base. This can what event will bring in the curtain for the campaign
take the form of evolving their legacy powers, can help the Dreamweaver guide everything from the
amassing riches, or rising to a position of prominence characters created for the final stories, to ensuring
in a region. Conquest campaigns are empire building each previous story has helped build something that
endeavors where players seek to push their characters will subsequently be affected by the finale.
into ever growing levels of success and status, with
each independent story showing a significant step in USING PERSONAL PLOTS
the process.
Campaigns are protracted affairs that involve
CHOOSING A BEGINNING AND AN END many game sessions all strung together. This affords
the opportunity to have players spend some time and
In order to keep a group of stories cohesive, it energy on personal plot lines that would otherwise be
is usually a good idea once you have a format and ignored in short stories. Using personal plotlines is a
concept chosen to decide both where the campaign great way to keep each individual player emotionally
will begin and where it will probably end. invested in their character. These plotlines need not
For Serial formats, this can be very straight have any significant connection to the major events
forward. Crafting a good opening story that will of a campaign, but they can help breathe life into a
bring the cast of characters together and cement their given character. Some important things to keep in
connection to the campaign’s major plot line should mind about using personal plots in your campaign:
be the first task. Try to connect a player to their character: A
After that, as a Dreamweaver you may want to hero who hunts corrupted creatures is plenty of fun,
decide where this plot line ends up. Knowing this will but one who does so because they are trying to erase
help you decide how many stories should occur on the the disgrace of their past is much more engaging.
way to this destination, as well as give you a metric By using a simple plot you can have the events and
by which to judge when you should slow certain parts actions that involve a character mean so much more
of the plot down versus speeding them up. Players to the player. Take the time to create small ways
will often cause many changes to any given stories to develop and involve these personal details and a
plans, which can be part of the fun of any tabletop player with feel the emotional highs and lows of the
rpg, as it demonstrates the true freedom afforded campaigns stories much more readily.
to a playgroup. Knowing the relative end point of a Involve others when possible: A personal plot
campaign however, helps a Dreamweaver know how does not need to exclude other players from being
to guide them via story back to the intended finale. involved.

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In fact, the opposite can enhance every player’s
experience and allow the player characters to GIVE THE CAMPAIGN LIFE
become much more connected. Use personal plots
as an excuse to involve other player characters when Dreamscape: Laruna can have players telling
possible by having it serve as the centerpiece of a wildly different stories, but one thing will invariably
story. be true, they inevitable all involve large scale affairs.
Imagine the hero who hunts corrupted creatures Even if a particular campaign focuses exclusively on a
to erase their disgraceful past coming face to face small village, that story will inevitably feel the effects
with someone who wishes to punish them for their of the world at large. Legacy Cearers have a profound
former life. After several stories of fighting alongside affect on the world and no matter the scope of a
the other player characters they may find the idea of campaign, this should be showcased.
an outsider seeking to punish their new companion Because of this, it’s important to take the
as unacceptable, causing further bonding and a opportunity to breathe life into a campaign. Large
potentially dramatic combat sequence. Events scale battles, kingdom wide politics, saving a town
like this can take on a life of their own, enriching from destruction—they all have much more meaning
everyone’s experience. when the players care about the world and their place
Don’t let them become divisive: While a good in it. Between crushing enemies and amassing power,
personal plot can make a good story outstanding, a a Dreamweaver should find little ways to immerse
poorly handled one can be destructive. Ideally, a the players in a real world with a life of its own.
personal plot should connect players to their character This can be done with simple narrative or tiny
without impeding the main story or detracting from scenes that show how the state of the land affects the
other players and their experiences. people around the player characters, or by having the
Always try to make any personal plot function characters visit previous locations and demonstrating
as something that can evolve either with the entire what may or may not have changed in their time
group actively involved, or a minor distraction from away.
the main game play. The last thing a Dreamweaver Here are some small ways you can give your
wants from a personal plot is for its character to campaign life and make Laruna feel like a real place.
be more invested in it than they are in the major
plotline, causing them to seek less involvement with • Have a town crier shout about war status in
their playgroup. foreign lands
• Show impoverished people begging outside
CROSS STORY COMPONENTS a temple
• Have militia or shopkeepers address the
As you craft each story for a campaign, try to player characters by name
involve cross story components whenever possible. • Let a merchant offer the characters a
Since campaigns allow for longer periods of time, a discount on account of their deeds
Dreamweaver will want to use this opportunity to • Have the character be recognized in a place
build the significance of a campaign’s major plotline. they are trying to pass through quietly
Using story components that carry over from story to • Show people who were once kind to the
story can help drag out the play groups thirst for a characters in a new lifestyle, be it better or
finale, working their interest into a crescendo by the worse
time the finale arrives.
These story components need not be specifically Events like these help players connect with
tied to the campaigns major plotline either. Take for Laruna and allow them to better understand
example a player character who earns the hatred and experience their characters viewpoints and
of a local lord. Having that lord cause problems in motivations. These details can make all the difference
subsequent stories keeps the players immersed in the in taking a good story to the next level.
ramifications of their actions and when they finally
no longer have to deal with this lord, the sensation
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Conflicts and Villains Corruption
Every good story or campaign needs a good As Legacy bearers progress in their power,
antagonist. Dreamscape: Laruna has plenty of native creatures will less frequently pose a suitable
potential villains and knowing them can help a threat for their stories. At this point, Corruption
Dreamweaver choose which one best serves their becomes a great source of opposition. Via corruption
needs. an ordinarily easy foe can become both unpredictable
and dangerous.
Monsters As their corruption level rises, even a foe
normally well beneath a Legacy bearer’s notice can
Many creatures inhabit Laruna and not all of pose a danger. Of course corruption normally has a
them are friendly. Sometimes the easiest foe to use Nexus to blame for its existence and this can lead to
in a story is native creature that poses a threat to the a whole host of difficulties for player characters to
mortal races, or even the Legacy bearers. overcome. A single corrupted creature could make
When choosing a monster for a story the a for a good antagonist, but a Nexus can provide
Dreamweaver should consider the strengths and several corrupted creatures, each at varied level of
weaknesses of the player characters and make sure power.
to select a creature that is challenging as an enemy In their low ranks, a group may find dealing
without being impossible to defeat. The monster with a corrupted goblin shaman difficult, but as they
chosen should also have a logical reason for being increase in power, they may require the goblin and
at odds with the player characters. This can happen its whole tribe be corrupted to pose a suitable threat.
because of shared territory, predation on the part of
locals or the monster, or outside instigation like a
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A huge monster that has been spotted in the
KREESH countryside can lead a kingdom or nation into
preparing for war, causing smiths to ramp up
Everywhere across Laruna people tremble production of weaponry, traveling merchants to
at the mention of a Kreesh sighting. The powerful depart for safe territory, and farmers to leave their
foes can elevate the level of danger in any story, fields unattended. All of these things can play integral
allowing for widespread destruction or high stakes parts in a story in their own right, having entire tales
decision making. Using Kreesh as a main enemy being told about the effects of a Kreesh who hasn’t
for either a story or campaign can be a useful way even arrived yet.
to challenge powerful player characters who have Corrupted Places and Things: As with Kreesh,
grown comfortable in their ability. They can also corruption can also serve as a great story element
be used to showcase an uncontrollable destructive beyond its combat implications. Nexi have far
force, causing the player characters to act as a form reaching effects on their area which offer ample
of damage control in an attempt to ensure the might story elements. First is the inevitable corruption of
of the Kreesh does not ruin entire settlements or kill creatures nearby. This can pose all kinds of issues
innocent bystanders. for native folk in the area such as violence towards
More than Monsters: Both Kreesh and livestock, reduction in trade merchant activities, or
Corrupted can serve a story by being so much increased Legacy Cearer presence. Second are the
more than a combative enemy. They each possess coveted Makora materials often found at Nexus sites,
significant diversity and afford Dreamweavers many causing many enterprising Legacy Cearers to fight
ways to present drama for their stories. over the perceived spoils.
Kreesh can serve as a simple “big baddie”
pushing player characters to their combat limits. PROPER THREAT: THE TRUTH BEHIND LEGACY VALUE
As a plot device, they become much more involved.
Consider the effect that a devastatingly powerful Dreamweavers should take particular note of
monster can have on the ordinary citizens of Laruna. the Legacy Value of each enemy they use in their
They have witnessed or heard about many areas stories. This number is meant to serve as a basic
being destroyed by such monsters and probably hold guideline for how difficult it would be for a group
a fair amount of fear where the Kreesh are concerned. of Legacy Cearers, but it is not the only thing to
This can make a sighting, or imminent attack a great consider. Legacy Value cannot account for certain
backdrop for a story, showing the panic and fear felt details, particularly the exploitation of an enemy’s
by the commonfolk. Furthermore, how the people strengths and weaknesses.
reach to the Legacy Cearers can be a significant story For example, imagine a group of player
element as well. Many areas are well aware of the characters whom, when combined, exceed a Kreesh’s
Kreesh tendency to hunt Legacy Cearers, so do the LV of 40. This normally indicates they should be able
locals find the player characters saviors, or threats? to emerge victorious in battle with the Kreesh. Keep
Should they be assisted at all cost, or run out of town in mind: the Legacy Value is just a guide, and does
to hopefully take their Kreesh problem with them? not account for specific strengths, weaknesses, or
Different Kreesh can also serve stories in unique tactics that may be employed by either the players
ways. While they are powerful and dangerous, the or the creature itself. Now let’s assume this Kreesh
way in which they hunt Legacy can vastly differ. with an LV 40, is extremely heavily armored, and
One might be an enormous monster willing and its only true weakness is Fire damage. Despite what
able to level a whole city to kill a few Legacy Cearers the Legacy Value indicates, if the group of Legacy
residing within, while another can be a cunning and Cearers are all very melee focused characters with
manipulative tactician, using minions in a scheme little to no access to fire damage, the Kreesh may
to lure player characters into a trap. Beyond their prove exceptionally difficult, maybe even invincible.
combat differences, each Kreesh can have varied Accounting for this is a necessary task for any
implications on a story as well. Dreamweaver. Understand what the characters in
your story are capable of, and use Legacy Value
as a guide. Look carefully at the capabilities of the
enemies you select so you can better understand what
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Forcing a character who deals predominantly In this way, the mortals can create powerful
Celestial damage to square off with an enemy who magics that can rival some of what a Legacy Cearer
is immune to such damage can in its own way make can do.
for an excellent story arc. Does the character have Politics: Violence is not the only struggle in
to flee and find help? Will they resort to new and Laruna. Player characters can have many affiliations,
clever tactics to stop the enemy? Are they pushed such as their allegiance, that cause them to place
into doing things they wouldn’t ordinarily do so they great value on places or people. A group of players
can achieve victory? Any and all of this can be great hoping to see their native city or region rise in
story material, but forcing such an event by accident stature may find a noteworthy enemy in the shape
could be disastrous. of opposing politicians. Are they able to secure the
Accidentally killing characters because the necessary trade agreements so their hometown can
Dreamweaver didn’t realize they would not be able enjoy a rich lifestyle? Do they risk war for their fellow
to exploit the enemy’s weaknesses is bad story design citizens when border disputes arise? Are they able to
and can easily happen if you use only the Legacy remain in good standing with the region’s ruling body
Value to decide if an opponent is suitable or not. so they can have an influence in how their homeland
is handled?
MORTALS
UNUSUAL CONFLICTS: THE FORMLESS FOE
In a game where players take on the role of
people with god-magic at their disposal, it is easy A story’s conflict need not always involve an
to overlook ordinary mortals when searching for actual person or creature. Sometimes the difficulties
enemies to use in your story. Mortals often take a players will face can be trying to solve a less tangible
back seat to many of the more powerful entities problem or need. Below are some examples of
that call Laruna home, but at times they can make difficulties that make great story antagonists, despite
excellent foes for a story. By banding together, not being a literal villainous entity.
particularly as large groups or institutions, they can Allies: The need for allies to face a campaign’s
prove noteworthy opposition. Below are some sample impending danger can take the center stage for a story
ways mortals can make for good foes. and prove to be a faceless conflict in its own right.
Group Pressure: Even with their tremendous Performing favors to earn friendships, negotiating
power, Legacy Cearers could not ordinarily stand up alliances, or searching for noteworthy personnel can
to a whole kingdom or nation on their own; even all be great story tasks.
they have their limits. This can be exploited by having Agendas: Furthering an agenda can be a story
the hierarchy in charge of a region pressuring player conflict without an actual specific enemy. Trying to
characters into deeds they want nothing to do with. accomplish parts of an important plan can be a fun
Furthermore, this disagreement could escalate into story, absent of much combat, but still very much full
actual conflict, where the player characters find they of tension or difficulty.
are unwelcome or even hunted by an entire region. Resources : The need for food, farmland, coin
Wealth and assets can be seized, and friends or family or Makora can take center stage for a story and
arrested or persecuted, all in a quest to punish or provide player characters with a chance to brainstorm
destroy the player characters. This presents a unique clever solutions. This can offer a pleasant diversion
situation where the solutions are likely to be tricky from fighting with monsters, or sideline that as a
and involved. concurrent task.
Ritual Magic: Plenty of mortals rise to
prominence because of their mastery over magic. TYING IT ALL TOGETHER
This can have a mortal pose an unusual threat to a
low ranked group of player characters, but even the With a format and concept in mind, and an
greatest of mortal magi will soon pale in comparison antagonist chosen, the Dreamweaver needs a story
with what Legacy Cearers can achieve. For stronger idea to flesh out and get things rolling. Ideally, a
groups of player characters, mortal magic users can story, be it a standalone or part of a campaign,
pose a significant threat by banding together and should be chosen with the player characters in mind.
using ritual magic. Certain groups of magic wielders Select something suitably rewarding for the cast of
can learn to pool their abilities creating extraordinary characters who will be participating.
spells.

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If the three player characters are all socialites When the big monster heads to their doorstep,
using their powers to transform their small village players might feel sorrowful of the destruction it will
of origin into an economic powerhouse, it might bring.
be unwise to have their first story be one that Exploring a Nexus: Learning of a suspected
thrusts them into war in a far off land. If a suitable Nexus can tempt a group of Legacy Cearers into
antagonist has been chosen, plenty of story ideas action. This can be in hopes of gaining power from
should stem from that decision alone. Try to let the it or obtaining Makora materials, or in the case of
player characters, the antagonist, and the desired mindful characters, a chance to shut a problem down
theme of your game experience guide you towards a before it grows any worse.
suitable story idea. Trouble at Home: Loved ones left behind can
Once an idea is selected, take the time to plan fall victim to many hardships from mundane issues
out how the desired events in the story will unfold like poverty, famine or trouble with law, to mystical
and preemptively set up the necessary names issues like creature attacks or evil sorcery. Word of
and descriptions of people and places the player such problems can find way to a player character’s
characters will encounter. This cannot only help the ears and cause them and their friends to rush to the
Dreamweaver be more fluid with their narrative, but distressed party’s side.
may come in handy should the players deviate from Safe Passage: A merchant or diplomat is looking
the desired course. to make a journey through dangerous terrain. Players
must rise to the occasion out of obligation or a desire
STORY HOOKS BY CONFLICT OR VILLAIN for favor and reward.

Hired Help: The people of a town raise money


to hire a the characters to deal with a monster HANDLING LEGACY VIRTUES
problem. Players could be known by deed/reputation
or associated with a legacy guild. The monster could One of the most difficult parts of being a
be dangerous or even corrupted depending on the Dreamweaver is accounting for player action.
desired difficulty. Part of the fun of tabletop rpg’s are their limitless
Hunted: The players find evidence of being potential, but this comes with the added complication
hunted by something. Could be a corrupted creature of a Dreamweaver having to be prepared for the
who seeks their Legacy for its own, or an old enemy whatever the players whimsically decide to do next.
that seeks revenge. Fortunately, a solid grasp of the game rules, as well
Abduction: It’s not often Legacy Cearers find as an adequate understanding of the setting can make
themselves captives. Being ambushed by a particularly improvision reasonably easy for a Dreamweaver.
clever plan or overpowering force can be the start of Good preparation will limit this challenge, but
a wild story where players begin confused and at a Dreamscape: Laruna empowers player characters with
disadvantage. Legacy Virtues, and they can have significant impact
Favors for a Friend: At some point in their lives, on even a well planned story.
even Legacy Cearers have need of outside assistance. Giving players extraordinary power gives them
This can mean asking a talented craftsman for service, license to make more meaningful changes to their
or asking someone in a position of power for a favor. stories and game world, but it can also complicate
Either way, the request may be met with an equally matters for a Dreamweaver without proper
significant demand, causing the players to embark precaution.
on a dangerous task suited only for people of their Thankfully, Legacy Virtues require a specific
strength. resource to use, and its acquisition is possible only
Impending Doom: Word of a Kreesh sighting with a willing Dreamweaver.
can be terrifying for an area. This can spread panic far
and wide, reaching the ears of nearby Legacy Cearers. MANAGING ENERGY
The players could be moved to help the people of the
area by standing guard against the oncoming Kreesh. A Dreamweaver needs to be aware of the amount
This can make for a particularly emotional tale if the of energy their players characters will potentially be
players are given time to become friendly with the earning during each story.
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This resource, once enough is accumulated, Indulge players: Crafting may only be
will allow their players to extraordinary things, and significant to a small portion of the play group, but
that needs to be taken into account. Otherwise, a Dreamweavers should seek to indulge these players
Dreamweaver could have their story’s entire plot and give them ample opportunity utilize their crafting
undermined by a single player’s decisions. While this skills as well pursue exciting materials along the way.
isn’t always a bad thing, it is certainly something that By planning in advance, a story can give crafting
should be planned for. characters the chance to meet merchants who sell
By being aware of which Legacy Virtues the goods they may require, take interest in facing
players have access to, a Dreamweaver can actively creatures that may yield rare resources, or even be
slow or expedite the amount of energy the players extra conscious of their coin intake to further their
gain in a given scenario to accommodate their plans. crafting desires.
Telling a story that might be ruined if a single use of Concurrent interests, not distractions: Equally
a Virtue could undermine the drama? Just slow down important to allowing players the chance to pursue
the players access to energy accordingly. their crafting wishes, is not letting a few players and
their interests overcome the rest of the game group’s
PLAN FOR VIRTUE interest, or the story’s primary purpose. Scratching
the crafting itch for some players should always be
Though players have the ability to choose managed by a Dreamweaver as a plotline that runs
potentially any action at any given moment, the truth parallel to the ongoing story. Take careful measure
is, their actions are considerably more predictable not to let the quest for materials, need for coin, or
than that. By looking at the upcoming challenges search for good workspace overshadow everything
a Dreamweaver plans to introduce in a new story, else in a story, or you run the risk of having some
they can get a pretty reasonable estimation of when players happy, while others are left in the dust.
a Legacy Virtue might be used. Players will be aware Always on the Lookout: Characters interested
of how significant the expenditure of energy is, in making use of their crafting skill will always be
since they eagerly anticipated gathering enough of on the lookout for opportunities such as using great
it in the first place. They will look for meaningful workspaces or harvesting quality materials. Because
opportunities to use their great power, and a wise of this a Dreamweaver can offer such opportunities
Dreamweaver will give them just that. After all, what as an incentive for the player to follow along the
good is having fantastic magic if you never have the desired story paths. Think of it as a carrot and the
chance to use it? stick, with the players being ever eager to chase the
Anticipate Virtue use when crafting stories. next big find in hopes it will let them craft something
Take note of players whose characters have enough wonderful. Be sure to let the players suspicions prove
energy to use their Virtue and account for that true now and then, so they can reap the rewards of
possibility during the story. Serving players an ideal always looking out for these opportunities.
opportunity to use the greatest of their gifts can give Unique Items: Crafting special or unique
them a tremendous feeling of satisfaction, so look at items can be very exciting for players, but they must
Virtues as an opportunity to let players do amazing depend on the Dreamweaver to do so. First they
things, rather that seeing them as an uncomfortable require the technique to produce these special items,
difficulty to be managed. Remember, energy assures then they will require the necessary components as
a Dreamweaver they will never be surprised with is always the case. Dreamscape: Laruna offers several
Virtue use. crafting techniques that give players options for
special items, but it is likely a creative player will
CRAFTING inevitably have ideas of their own. Dreamweavers
should to to embrace this ingenuity and work with
Crafting skills can be an integral part of a their crafting players to create new Techniques that
character’s design. Dreamweavers should be sure are acceptable for their story. Once an appealing new
to account for this when planning stories for such technique has been decided on the Dreamweaver can
characters. They will certainly seek to use their then decide how it is to be learned or introduced.
skills to further their own agendas, and with proper Does the player need to do extensive research, maybe
planning, this can be a rewarding experience and making an enduring Academics AT, to discover this
further enrich a story or campaign. method? Does the character have to seek out a master
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technique, and if so, what will they need to do to For more epic or grandiose tales, players may
convince this person to teach them? This joint effort require more XP per session to fulfill the needs of
to include personalized concepts will keep the player the campaign. Below is a list of the baseline amounts
engaged and thoroughly invested in the progression of XP typically awarded after a story as well as XP
of the story. awards granted for various reasons.

PROGRESSION Short story (1 session) 10XP


Medium story (2-3 sessions) 25XP
Easily one of the biggest advantages to telling
Long story (4 or more sessions) 50XP
stories as part of a campaign is the ability for players
to experience progression with their characters. A Outstanding roleplay 5XP
demonstration of how their characters change or Enhancing immersion 5XP
evolve from story to story, progression can increase Completing a significant objective 8XP
the attachment a player feels towards their character
and offer a satisfying sensation of accomplishment as
a characters list of deeds grows. These values represent a baseline for the
There are several ways progression is purposes of character development and should be
demonstrated in a campaign, and while some of them increased or decreased to meet the needs of the
are fairly obvious and straight-forward like moving campaign. For campaigns where it is preferable to
along the Legacy Arc, others can be more subtle show a “snapshot” of the character’s lives, reduced
though no less important. XP can be preferable so these characters don’t evolve
into something unsuitable for the subsequent stories.
DUAL PATHS TO GREATNESS: EXPERIENCE AND LEGACY During a campaign that places large amounts of time
or activity between each story, increasing XP awards
For characters in Dreamscape: Laruna there are can ensure that there is a strong sense of progression,
two different ways for them to improve statistically. allowing the player’s character’s to tackle increasingly
The first method is by gaining experience points, difficult scenarios.
which are spent to learn things. Spending experience
points can raise skills, learn new spells, or learn new HOW TO HANDLE “DOWNTIME”
techniques. The second method is by gaining progress
points by absorbing Legacy. Gaining enough progress Using XP to develop a character generally
points will cause the character to advance one node assumes they are spending their “off” time practicing
on their Legacy Arc, gaining all the benefits that the increased skill or technique, but large portions
come with it. Both of these methods of progression of time passing between stories may require special
are significant to the character and the stories they XP awards to showcase how that time was spent
participate in and should be handled correctly by the and how much growing the character did because
Dreamweaver. of it. In between stories, or even during a single
one, it is possible for large periods of time to pass
EXPERIENCE AND CHARACTER DEVELOPMENT where the player characters may have remained
active or otherwise benefited from the pause in the
In any story, seeing a character develop is one of story’s action. This period where characters are not
the most rewarding parts of the experience and this participating in the main story plot, and are passively
is even more so for the players who are responsible narrating how they spent large periods of time is
for that character’s creation and actions. referred to as downtime.
At the end of every story, experience points Choosing an XP value to award for any given
(XP) are awarded to players to represent how much downtime is far too specific a situation to estimate
their have grown over its duration. Deciding exactly here as it can range wildly in amount based on both
how much experience to give should be based on the time granting it, as well as the overall campaign
the goals of the story or campaign. The scope of the design of the Dreamweaver.
stories should help guide the Dreamweaver in making A Dreamweaver should be sure to discuss
such a decision. carefully with the players what their characters will
be doing during the downtime and help them spend
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It may be preferable to have the players spend MOMENTS OF REFLECTION
this XP immediately upon receiving it to better
demonstrate the cause and effect of the actions Some of the most powerful or moving changes
they chose to take during downtime. Otherwise a a character can undergo involve intangibles such
Dreamweaver runs the risk of a player saving the XP as their feelings or point of view. Dismissing the
and spending it on something completely unrelated importance of these types of progression is fool-hardy,
and nonsensical. as this component of a character’s development is
often closest to its players heart. Did a character
AMASSING WEALTH start their campaign a reckless, glory seeking warrior
bent on becoming a legend only to lose their taste
Gaining new skills or more Legacy is not the for violence as so many loved ones lost their lives?
only way a character progresses. Over the course of A transition like that is meaningful and with a small
their adventures, a character has the opportunity to amount of attention, a Dreamweaver can use it to
amass wealth in many forms. Everything from large really drive home the sense of progression for a
quantities of coin, land, titles and even rare magical player.
items can be accumulated throughout a Legacy Try to give opportunities when appropriate for
Cearer’s life. These possessions should be viewed as characters to demonstrate or experience a small bit
a significant acquisition as they grant the player the of introspection. This need not be a lengthy affair,
opportunity to change their world in ways that raw maybe it is a brief exchange between friends over
power cannot. mead at a tavern.
Treasure, specifically coin, is a significant Maybe the character is explaining to child in
possession that affords a player character luxuries: a town square why they carry such big weapons.
access to weapons and equipment, workspaces for Perhaps the character is telling a companion how
crafting, fancy lodging or the ability to buy a home. grateful they are to have fought together, just before
Beyond that, riches allow for leverage in trade, hefty they rush into a seemingly hopeless battle. Planning
bribes or the capability to employ servants. This can for, or forcing, these small scenes can really drive
be a satisfying evolution in a character’s existence, home the sense of progression for not only the
particularly if the acquisition of wealth plays a character’s player, but also for all the other players
significant role in their campaigns main plotlines. who took part in the stories along the way.
Depending on the desired realism or accuracy
in their stories, Dreamweavers should be mindful of ENDGAME
wealth and its ramifications. In Laruna, much like real
life, money makes the world go round, so characters Every good story has an ending, and preparing for
who earn coin should be given the opportunity to this ending is an important job of any Dreamweaver.
enjoy their growing treasure. They should also be First, the Dreamweaver must know when it is time to
forced to use their coin logically, paying the necessary bring the curtain down on a campaign. If this finale
upkeep for their holdings, as well as lay out the coin was well scripted during the creation of the campaign,
for living expenses and the sort. recognizing when the end should occur may not be
an issue, but if it wasn’t, then here are some things to
SEEING CHANGES consider when deciding the need to end a campaign.
The urge for something new: Sometimes
Changes in the world throughout a campaign members of a playgroup can be whimsical with their
is an often subtle reminder to players of how their desires or inspiration and their need for a change
characters have progressed. Seeing the change should be considered carefully. Ruining a long
in borders or landscape, shifts in power amongst standing campaign because some members no longer
governments, or evolution and destruction of certain share interest in it is not good for anyone.
places of significance all help reinforce the sensation Letting the Campaign Rest: A long campaign
that the player characters have progressed. These may not be the current flavor of the week with some
details give the world a living, organic feel that helps of the playgroup anymore, but that doesn’t mean it
remind the players that their actions are meaningful, may not come back in fashion sometime in the future.
and more importantly, long lasting.

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Rather than actually ending a campaign, it
can be wise to just bring the story to a good resting RESET OR ENDURE
point. This should be thought of as an intermission,
preferably done at a time between stories where When a campaign has ended and the process
time away will not distort the a plot or challenge of starting over is underway, a choice must be made
the playgroup’s memory. This can leave a loved regarding the world of Laruna. Will the playgroup
campaign in a suspended state of stasis so when the continue forward, allowing all the changes their
time is right, the group can pick up right where they previous campaign has made, or will they effectively
left off. “reset” the world?
Power Creep: Legacy Cearers can over time Enduring in the world they helped create
become fantastically powerful. This can be rewarding can help a playgroup retain a certain pride and
and satisfying, but once sufficiently ranked, it limits appreciation for what their previous campaign had
stories to tales that would be befitting of their stature. accomplished. Seeing places changed or power
This can prevent telling lower key stories as such dynamics shifted won’t mean anything to their
affairs could be beneath the character’s concern. new characters, but the players can find this small
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4
Chapter Eleven: In & Out
Traveling to and from Dreamscapes is a core
component of any ODAM story. In this chapter we WHAT IS A DREAMSCAPE?
will address all of the necessary details on how to
handle this mechanism such as when a Dreamscape Certain dreams stand out from the norm
may be entered, what happens when you go in, and because they are not finite, transient events. There
how players are affected once they return to the are some dreams that persist and recur, able to be
Waking World. experienced by many Anima time and again. These
special dreams, known as Dreamscapes, force a
unique experience upon an Anima by having them
enter a dream they have previously visited. Laruna
is one such Dreamscape, and can be entered by an
Anima having a Reflection.
What do I do?
This entire chapter is about using the Of Dreams WHAT IS A REFLECTION?
and Magic core book in conjunction with
Dreamscape:Laruna. For those playgroups who A Reflection happens when an Anima goes
wish to play exclusively in Laruna, this material to sleep with the intention of confronting a Bound
is not relevant, although we encourage you to Reaver that has been defeated in the Waking World.
read it to help inspire more dramatic and wide While an Anima chooses the battleground when they
scale campaigns that travel from the Waking first experience their Crux, they do not have the same
World to Laruna and beyond! luxury when facing a Bound Reaver.

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When a Bound Reaver is defeated in the Waking will draw them inside. Any outside Anima who enter
World, they exist solely in the dreams of the Anima the Reflection are then bound to the dreamer, and
they are bound to. The Reaver uses this dream may not leave until the Reflector wakes up. This
as a battleground to prevent their bound Anima stipulation means that the choice to assist another
from defeating them before they have a chance to Anima in their endeavor is a risk not to be taken
rematerialize in the Waking World. It is unknown lightly.Once a Reflector has entered a Reflection, they
why Reavers choose the battlegrounds that they do, (along with any other Anima who have become bound
and there is seemingly nothing an Anima can do to to them) will return to it each time they sleep until
control or influence that decision. they are defeated or the Bound Reaver is destroyed.

ENTERING A REFLECTION WHAT HAPPENS TO MY BODY?


An Anima who has defeated their Bound Reaver As with anyone dreaming, the body of a
in the Waking World can choose to Reflect in order to Reflecting Anima lay in slumber. While Reflecting
confront that Reaver in their sleep. All that is required does not always disrupt an Anima’s sleep schedule,
to do this is for the Anima to make the conscious they enter reflections with the knowledge that they
decision to Reflect, and they will find themselves may not awaken in a normal amount of time. In fact,
within their Reflection once they are asleep. there are rumors of Anima who have entered them
If an Anima does not wish to confront their only to never wake up again. The unpredictability of
Reaver in this way, they may avoid Reflecting entirely, entering a Reflection is usually met with precaution.
and after 24 hours the Reaver will re-manifest in Many Anima attempt to keep bodyguards posted near
the Waking World. This will of course force them to them during a Reflection, for both protection and
confront the Reaver in the Waking World once again, ensuring uninterrupted sleep, and for the opposite—
putting their lives and their loved ones at risk. to rouse them should they remain sleeping for too
Reflecting Anima may be assisted by others in long. Covens are highly valued in this task, and
their chase. Those who wish to help must Dreamwalk certain members play specialized roles in guarding
and make physical contact with the Reflector, which their Reflectors, considering it a great honor.

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This effect is even more pronounced knowledge that a resident of Laruna would have,
in those who follow Anima into a Reflection. allowing them to seamlessly fit into the world.
Following someone in this way leaves an Anima’s
body effectively helpless, as they are unable to be DEATH IN A REFLECTION OF LARUNA
awakened by any means other than the Reflector
waking up. Most times, when the character having the
Even more troublesome is the fact that an Anima Reflection is killed, they will immediately wake in a
will immediately fall asleep at the same time as the panic, pulling all those who entered their Reflection
Reflector to which they are bound. out with them. When this happens, the Reaver has
This necessitates coordination between Anima “won”, and the Anima will no longer be able to enter
to ensure that everyone’s resting bodies remain safe, that Reflection to chase them down. Soon after, the
and that a participant in the Reflection does not have Reaver will be able to manifest in the Waking World,
the misfortune of falling asleep while driving a car or starting the cycle of pain and nightmares all over
fighting off a MOX attack. again.
The Reaver receives 10 Conviction for this
WAKING UP WHILE IN A REFLECTION victory, and each Anima involved in the Reflection
receives 50 Nightmare.
When the Reflector awakens, for whatever Since death in Laruna is not always permanent,
reason, the Reflection immediately stops for all a Reflector dying does not always instantly end the
involved. This can be a jarring experience, particularly dream. At the Dreamweaver’s discretion, they may
to a character who was in the middle of a melee allow the player to remain in Laruna for a time, in
about to dodge a sword blow. the hopes that his companions make an attempt to
Since outside Anima who have entered a resurrect the character. In fact, dying in such a way
Reflection are bound to the Reflector, they cannot may be an integral part of actually defeating the
wake up or be woken up until the Reflector does. Reaver, depending on the context of the reflection.
This can lead to serious issues for Anima who are in a If a character bound to the Reflector has been
Reflection that is not their own as they are no longer killed, they will remain dead in Laruna until the
in control of their own sleep schedules. Reflector wakes up.
It is possible, of course, for the Reflector to go Their spirit will remain close to their body, and
right back to sleep, and all participants can pick up they may be resurrected as normal. In the event that
exactly where they left off. the deceased character’s spirit is destroyed, they
will simply “go dark” and not remember anything
PASSAGE OF TIME IN LARUNA after that point once they wake. The Anima will also
receive 25 Nightmare.
While it is persistent, Laruna is still just a dream, At this point, the Anima is no longer bound to
meaning that when it comes to the relationship the Reflector. If they choose to re-join the Reflection,
between the Waking World and Laruna, very few they must find the Reflector’s body and Dreamwalk
rules apply. Epic stories that take place over years in into their dream once again. If they decide to do so,
Laruna may only require a single night’s sleep in the they will emerge in Laruna as a new character.
Waking World, while a tense negotiation where every
hour matters may play out over a series of weeks. ANIMA AND LARUNA
This fluidity of time also applies when outside
Laruna. When reflecting back into Laruna, it is up to A powerful Astean construct, Laruna is widely
the Dreamweaver to determine how much time has known by Anima as being a fantastical place full of
passed. If the play group is going to be using the same magic and wonder. Wildly different than our own
characters, the simplest answer would be to say that world, experiences in Laruna often leave a lasting
no time has passed in Laruna. This would leave all of impression on the Anima who are able to remember
the characters in the same relative position, and does what has transpired while they were there. Wielding
not require exploring what the player’s characters great magics and fighting mythical beasts are a staple
may have been “doing.” of Larunian conflict, and Anima who enjoy such
When entering Laruna, characters are power and high stakes often look forward to traveling
automatically granted the proper memories and there.

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Combating monstrous threats are not the only Jacob and his coven have been struggling with
appeal of Laruna however, as some Anima revel a newly awakened Anima who has seemingly been
in the ways of a “medieval” world and the politics tormented by a Reaver. No matter what Jacob does,
within. Childhood dreams of knighthood and dragon- he cannot seem to figure out exactly what is going on,
slaying can truly be realized in such a place, making and always feels one step behind. Jacob is ordinarily
Laruna a veritable wonderland for the now grown- a strong, gruff man whose Animus is an Angelic
up Anima who still cling to their fantasies of old. Commander, but this recent case seems be getting the
Kings and queens, merchants and explorers, mages better of him. When it finally comes time to destroy
and warriors - all of these identities are possible for this Reaver, Jacob falls asleep and finds himself in
Anima, and so individuals Reflecting to Laruna will Laruna.
find no shortage of friends offering to enter with Will he manifest as a strong and gruff Garaith,
them to help, if only for another chance to explore an exaggerated fantasy version of his real world
this beautiful, mystical world. personality?
Not all Anima find excitement and pleasure in Perhaps he becomes a Lightbringer, recalling the
Laruna. For every Anima who is a king, there are 100 holy mission he found himself on in his Crux? Maybe
more who are hunted as dishonorable Mesmulot of he appears in Laruna as something entirely different.
the Dark Legacy. For every Anima who is a Queen, What if Jacob’s mind holds on to his confusion and
there are 100 more who are a fledgling Legacy frustration when it comes to dealing with this Reaver?
bearers being chased by a vicious Kreesh. While the Jacob could end up being a wise but frail Descendant
opportunity to travel into Laruna is most often met Gatekeeper, finally able to access the wisdom and
with a tantalizing twinge of excitement, there are knowledge he needs to catch up with this Reaver.
enough Anima who see it as an overly dangerous Another possibility to consider is if Jacob has
landscape that should be treated with great caution. been to Laruna before. Since Dreamscapes have a
Furthermore, those who are forced to travel there to level of persistence to them, Jacob could enter Laruna
defeat their Bound Reaver understand that there is as a character not directly related to his current
a specific purpose to their journey, and many lives predicament. He may appear as the rash Ashik
could hang in the balance. Stormborn that he first dreamed of the very first time
he was in Laruna.
CHARACTER CREATION These are all decisions that must be made
between both the players and the Dreamweavers.
Just like with any dream, an Anima’s identity Perhaps Jacob’s Ashik character would vastly
completely changes once they are asleep and overpower the other players and the Reaver they are
dreaming of Laruna. While in Laruna, they have no chasing, and so would be an inappropriate choice for
memory of their Waking World selves. the story being told. Maybe Jacob’s player wants to
From a mechanical point of view, trips into try something completely new, so he works with his
Laruna necessitate the creation of a whole new Dreamweaver to fit an unusual new concept into the
character using Laruna’s character creation rules and existing story. Since Anima characters do not have any
character sheet. While actually creating a character kind of active control over how they will manifest in
to play in Laruna follows the same mechanics, there Laruna, Anima players should understand that dream
are two extra steps in character creation that players sequences in ODAM are meant for specific purposes
should consider when making a Laruna character that and may require higher levels of collaboration with
is the dream of an Anima. a Dreamweaver and other players.
First, and most importantly, is how their The second aspect to consider when creating
Laruna character concept relates to their Anima or a Dreamscape: Laruna character is the related
the situation at hand. When used as a Dreamscape, Anima’s Control within Laruna. Since Dreamscape:
Laruna characters are an extension of the Anima Laruna already has its own character advancement
rather than an altogether new character. While mechanisms, Control is best used whenever creating
Laruna will bend the Anima’s identity to properly fit a new character to be used within Laruna.
the dream, some thought should be put into WHY an When making a Dreamscape: Laruna character,
Anima may appear in Laruna as a specific character. Control is used to increase that character’s Legacy
There are no hard and fast rules for this process, but Rank by one for each rank in Control (Laruna) the
take the following example. Anima has.

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LARUNA’S REAVERS the Legacy Rank of those who close the Nexus,
making for a great cliffhanger. Players can finish their
Every trip into Dreamscape: Laruna has a sole current ODAM and Laruna stories by closing a Nexus,
purpose: to find and defeat a Bound Reaver who and then look forward to coming back to Laruna with
has retreated there. Of course, that does not mean even more power, helping to make a return to Laruna
that Dreamscape: Laruna stories must be one-note or a highly desirable event.
simple. While Laruna stories can be straightforward
adventures where a group of heroes must defeat a KREESH
singular villain, that is only the tip of the iceberg.

CREATURES Kreesh make for a great one-for-one


representation of a Reaver. Just like Reavers, Kreesh
Many of the monsters of Laruna can serve as are large, threatening monsters who require more
a Bound Reaver. While a singular gremlin would than one person to defeat. A campaign that has
make for an underwhelming conclusion of a story, characters meet up, grow in power, and finally face
even a simple creature can serve as a Reaver with down and defeat a Kreesh can very easily mirror a
some creativity. For example, a small gremlin who is Waking World campaign that follows the same story
able to sneak throughout a small village and attack structure.
innocent townsfolk during the night can be the basis Kreesh come in all sorts of shapes and sizes
of a non-combat Laruna story. A Bound Torment and can present some unique challenges to a group.
Reaver in this case may not be the actual gremlin, but While all Kreesh are agents of pure destruction,
instead has manifested as the fear and dread of dead including complications such as collateral damage
bodies showing up every night in this small town. In a from battles, the political intrigue of trying to raise
case like that, killing the gremlin may not actually be an army for support, or intense border conflicts that
enough to destroy the Reaver, but rather just be the stall the player’s movements will make their use more
first step towards repairing the distrust and paranoia interesting and varied.
that has spread within the village. Kreesh are also designed with their own unique
Of course, a more traditional story of that same strengths and weaknesses, which can lead to player
gremlin putting together a small army made of trolls groups needing to find additional assistance or
and skeletons that must be stopped could work just resources to defeat a Kreesh they are ill equipped to
as well as a Reaver, depending on the tastes of the handle.
play group and the style of ODAM campaign being
played. SHADOW OF THE DOUBT
CORRUPTION Using a creature, corruption, or Kreesh as a
reaver is a useful, overt way to draw players into
The story of Laruna is the story of the returned a Laruna campaign, but it is not the only option
Arga’sheel, with Legacy bearers and Corruption being available. All Laruna stories should have Legacy at
two opposite sides of that same coin. The corruption their core, but that doesn’t mean that a Reaver must
of Laruna by Arga’sheel is at the core of almost take the form of a corrupted creature.
every conflict dealt with in Laruna. Corruption also Legacy bearers themselves can also be used
opens multiple avenues for an ODAM story, as it can as Reavers. Legacy bearers can absorb energy from
provide an easily understandable face of the Bound one another, so it is not unheard of for them to
Reaver that the Anima are searching for. come into direct conflict. These conflicts can be
A Nexus that must be closed offers many simple - a power hungry Legacy bearer seeking to
different opportunities to serve as a Bound Reaver. kill others of their kind to absorb their power makes
A particularly strong creature or group of creatures for a fairly straightforward villain. They can also be
may become highly corrupted, serving as a potent more nuanced, if a Legacy bearer is truly fighting for
adversary to the Legacy Cearers. something that makes them both sympathetic and
Closing a Nexus is also a natural end to a story, antagonistic.
making it a solid goal of a group trying to destroy a
Reaver. This also has the benefit of heavily increasing

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A Sentinel who feels she must protect her SAMPLE ANIMUS
kingdom from the inevitable Kreesh a band of new
Legacy bearers will bring to her doorstep is not so Listed below are three examples of Animus
clearly a villain. Having to face off against a fellow that could be a product of a Crux that takes place
Legacy bearer in a conflict where no side is “right” in Laruna.
also mirrors many Waking World campaigns, where
the battle between belief and doubt often transcends
traditional morality. GATEKEEPER
ENDING THE REFLECTION Manipulation of time and space energy is
both feared and respected by every day Anima. As a
Reflections of Laruna all have a very specific Gatekeeper, your unique abilities give you insight into
purpose: to find and defeat the Bound Reaver who the future and a freedom of travel rarely seen outside
has pulled the Anima there. Once the Anima have of a dream.
done so, they awaken from the reflection, granting
them newfound Control, and most importantly, PASSIVE ASPECT
memories of their experiences.
Every night a character wakes up from a Time Mage: You have gained the ability to both
Reflection in Laruna, they receive 1 Control (Laruna) sense and manipulate time, allowing you to perform
Progress. feats that leave others baffled. You always seem to
All Anima who participate in defeated a Bound know what’s coming, and your companions look to
Reaver in Laruna receive 5 Control (Laruna) Progress you for answers.
when the Reflection is over. Visual Changes: Mage’s robes, clock patterns
The Reflector also has all of their Nightmare or tattoos
Score converted to Rank Progress.
Rank One: +1 INT, +1 PER,
EXCESS CONTROL +2 Shaping, Time Sense
Rank Two: +3 Reaction, +1 INT
If an Anima receives enough Control Points to
advance past Control Rank Five, they may start the Rank Three: +2 Shaping, +2 PER,
rank process over again. In this case, each time the Bind
Anima reaches a new Control Rank, they may choose Rank Four: +3 Reaction, +1 INT,
an additional Remnant from that Rank to learn. +2 Shaping
Rank Five: +2 PER, Recall

Bind: You focus onto a spot, binding your spirit


to the location. You may only be bound to one spot
at any given time. Being within 30m of your binding
point grants you +2 Reaction and +2 AGI.

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Recall: You may focus intently for one full phase Structures or obstacles that exist in the current
and spend 5 Conviction to return to a binding point time will still prevent you from accessing areas that
within .5 km of your current location . If the location may have once been open. You may see up to 24
is has become blocked by solid objects or is otherwise hours into the past, choosing any point within that
occupied, you will end up in the nearest open space. period. You may end the duration at any time.
Time Sense: Whenever you are successfully
struck in combat via a melee or ranged attack, take a (1c) Duration Adjustment: +1 hour
Chance Test (20%). On a successful result, the strike (2c) Strength Adjustment: +1 day rewind
does not take effect. (8c) Special Adjustment: Historian
You may see up to 1 month into the past
ANIMUS ABILITIES (12c) Special Adjustment: Ethereal Form
You may leave your body in a torporous state
ARCANE BURST (RANK 1) for the duration, and walk about freely as
The user blasts a wave of concentrated magical though you were in the past, unobstructed.
energy at the target. While in this state, only a violent disruption,
such as heavy shaking or taking Health damage
Range: 2m will be felt, alerting you to danger
Duration: Instant
Type: Battle, Energy BLINK (RANK 3)
The user blinks out of existence for a moment,
Base Success: Targets of Arcane burst suffer 10 reappearing some distance away.
magical damage and lose 2 Stamina.
Range: 5m
(1c) Range Adjustment: +1m Duration: Instant
(1c) Damage Adjustment: +1 magical damage Type: Space, Energy
(2c) Damage Adjustment: +1 Stamina (8c)
Strength Adjustment: Daze Base Success: You teleport up to 5m away.
The extreme burst causes the target to be Blinking next to a melee target and initiating combat
disoriented and suffer a -2 penalty to all ATs within the same phase causes that target to be
the following phase. surprised. This may be used to teleport past solid
objects, such as walls and doors, even if the area on
VISIONS OF THE PAST (RANK 2) the other side is unfamiliar to you. If there is no open
The user clears their mind, closes their eyes, and space large enough beyond the barrier, the ability
opens them again to a view of past events. will fail.

Range: 1 day* (1c) Range Adjustment: +1m


Duration: 1 hour (8c) Special Adjustment: Guide
Type: Time, Energy You may bring along one willing individual as
long as you can touch them
Base Success: You are able to peer backwards
into history to see events unfolding in the area
around your location. You will see an overlay of
ghostly images transposed on top of the current
surroundings, as people and animals move about like
normal, and the land and buildings appear as they
once were. You may walk about freely, listen, and
observe, but may not interact with any images from
the past. Persons and objects in the current time will
seem obviously brighter and solid, and thus you will
be able to differentiate them easily.

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REWIND (RANK 4) SHADOWMANCER
The user briefly reverses time, returning a target
to their prior place in time and space. At home in the darkness, you are an expert
assassin capable of manipulating shadow to enhance
Range: 5m your ability to terrify, confuse, and escape your enemies.
Duration: Instant Many victims find themselves dead or dying before they
Type: Time, Energy know what hit them.

Base Success: The target is rewound and


instantly teleported to the physical location they were PASSIVE ASPECT
one phase prior to your turn. If this would place the
target inside physical obstruction, they instead arrive Shadow Dancer (Found in ODAM page 107.)
in the nearest unobstructed space.
ANIMUS ABILITIES
(1c) Range Adjustment: +1m
(10c) Special Adjustment: Loop SHADOW DAGGER (RANK 1)
Rewind gains a duration of 2 and at the start of The user is able to pull a small dagger made of
your turn in each subsequent phase, the effect shadow out of any source of shadow or darkness. The
of Rewind occurs again as if freshly cast with dagger will last for up to one phase or a single strike.
no CAP adjustments Once the duration ends or a target is struck, the dagger
rapidly disperses, leaving no trace of its existence.
PORTAL (RANK 5)
This ability opens a link between two places, Range: Touch
allowing individuals to instantly pass through to the Duration: 1 phase
other side. Type: Shadow, Transformation

Range: 3km Base Success: Creates a shadowy dagger with


Duration: 1 hour the following statistics:
Type: Energy, Space
Threat: 2
Base Success: You open a portal to any location Damage: Strength + 3
within range that you have previously visited. The (1c) Damage Adjustment: 2 Damage
entry point will appear within 5m of your person. (3c) Weapon Adjustment: Bleed (3)
The portal will be wide enough for one person to
walk through at a time. The exit portal is the same (4c) Strength Adjustment: +1 Base Damage
size as the entry portal. Anyone may use the portal, (10c) Strength Adjustment: +1 threat
transporting them and all of their belongings to the (15c) Duration Adjustment: +1 phase
other side instantly. The portal works both ways.
FEARSOME GAZE (RANK 2)
(1c) Range Adjustment: +1km The user’s visage changes into a nightmarish
(1c) Size Adjustment: +1m width appearance and their eyes briefly flash with a bright red
(1c) Duration Adjustment: +1 hour glow, filling someone with unnatural fear and panic.
(5c) Special Adjustment: Link
You may end the duration at any time Range: 10m
Duration: 1 phase
Type: Fear

Base Success: The target becomes Afraid


(Status Effect), and makes all Defensive ATs at a -1
penalty.

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2
(5c) Strength Adjustment: Additional -1 SHADOW TENDRILS (RANK 4)
Defensive AT penalty A shadow or source of darkness unfurls tendrils of
(10c) Duration Adjustment: +1 phase pure shadow that reach out to grab a target, holding,
(15c) Special Adjustment: Flee crushing, or even choking it.
The target must immediately leave in the
complete opposite direction of the caster at the Range: 10m
highest speed possible Duration: 2 phases
Type: Shadow
SHADOW PORTAL (RANK 3)
(Found in ODAM page 119) Base Success: The target is grabbed by a
shadow tendril which spawns from a nearby source of
darkness. These tendrils severely restrict movement,
preventing the target from effectively evading attacks
or defending itself. The target is considered grappled
and suffers -2 to all Defensive ATs for each tendril
that restrains them. They may not take more than a
single step in any direction. Tendrils have 25 Health.

(5c) Strength Adjustment: +1 tendril


(5c) Duration Adjustment: +1 phase
(6c) Special Adjustment: Crush
The target suffers 8 damage per tendril at the
start of each phase they are grappled by a
Shadow Tendril.
(10c) Special Adjustment: Choke
The target has their air supply cut off (if this is
possible) and loses 10 stamina at the start of
each phase they are grappled by a tendril.

SPREADING DARKNESS (RANK 5)


The user causes all light within an area around
them to dim until the area is lit no better than a
heavily overcast day. Shadows will thicken, lamp bulbs
will become less bright, and windows will darken. In
addition, smoky shadows spill out from the user and
further cloud vision for anyone else in the area. This
will have no effect when used in direct sunlight.

Range: 10m radius


Duration: 2 phases
Type: Shadow

Base Success: Anyone in the area suffers a -3


PER penalty and has visibility reduced to a 2 meter
range.

(2c) Range Adjustment: 1m


(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Fertile Shadows
All shadow abilities used within the area of
Spreading Darkness gain +5 CAP with base
success.

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EARTHWARDEN Mark: You may mark a target within line of sight
As a protector of the land, you combine your as an IFU action. The very land around you sees this
attunement to the Earth with magical skill to bring target as marked and spiritually guides you to their
justice to those who would desecrate it. Harnessing location. You will always know the direction of the
the power of nature to both strike at enemies and target from your position, although not necessarily
protect allies, an Earthwarden is always a welcome the distance between. This sense will fade when the
sight. target is more than 5km away, or when a new target
is marked.
PASSIVE ASPECT
ANIMUS ABILITIES
DRUID
Your spirit has become bound with the land itself, ENTANGLE (RANK 1)
giving you an unbreakable connection to the Earth and The caster calls upon nature to bind and slow
its creatures. The outdoors are your home, and the their enemies. When outdoors, roots spring forth
night sky your blanket. from the earth to surround the target’s feet. If
Visual Changes: Druidic clothing (leather, furs) indoors or within a city, there must be some form
of vegetation within range for this to function.
Rank One: +2 END, +2 Shaping, Naturalist
Rank Two: +1 PER, +5 RES, Pathfinder This may include smaller items such as
Rank Three: +2 Shaping, +1 INT small potted plants or even broken twigs on the
Rank Four: +1 Shaping, +3 END pavement. The vegetation will grow at extreme
Rank Five: +2 Shaping, +2 PER, Mark speed for the duration in order to grasp at a target.

Naturalist: You
ouu become
bec
eco
omee immune
i munee to
im to naturally
n turallly
na Range: 15m
occurring poisons. You ummayay drink ffrom
rom
ro m any
an Duration: 2 phases
Dur
natural body of Type: Nature
water and treat it as
though it were freshsh Ba
B ase Success: Plant life
Base
water, regardless off reaches out and binds
reac
contamination. You u the target, snaring
may consume a them for 2 phases.
handful of earth Target’s suffer a -3
to satisfy any to all ATs and are
hunger or need forr unable
un to take more
nutrition. Finally, than
th one step in any
wild animals will direction.
d Dealing a
never attack unlesss total
to
ota
tall of 25 Damage will
struck first, or you destroy
dees the restraints
endanger the lives and
a
an d remove the effect,
of their young. however additional
h
Pathfinder: Youou plants
pl will reach out
will always know the and bind the target at
an
cardinal direction you the start
stt of every phase
are heading when henn tth
h effect is in place.
the
outdoors.
In addition, your y ourr (2c) Range
movement speed is is not
no
ot Ad
dj
Adjustment: +1m
errain.
impaired by any terrain. (10c) Special
Adjustment:
Adju
us Thicken
The restraints
have 50 Health

394
4
(15c) Duration Adjustment: Wild Growth CHAIN LIGHTNING (RANK 4)
Targets are snared for an additional phase The user calls down lightning from the skies that
strikes the target and jumps to nearby enemies.
REJUVENATION (RANK 2)
The caster infuses the target with nature energy, Range: 15m
healing their wounds and restoring some stamina at Duration: Instant
an accelerated rate. Type: Elemental, Nature, Electricity

Range: 1m Base Success: The target suffers 20 magical


Duration: 2 phases damage and is dazed, suffering a -2 to the next AT
Type: Nature, Healing taken within 2 phases. The bolt jumps to the nearest
enemy within 5m of the target, dazing them and
Base Success: The target regenerates 10 lost doing one half damage, rounded up.
Health and 3 Stamina immediately, and 5 additional
Health and 1 Stamina at the start of the next 2 phases. (1c) Damage Adjustment: +1 magical damage
(1c) Range Adjustment: +1m
(1c) Range Adjustment: +1m (6c) Strength Adjustment: Jumps to one addition-
(3c) Strength Adjustment: +2 initial Health al target within 5m, dealing half the damage of the
regenerated original bolt. May be purchased more than once.
(7c) Duration Adjustment: +1 phase
(10c)Special Adjustment: Energizing Mist ANCIENT GUARDIAN (RANK 5)
You may swap the Health and Stamina values The user beseeches the aid of an ancient protector
of the land from another world. There may only be one
SPIRIT BOND (RANK 3) active ancient guardian at a time.
The user makes eye contact with a creature,
spending one phase to connect to its feral spirit. If the Range: 50m
user attempts to bond with a creature and fails, there Duration: 5 phases
is no ill effect. This link may be released at will. This Type: Nature, Summoning
ability has no effect on intelligent beings.
Base Success: A nearby part of the land is
Range: 5m infused with nature energy, coming to life to assist
Duration: 10 phases the user. This could be a tree, a conglomeration of
Type: Nature earth and rock, bundles of twigs and grass, or any
other combination of plant and earth. The guardian
Base Success: You link with a mammal, is sentient and will attempt to help the caster in any
allowing you to communicate telepathically. In way possible. It cannot speak but will understand the
addition, you may issue single commands as an IFU native language of the user.
action, once per phase. The creature will follow these
commands to the death or until the duration expires.
ANCIENT GUARDIAN
(1c) Duration Adjustment: +1 phase STR 15 INT 7
(5c) Strength Adjustment: May link with an avian or fish AGI 4 PER 6
(10c) Strength Adjustment: May link with an END 10 CHM 3
insect or arachnid HEALTH 200 STA 100
(10c) Special Adjustment: Soul Link
You may inhabit the creature’s body for the Fighting 18
duration, assuming complete control of its
actions. Your physical body will remain lifeless (1c) Range Adjustment: +10m range
in its current position. If the creature dies while (2c) Strength Adjustment: +1 any attribute
Soul Link is active, you will immediately snap (5c) Strength Adjustment: Elongated Branches
back into your body, and become paralyzed for The guardian gains a +6 bonus to Fighting ATs
1 phase (5c) Duration Adjustment: +1 phase

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395
NEW PASSIVE ASPECTS Battle Hymn: All allies within 20m receive a +4
to all Fighting or Weaponry ATs.
Dirge: All enemies within 20m receive a -2 to
STAR PROPHET Reaction and a -4 to any Fighting or Weaponry ATs
You have found your path amongst the stars and that target the user.
may use their light to further your destiny.
Visual Changes: Celestial skin, zodiac tattoos ELEMENTAL ARCHER
Mixing magic and martial prowess, you imbue
Rank One: +2 Shaping, +1 Perception, Horoscope your bow with the power of the elements.
Rank Two: +5 Conviction, +1 Shaping Visual Changes: Descendant wings & skin color
Rank Three: +2 Intellect, Zodiac Ivis
Rank Four: +1 Shaping, +2 PER Rank One: Summoned Weapon: Remokin,
Rank Five: +3 Shaping, Zodiac Cazar +10 Weaponry
Rank Two: +2 AGI, Elemental Arrows
Horoscope: +1 to any Attribute and +3 to any Rank Three: +1 AGI, +3 Weaponry, +10 STA
Base Skill Rank Four: +3 AGI, +5 Weaponry
Zodiac Ivis: Immune to Fear Effects. Rank Five: Archery Master
Zodiac Cazar: Once per hour, you may retake
any AT and choose which result to keep.
REMOKIN (BOW FORM)
TRICKSTER Range: 0-80m/81-180m/181-400m
A keen mix of lies and illusions keeps you ahead Difficulty: 10/20/30
of the game, allowing you to deceive your rivals and Damage: 20 (magical)
maintain the upper hand. Speed: 30
Visual Changes: none Rate of Fire: Single
Ammo: Special*
Rank One: +2 CHM, +3 Social, Mental Immunity
Rank Two: +1 INT, Copycat (1c) Damage Adjustment (Single): +5 Damage
Rank Three: +5 any Social Skill, Divided Mind
Rank Four: +2 CHM, +3 Social *The Remokin automatically fashions arrows out
Rank Five: +3 CHM, +1 AGI, +1 Shaping of arcane energy when its bowstring is drawn. The
Remokin can not run out of ammo and all damage
Mental Immunity: Immune to illusions and mind done is magical.
effects
Copycat: As an instant untested action, you may Elemental Arrows: Once per phase, you may
assume the appearance of any individual within sight apply an elemental effect to the Remokin’s arrows.
Divided Mind: The first psionic ability used in a
phase is considered a free action Earth: Earth Arrows do an additional +5
magical damage
BATTLE DANCER Water: Water Arrows produce a Bleed (2) effect.
You fight with a grace and elegance that inspires Air: Air Arrows have a Speed of 50
allies and frustrates enemies. Fire: Fire Arrows cause a painful burning,
Visual Changes: Unnaturally graceful movement, causing the target to suffer a -2 WP.
faint sounds of music
Rank One: +3 AGI, Battle Hymn Archery Master: You gain an additional +3 to
Rank Two: +5 Weaponry. +10 STA all ATs using your Remokin, and the range of the
Rank Three: +2 Reaction, Dirge weapon is increased by 20m per category.
Rank Four: +2 AGI, +5 any Weaponry
Advanced Skill
Rank Five: +1 END, +2 AGI, +10 STA, +10
Health

396
6
Base Success: Your jump distance is tripled for
the duration. This does not assist in landing in any
way.

(2c) Duration Adjustment: +1 phase


(5c) Special Adjustment: Leap
Jump distance is quadrupled
(10c) Special Adjustment: Bound
Jump distance is quintupled
(15c) Special Adjustment: Vault
Jump at 8x jump distance
(20c) Special Adjustment: Surge
Jump at 10x jump distance

BECKON (RANK 2)
By focusing intently on a specific person, the user
may send out a mental nudge, compelling an individual
to seek them out.

Range: Within City Limits


SHOCKER Duration: Instant
You are a warrior born of the elements, enhancing Type: Mind
your attacks with magical lightning.
Visual Changes: Electrical pulses coursing through Base Success: You concentrate on a single
body, glowing eyes friendly target or loved one. The target feels a strange
mental sensation that urges them to seek you out. At
Rank One: +5 Fighting, +5 Weaponry, Electric Strikes this basic level the individual will not disrupt their
Rank Two: +3 STR, +10 STA daily life in order to make their way to you. Targets
Rank Three: +2 STR, +3 Weaponry, Lightning Speed in closer proximity will feel a stronger sensation.
Rank Four: +3 REA, +5 Weaponry, +5 Fighting (Those within the same building would be highly
Rank Five: +5 END, Passive Regeneration likely to head towards the user). The sensation will
fade after 24 hours have passed.
Electric Strikes: Enemies hit with your strikes
must pass a 15% CT or become shocked for one (5c) Strength Adjustment: Target may be an
phase, and are only able to make Defensive ATs. acquaintance or someone you are not familiar
Lightning Speed: The first physical action taken with
in a phase is considered a free action (10c) Strength Adjustment: Target may be an
Passive Regeneration: 1 Health is regenerated at enemy or hostile individual
the start of every phase (5c) Strength Adjustment: Persuade
Target will accept disruption of daily life to seek
you out, but will not put their lives or those they
NEW ANIMUS ABILITIES love at risk
(10c) Special Adjustment: Compel
JUMP (RANK 1) Target will risk bodily harm to seek you out, but
This ability causes a break in the Doubt around will not put their loved ones at risk
the user’s legs, granting them the power to jump great (15c) Special Adjustment: Irresistible
distances in a single bound. Target will stop at nothing to find you, heading
to you as quickly as possible

Range: Self
Duration: 2 phases
Type: Enhancement

3
397
HASTE (RANK 3) VANISH (RANK 4)
The user alters the flow of time around a target, Vanish causes the user to completely disappear
causing them to respond more quickly. from view, rendering them invisible for a time. While
invisible, the user may move and act freely, but
Range: 10m attacking or using an ability will cause the spell to
Duration: 3 phases break.
Type: Arcane, Transformation
Range: Self
Base Success: The target receives a +4 bonus Duration: 2 phases
to Reaction and the first physical action taken in a Cost: 10 stamina
phase is considered a Free action. In addition, their Type: Arcane, Transformation
base movement is doubled.
Base Success: The user fades from sight. While
(5c) Duration Adjustment: +1 phase under the effects of Vanish, the user is invisible to
(5c) Strength Adjustment: +1 Reaction bonus anyone without magical means of detection. If used
(10c) Special Adjustment: Fleet of Foot in combat, anyone attacking the caster receives a
Base movement is tripled -10 penalty to hit the user for the phase. The user
(20c) Special Adjustment: Blur will become disengaged with any melee targets at
You gain a second Free physical action the start of the next phase. Attacking while invisible
immediately ends the ability, but provides the user
SOOTHING SERENADE (RANK 4) with a +5 Reaction bonus (if applicable) and +5 to
The user infuses a small area with refreshing their combat related AT for the phase.
magical energy by replicating a melodic, peaceful sound.
This can be done by playing an instrument, singing, (5c) Strength Adjustment: Slow Fade-In
humming, and the like. All allies in the area regain +1 Bonus to Reaction and AT attempt
health and stamina at an increased rate. This does not (10c) Duration Adjustment: +1 phase
affect the user.
FLIGHT (RANK 5)
Range: 10m radius Harnessing the magical energies around them, the
Duration: Special user is able to propel themselves through the air at
Cost: 8 stamina great speed.
Type: Transformation, Arcane
Range: Self
Base Success: All allies within range recover Duration: 10 phases
2 Health and 1 Stamina per phase. The user may Type: Arcane, Transformation
continue the duration for a cost of 5 Stamina. If
continued, each subsequent phase increases the Base Success: The user can fly at double base
Health and Stamina gained by 1, to a maximum of 6 movement for the duration. If the ability ends while
Health and 5 Stamina per phase. the user in still in the air, they immediately begin to
drop and take falling damage as normal. The user can
(2c) Range Adjustment: +1m carry no more than they could if they were on land.
(10c) Strength Adjustment: +1 Stamina
recovered per phase (4c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 Health (8c) Special Adjustment: Savior
recovered per phase User can carry another individual without
burden
(10c) Speed Adjustment: User moves at triple
base movement

398
8
Range: 2m
NEW REMNANTS Duration: Instant
THE TELLING (RANK ONE)
The mighty Ashik of Laruna gather once a year Base Success: The user emits a blast of magical
to tell tales of their strength and take on sacred vows flame, dealing 10 magical damage to anyone within
that guide their lives. While it is an extremely rare a 2 meter radius.
occurrence, lying at a Telling is one of the few things
an Ashik can do that will find them excised from the (3c) Range Adjustment:+1 Meter
Ashik community. The user exerts this pressure on an (1c) Damage Adjustment: +1 magical damage
individual they are conversing with, making them (15c) Special Adjustment: Lingering Flame
unable to tell a direct lie to the user. Burning Crown deals an additional 10 damage
to all targets the phase after it is used.
Range: Self
Duration: Instant TOWER OF SOL (RANK 4)
To the humans of Laruna, there is no greater
Base Success: The user asks another a simple monument than the Tower of Sol. This artificial sun
yes or no question. The person in question is unable raised high in the sky warms the skin and hearts of the
to lie or avoid the question, and must answer “yes” citizens of Sol, keeping them safe from the Mesadrin
or “no” to the best of their knowledge. threat.

WATER WALKING (RANK TWO) Range: 10m


Some of the flashier mages of Ranath would take Duration: 5 phases
to walking across the water of the Grand River in an
effort to scam traveling merchants unfamiliar with the Base Success: A 10m radius around the user is
territory. Accompanying stories ranged from the mages filled with the holy light of Sol. Any Anima within this
being cursed to be unable to walk on land unless a radius receive a +5 to ARM and RES. Any Reavers
kind stranger offers up a precious gem, to promises of attempting to enter this light immediately suffer 5
a magical item that could make entire trade carts float magical damage.
above the ground, to simple attempts to impress pretty
girls entering the big city for the first time. (3c) Range Adjustment:+1 Meter
(3c) Strength Adjustment: +1 to ARM or RES
Range: Self
Duration: 5 phases HARVESTER’S CLAW (RANK 5)
No singular weapon, spell, or ritual is as feared
Base Success: The user may slowly walk across or reviled as the Harvester’s Claw. More than just a
any body of water, moving at half of their normal deadly weapon, the Harvester’s Claw is an implement
movement speed. of suffering that most would agree does not belong on
an honorable battlefield.
(3c) Duration Adjustment: +1 phase
Base Success: Creates the Harvester’s claw.
BURNING CROWN OF ABILE (RANK 3)
This constellation grants those with magical Requirements: None
abilities increased power. Being born when the Threat: 3
Burning Crown is visible in the night sky is said to be AT: Fighting + STR
an auspicious omen, and many magical rituals and Damage: STR + 6 (Magical)*
celebrations are planned around its appearance. The (1c) Damage Adjustment: +3 Damage
Starcallers of Laruna channel the power of the Burning (4c) Weapon Adjustment: Bleed(2)
Crown to scorch their enemies around them, and the
user is able to expend that same power in a singular *Successful strikes with the Harvester’s Claw
burst. drain 10 Health and 4 Strength from the target and
grants them to the user.

3
399
NEW ARTIFACTS Effect: By opening the receptacle and breathing
deeply, the user instantly restore 10 Stamina and 5
SCALE OF THE JADE SERPENT (RANK ONE) health. This effect can be used once per day.
A small green scale, rumored to have fallen from
the armor of a famous Izumo warrior-monk. It is said ENCHANTED GOLD PIECE (RANK FOUR)
that his armor was the greatest amongst armors, just This small gold coin is emblazoned with the
as he was greatest among men. image of a crowned man on one side and a glowing
Effect: As long as the scale is in direct skin crystal on the other, with the words “Kvdgvmvkvn,
contact with the user, they gain +10 Armor and +10 Hvsrdvm vn thv Nvsdn” stamped around the edges.
Resistance. Effect: Once per day can be flipped. Heads
gain 5 Conviction, Tails lose 5 Conviction (and gain
HEART OF THE ASHIK (RANK TWO) 5 Nightmare).
An ancient stone said to be the fossilized heart of
one of the first Ashik to be created by the titans. The MAKORA PENDANT (RANK FOUR)
Heart of the Ashik is about the size of a baseball and This beautiful pendant is fastened with gold chain,
holds the vague shape of a heart. A faint red glow can and contains a gem that seems to shift colors at
be seen when activated. random. The gem is about 2.5 cm long, with
Effect: Spending 5 Conviction well carved facets that prominently reflect
to activate, the Heart of the light, giving it a brilliant glow. Made by a
Ashik bestows its power to famous Larunian craftsman as a gift for
the user, granting their the Maiden of Maport, the pendant has
next successful strike +10 become unbound in the Waking World,
magical damage. altering its effects without provocation.
Effect: Depending on the current
SENTINEL’S SHIELD color of the gem, the following
bonuses are granted to the wearer. The
(RANK THREE) color randomly changes once per day.
This large heater shield
is engraved with the crest of Red: +25 Temporary Health
the Highland Knights, which Green: +15 RES
shimmers beautifully in the sunlight. Blue: +15 Temporary Conviction
How and why this shield became Gold: +1 Health regenerated per phase
separated from its owner is anyone’s Black: Take all ATs twice, keeping the
guess, but judging by the handful of dents and lowest. The pendant may not be removed
scratches, it is obvious the wielder had seen a good deal by any means while this effect is in place.
of vicious combat. Lined with soft brown fur and fitted Clear: None
with a worn leather strap, the shield seems comfortable
enough to use and lighter than you would expect. WAND OF THE FLAMEGUARD (RANK FIVE)
Effect: By spending 5 Conviction and bracing A beautifully crafted wand with a finely carved
with the shield, it casts Arcane Burst as per the ability, wooden shaft and an oblong orange crystal attached
using the shaping score of the wielder. to its end. Taken from the belt of a passed out mage
who had too much wine, this wand is slightly warm to
Protection Rating: 6 the touch and has a pulsing energy that you can sense
Protected Area: Minor within.
Effect: By spending 5 Conviction and pointing
DESCENDANT’S TRAVELING it at a target, the wand casts Burn as per the ability,
RECEPTACLE (RANK THREE) using the Shaping score of the wielder.
The receptacle is an exquisitely made porcelain
vase, approximately 30cm in length. The outside is a
deep blue color, engraved with flourishes of gold and
silver. Atop sits a small lid, which is kept closed by a
simple golden clasp.

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APPENDIX 1: TECHNIQUES
Techniques represent specific feats or tricks a
character is capable of due to their level of proficiency
in an appropriate skill.
These specific Techniques can be passive or
require active use. Techniques are purchased with
Experience Points, which each technique listing its
cost.

SPLASH EXPERT (ALCHEMY)


ACADEMICS TECHNIQUES You have spent some time researching the most
efficient methods of combining ingredients to get the
DEVOUT KIN largest explosions out of your work.
You have an intimate knowledge of the idioms Effect: When creating Splash type potions, base
and behaviors used by parishioners of given churches, formula difficulty is reduced by 5.
allowing you to more readily pass as a fellow worshiper. Cost: 10 xp
Effect: You gain a +6 bonus to any Deception
AT made in an attempt to convince someone you SPLIT CAST (ENCHANTING)
worship their god, and a +3 to any Social AT made You have perfected a method that creates wands
relating influence them about a religious matter. which cast their spells at one additional target.
Cost: 10 xp Effect: When Enchanting a wand, you gain the
modifier Split.
FRIEND OF THE LAW
You have earned a rapport with the militia and Split: May be applied to any single target spell
lawmen of a region (chosen at acquisition), making placed within a wand. This causes the wand to cast its
escaping minor criminal offenses possible. stored spell at an additional target within range. This
Effect: You may take a Kingdoms AT against a will consume one additional charge from the wand
difficulty of 25 to avoid penalty or incarceration for a at the time of use. Split increases the Enchanting
minor criminal offense. Major criminal offenses may process difficulty by 12.
also be avoided, although this subject to circumstance Cost: 20 xp
and the Dreamweaver’s discretion.
Cost: 10 xp UNDER PRESSURE
You have become accustomed to working under
strict deadlines.
CRAFTING TECHNIQUES Effect: Each work effort AT that succeeds
awards an additional 3 CAP.
EQUIPMENT MASTERY Cost: 20 xp
Having access to quality work materials is a boon,
but it takes special skill to put these assets to good use.
Effect: You receive double the normal bonus MAGIC TECHNIQUES
from any Required Workspace.
ARMOR MASTERY
JURY RIGGED You have practiced maneuvering in heavy armor,
You have learned unconventional, yet safe gaining knowledge of efficient movements and an
methods to cut back on the material cost when creating increased tolerance to its weight. This technique may
a chosen item. be purchased more than once, stacking up to 5 times.
Effect: Ignore 50% of the minor ingredient cost Effect: Reduces armor hindrance penalty by 1
for a single formula, process, or plan. when casting spells or using Legacy abilities. Cannot
Cost: 15 xp reduce hindrance below zero.
Cost: 15 xp

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401
MANA EFFICIENCY HAMSTRING
Your constant toying with mana streams has paid You have practiced disabling a target’s legs to
off. You have learned how to manipulate mana with prevent them from escape.
great efficiency. Effect: When wielding a one-handed slashing
Effect: Allows you to spend for a Special weapon, you may use Alternate Strike: Hamstring.
adjustment, Mana Efficiency, when casting any spell.
(BS+8c) Alternate Strike: Hamstring
(2c) Special Adjustment: Mana Efficiency A target that has been hamstrung cannot move
The cost of this spell is reduced by 5 Mana. A any further than 1 meter per phase. Hamstring
spell’s Mana cost may not be reduced below 1 specifically targets the legs, and may be made
in this manner. This may be used one per spell ineffective by appropriate leg armor.
cast.
Cost: 10 xp
Cost: 15 xp
OFF-HANDED STRIKE
SPELL PENETRATION Holding a second weapon can allow for strikes
You have developed a method for ensuring your from odd angles. Using your primary hand to create
magic bypasses the defenses of your opponents. unusual openings in the enemy’s defense, you are able
Effect: Choose one magic damage type. Spells to exploit the limitations of wielding a single weapon.
you cast that inflict this damage type ignore up to 10 Effect: When dual wielding and taking a
points of a target’s Protection. Melee Combat AT against an opponent with a single
Cost: 20 xp weapon, you may spend 1 CAP to have their Melee
Combat Defensive ATs during the following phase
UNBRIDLED ENERGY suffer a -3 penalty.
Harnessing extreme bursts of mana is your Cost:15 xp
specialty, and you have learned an efficient way of
transferring this power into wands. REPEAT EXPOSURE
Effect: When recharging a wand, you restore Softening the opponent before delivering a decisive
two charges instead of one each time you pay the blow is crucial.
Mana cost of the wand’s spell. Effect: After making a successful strike with an
Cost: 10 xp impact weapon, you may spend 10 Stamina and 3
CAP to immediately purchase an additional strike
that will ignore up to 15 ARM. This may only be
MELEE COMBAT TECHNIQUES done once each phase.
Cost: 20 xp
ARMOR MASTERY
You have practiced maneuvering in heavy armor, SHIELD TRAINING
gaining knowledge of efficient movements and an Acclimating to the extra weight of a shield is
increased tolerance to its weight. This technique may necessary if you want to be functional on the battlefield.
be purchased more than once, stacking up to 5 times. You have grown accustomed to its presence and find its
Effect: Reduces armor hindrance penalty by weight less of a hindrance.
1 when taking a Melee Combat AT. Cannot reduce Effect: Reduces the AT penalty caused by Block
hindrance below zero. rating while using a shield by 1. This technique may
Cost: 15 xp be purchased more than once, stacking up to 5 times.
Cost: 15 xp
FLUID MOVEMENT
Your speed and finesse is the source of your skill.
Effect: When using One-Handed melee weapons,
you may use AGI instead of STR as a modifier for ATs.
Cost: 10 xp

402
2
WEAK POINT DEAD SHOT
You have studied armored opponents and know Required: Precise Shot Technique
where the most vulnerable places are for a good You have refined your accuracy to such a point
puncture wound. that you land critically injuring strikes to unprepared
Effect: When wielding a one-handed piercing opponents.
weapon against a target wearing armor, any strike Effect: When shooting a bow, you gain the
landed using Attack Priority (minor) inflicts +20 following weapon adjustment:
damage and causes Bleed (2).
Cost: 20 xp (35c) Weapon Adjustment: Dead Shot
This strike deals +140 damage and any
WHIP DISARM additional CAP spent increases damage by 4
All those nights spent lashing out at combat per point.
dummies have come in handy.
Effect: When wielding a spiked whip, you may Cost: 20 xp
use Alternate Strike: Disarm
DEADLY FOCUS
(BS+8c) Alternate Strike: Disarm Blocking out the pain, you see nothing but the
A target’s weapon becomes wrapped by your target.
whip and they must succeed in a contested Effect: You ignore up to 5 Wound Penalties
STR AT or be forced to drop their weapon. when making a Ranged Combat AT.
Opponents who succeed are able to pull their Cost: 10 xp
weapon from the grip harmlessly.
MOUNTED ARCHERY
Cost: 10 xp You have practiced the skill of shooting a bow
while riding atop a mount.
Effect: Reduces the penalty incurred by shooting
RANGED COMBAT TECHNIQUES bows from a mount by 3.
Cost: 10 xp
ARMOR MASTERY
You have practiced maneuvering in heavy armor, PRECISION
gaining knowledge of efficient movements and an Shooting at an engaged target increases your
increased tolerance to its weight. This technique may Ranged Combat AT difficulty by 2 less than normal.
be purchased more than once, stacking up to 5 times. Cost: 10 xp
Effect: Reduces armor hindrance penalty by 1
when taking a Ranged Combat AT. Cannot reduce PRECISE SHOT
hindrance below zero. Required: Skilled Shot Technique
Cost: 15 xp With increased focus on your archery training,
you have gained the ability to hit your target’s weak
BULLSEYE points with increased frequency.
Required: Dead Shot Technique Effect: When shooting a bow, you gain the
Enemies who do not respect your skill with a bow following weapon adjustment:
often find themselves with an arrow through the eye.
Effect: When shooting a bow, you gain the (25c) Weapon Adjustment: Precise Shot
following weapon adjustment: This strike deals +75 damage and any
additional CAP spent increases damage by 3
(45c) Weapon Adjustment: Bullseye per point.
This strike deals +225 damage and any
additional CAP spent increases damage by 5 Cost: 15 xp
per point.

Cost: 20 xp

4
403
SKILLED SHOT SOCIAL TECHNIQUES
Through much training, you have gained the
ability to strike at the more vulnerable spots of your METICULOUS PLANNING
targets. You spend a great deal of time analyzing every
Effect: When shooting a bow, you gain the detail of strategy and planning that some would say
following weapon adjustment: borders on obsession.
Effect: When making a Leadership AT to create
(5c) Weapon Adjustment: Skilled Shot a Preemptive plan, you gain a +5 bonus if able to
This strike deals +10 damage and any spend at least one hour uninterrupted to create the
additional CAP spent increases damage by 2 plan.
per point. Cost: 10 xp

Cost: 10 xp NAME GAME


You know which names are loved and hated by
*Techniques applying to bows may be purchased movers and shakers. You are able to drop the right
separately for Thrown Weapons, Slings and name at the right time for added effect.
Crossbows as well. Effect: Any Social AT made that targets high
society or bureaucrats gains a +4 Bonus.
Cost: 10 xp
SKULLDUGGERY TECHNIQUES
UNIFIER
BAIT AND SWITCH You have a knack for helping people of different
You have mastered the art of exploiting someone’s races put aside their problems and find common ground.
attraction while stealing from them. Effect: You gain a +4 bonus to any Diplomacy
Effect: You gain +4 bonus to Pickpocketing ATs AT when dealing with racial tensions.
when targeting a person who is physically attracted Cost: 10 xp
to you.
Cost: 10 xp
SURVIVAL TECHNIQUES
FAMILIAR LIES
Whenever suspected of a crime or wrongdoing, you HOMELAND
know how to manipulate a story so the person accusing You are intimately familiar with the landscape
you sees a mutual acquaintance as a suspect instead. of your homeland, knowing the paths less traveled
Effect: You may make a Deception AT against a and locations of specific plants and animals. Chose an
target who sets the difficulty with a Social AT. Base outdoor point for this technique.
Success + 3 CAP allows you to cast a person both you Effect: When making a Foraging AT in a location
and the target are familiar with into a suspicious light. within 20km of your chosen point, you gain 5 CAP
Cost: 10 xp when awarded Base Success.
Cost: 15 xp

MANHUNTER
Criminals adopt certain stereotypical behaviors
when on the run from the law. You have studied these
behaviors and learned how to use them to better aid
you when following in their footsteps.
Effect: Tracking ATs made to find or follow a
fugitive gain a +6 bonus.
Cost: 10 xp

404
4
APPENDIX II: CREATURES
VIOLENCE REAVER ATTACK
Large Extraplanar Shadow Beast
An evil shadow creature spawned from another
LV The Violence Reaver strikes out at its opponents
with claw and bite attacks.
plane, the Violence Reaver attacks its target
mercilessly until defeated. 10 Typical Ability Score: 30

CLAWS
STR 20 Health 200 Threat: 4
AT: Natural Weapons + AGI
Damage: STR + 9 (Slashing)
AGI 10 Stamina 200
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
END 20 Mana 0

BITE
INT 6 Reaction 22 Threat: 1
AT: Natural Weapons + AGI
Damage: STR + 12 (Piercing)
PER 12 Evasion 30
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (4)
CHM 2 Base Move 10

INDOMITABLE
Armor 15/15/15 Melee Combat 10 Suffers no wound penalties.

Protection
-10 Natural Weapons 10
SHADOW ABSORPTION
(Celestial) All Shadow type damage dealt is absorbed and
converted to Health. Maximum Health cannot
Protection Resistance be exceeded in this way.
10 5
(All Others) (All)

CELESTIAL GUARDIAN ATTACK


Large Extraplanar Humanoid
A mighty being fallen from the heavens, this
LV The Celestial Guardian strikes down his foes with
a large two-handed sword.
warrior is both fearsome in combat and a
versatile healer. 31 (Typical Attack Score: 48)

CLAYMORE
STR 18 Health 250 Threat: 9
AGI 10 Stamina 200 Damage: STR +14 (Slashing)

END 13 Mana 200 (1c) Damage Adjustment: +2


(1c) Damage Adjustment: +4 Slashing
INT 10 Reaction 18 (5c) Weapon Adjustment: Bleed (4)
PER 12 Evasion 18 (18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
CHM 15 Base Move 10

Armor 20/28/26 Magic 12 MENTAL IMMUNITY


Immune to mind control effects.
Protection
50 Light 10
(Celestial)
INDOMITABLE
Protection Suffers no wound penalties.
20 Melee Combat 15
(All Other)
TRUESIGHT
Resistance
40 2H Slashing 15 As per Base Success of the Truesight spell. The
(Light, Dark)
Guardian has an Ability Score of 50 for the
Resistance Known Spells purposes of piercing invisibility and illusion
10
(All Other) Heal, Remove Poison, Protect effects.

4
405
ATTACK
FIRE ELEMENTAL
Large Extraplanar Humanoid
LV Whether through spell use or melee attacks
combined with its aura, the Fire Elemental seeks
A creature borne of pure fire, this elemental
leaves charred destruction in its wake. 25 to turn its enemies to ash.
(Typical Attack Score: 39)

STR 15 Health 300 FLAME STRIKE


AGI 15 Stamina 200 Threat: 2
END 12 Mana 100 AT: Natural Weapons + STR (39)
Damage: STR + 6 (Fire)
INT 6 Reaction 27
(1c) Damage Adjustment: +4 Fire
PER 12 Evasion 27 (3c) Special Adjustment: Ablaze
CHM 1 Base Move 15 The target is set ablaze for 2 phases causing
them to suffer 10 + INT damage (Fire) per
Armor 15/15/15 Magic 8 phase. Does not stack.

Protection
0 Elements 8
(Cold) BURNING AURA
This creature deals 30 + INT Damage(Fire) per
Protection
15 Melee Combat 12 phase to all enemies within 5m.
(All Other)
Resistance Natural
15 12 ICE VULNERABILITY
(All) Weapons The Fire Elemental may not take a RES AT
against Ice type spells.
Known Spells
Burn, Circle of Fire
FIRE IMMUNITY
FIRE ATTUNED This creature is immune to all Fire damage and
Upon a Fire spell Base Success, this creature gains +5 CAP effects.
to spend.

IMP ATTACK
Tiny Demon
A tiny devil with a sharp attitude, this imp has
LV The Imp poses no physical threat, but does have
some limited magic at his disposal
been forced to serve many masters and is quick
to let you know he’s tired of it. 1 (Typical Attack Score: 12)

STR 3 Health 100


ELEMENTAL BLAST
Once per phase, the Imp may shoot a bolt of
AGI 8 Stamina 75 elemental energy at a target. The Imp may
choose Fire, Cold, Electricity, or Arcane at the
END 5 Mana 80 time of use.
INT 6 Reaction 17
Type: Elements, Random
PER 9 Evasion 17 AT: Elements + INT (12)
Cost: 10 Stamina
CHM 2 Base Move 8 Range: 10m
Duration: Instant
Armor 0 Magic 4
Protection Base Success: The target takes 5 Damage (Random).
15 Elements 2
(Fire)
(1c) Range Adjustment: +1m
Protection
5 Skullduggery 10 (1c) Damage Adjustment: +1 Damage
(All Other)
Resistance
0 Stealth 6
(All) FLIGHT
Known Spells Flies at base movement speed.
Survival 4
Burn

406
6
EARTH ELEMENTAL
Large Extraplanar Humanoid
LV ATTACK
The Earth elemental bludgeons his opponents to
This amalgamation of living rocks and earth is death with fists and magic.
better left undisturbed. 25 (Typical Attack Score: 43)

STR 21 Health 300 EARTH STRIKE

AGI 9 Stamina 200 Threat: 2


AT: Natural Weapons + STR
Damage: STR + 6 (Impact)
END 15 Mana 100
(1c) Damage Adjustment: +4 Impact
INT 5 Reaction 19 (3c) Special Adjustment: Rocked
Target is dazed, taking a -3 to all ATs for 2
phases. Does not stack.
PER 10 Evasion 19

CHM 2 Base Move 9 BOULDER


Once per phase, the elemental may hurl a chunk
of earth at an opponent.
Armor 22/30/30 Magic 8
Type: Elements, Earth
AT: Natural Weapons + STR (43)
Protection
10 Elements 8 Cost: 25 Stamina
(All)
Range: 10m
Resistance Duration: Instant
15 Melee Combat 12
(All)
Base Success: The target takes 25 Damage (Im-
Natural
12 pact). Targets may take an Evasion AT to reduce
Weapons
the damage by the ATR.
Known Spells (1c) Range Adjustment: +1m
Barrage, Harden (1c) Damage Adjustment: +1 Impact

EARTH ATTUNED ELEMENTAL IMMUNITY


Upon an Earth spell Base Success, this creature gains +5 CAP This creature is immune to all Earth type spell
to spend. effects, knockdown, and knockback effects.

GHOUL
Medium Undead
This walking corpse is much more powerful
LV ATTACK
The Ghoul attempts to pummel his victims with
his bare hands, clawing and grappling when pos-
than its Zombie counterparts, having been
granted stronger gifts from its creator. 12 sible. The rotting flesh of the ghoul spreads filth
and disease to all targets.
STR 12 Health 250 (Typical Attack Score: 32)

AGI 6 Stamina 100


CLAWS
END 8 Mana 0
Threat: 0
INT 0 Reaction 15
AT: Brawling + STR (32)
PER 7 Evasion 15 Damage: STR + 3 (Slashing)

CHM 1 Base Move 8 (1c) Damage Adjustment: +2 Slashing


Armor 12/14/14 Melee Combat 11
Protection
PLAGUE SPREADER
10 Brawling 9 Upon any successful Base Strike, the victim
(All)
receives disease(1). This effect stacks.
Resistance
7
(All)

4
407
ATTACK
SHADE
Medium Undead Spirit
LV The Shade’s primary attack is Wither, using it
freely when threatened or commanded to do so.
A tormented soul of the deceased whose spirit
never made it into the heavens. 12 (Typical Attack Score: 26)

STR 0 Health 120 WITHER


As an Instant action once per phase, the spirit
AGI 6 Stamina 80 strikes the soul of a target within melee range,
dealing unpreventable Health, Stamina, and
END 6 Mana 100 Mana loss on a successful AT. Targets may only
INT 6 Reaction 12 use Evasion as a Defensive AT.

PER 6 Evasion 12 AT: Natural Weapons + AGI (26)


Damage: INT + 10
CHM 3 Base Move 6 (1c) Damage Adjustment: +1 H/M/S loss
Armor n/a Melee Combat 10
Protection
10 Natural Weapons 10
(All) POSSESS
Resistance As an IU action, the spirit may enter the body of
5 a creature, forcing the target to abandon their
(All)
action for the phase. This dispels the spirit. The
INCORPOREAL target may still take Defensive ATs this phase.
May pass through solid objects freely. May not physically Legacy bearing creatures may take a contested
interact with anything in the material world. The creature LR vs the Shade’s PER AT to resist this effect
may only be harmed by magical weapons, effects or other
incorporeal creatures.

ATTACK
SHADE LORD
Medium Undead Spirit
LV The Shade’s primary attack is Wither, using it
freely when threatened or commanded to do so.
A powerful undead spirit, given command of
lesser souls to assault the enemy. 18 (Typical Attack Score: 42)

STR 0 Health 200 WITHER


As an Instant action once per phase, the spirit
AGI 12 Stamina 150 strikes the soul of a target within melee range,
dealing unpreventable Health, Stamina, and
END 12 Mana 200 Mana loss on a successful AT. Targets may only
INT 10 Reaction 24 use Evasion as a Defensive AT.

PER 12 Evasion 24 AT: Natural Weapons + AGI (42)


Damage: INT + 10
CHM 5 Base Move 12 (1c) Damage Adjustment: +1 H/M/S loss
Armor n/a Melee Combat 15
Protection
15 Natural Weapons 15
POSSESS
(All) As an IU action, the spirit may enter the body of
a creature, forcing the target to abandon their
Resistance
5 action for the phase. This dispels the spirit. The
(All)
target may still take Defensive ATs this phase.
Legacy bearing creatures may take a contested
INCORPOREAL LR vs the Shade’s PER AT to resist this effect
May pass through solid objects freely. May not physically
interact with anything in the material world. The creature
may only be harmed by magical weapons, effects or other
FRIGHTFUL AURA
All non-Legacy bearing creatures attempting to
incorporeal creatures.
get closer than 20m must succeed in a contested
DEATH TOUCH INT AT or be unable to approach further. Leg-
When successfully struck by Wither, the target gains a acy bearing creatures may take a contested LR
Death Counter. Upon reaching 4 Death Counters, the target vs INT AT instead. In addition, all spirits within
dies. If the deceased target was a Legacy Cearer, they lose 1 range receive +2 AGI and +25 Health. This
Legacy Rank. effect does not stack.

408
8
ATTACK
SKELETON
Medium Humanoid
LV Armed with a short sword, shortbow, and
chainmail, the skeleton mindlessly follows the
A simple reanimated skeleton, with no mind of
its own. 1 orders of its master.
(Typical Attack Score: 18)

STR 5 Health 100


SHORTSWORD
AGI 5 Stamina 75 Threat: 4
AT: One-Handed S. + STR (18)
END 5 Mana 0 Damage: STR + 6 (Piercing)

INT 0 Reaction 10 (1c) Damage Adjustment: +2 Piercing


(3c) Weapon Adjustment: Bleed (2)
PER 5 Evasion 10

CHM 0 Base Move 5


SHORTBOW
Armor 12/14/14 Melee Combat 8
Range: 0-25m/26m-75m/76m-200m
Protection Difficulty: 12/28/38
0 1H Slashing 5
(All) AT: Bows + AGI (10)
Damage: 15 (Piercing)
Resistance Ranged
7 5 Speed: 25
(All) Combat
(1c) Damage Adjustment: +1 Piercing
Bows 5

SKELETON LORD ATTACK


Medium Undead
No ordinary skeleton, this creature has been
LV Clad in full plate armor, the Skeleton Lord at-
tacks with his longsword, attempting to kill any
enhanced with Dark magic, creating a lethal
opponent with command over lesser undead. 12 hostile targets nearby.
(Typical Attack Score: 40)

STR 10 Health 220 LONGSWORD


Threat: 5
AGI 8 Stamina 100 AT: One-Handed Slashing + STR (40)
Damage: STR + 9 (Slashing)

END 10 Mana 0 (1c) Damage Adjustment: +3 Slashing


(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
INT 6 Reaction 15 (30c) Weapon Adjustment: Decapitate

DEATH COMMAND
PER 7 Evasion 15 All Undead within 20m become slaves to this
creature. Any AT attempting to wrest control
of the undead from the Skeleton Lord has its
CHM 0 Base Move 8 difficulty set by the Skeleton Lord’s Defensive
AT (taken with a skill of 20.)
Armor 18/26/24 Melee Combat 15

Protection FRIGHTFUL AURA


(Shadow, 30 1H Slashing 15 All non-Legacy bearing creatures attempting to
Curse) get closer than 20m must succeed in a contested
INT AT or be unable to approach further.
Protection Legacy bearing creatures may take a contested
10
(All Other) HEATER SHIELD LR vs INT AT instead. In addition, all skeletons
Block: 6 within range receive +2 STR and +25 Health.
Resistance Cover: +12
20 This effect does not stack.
(All)

4
409
STR 19 Health 300 A large reptilian creature with
AGI 7 Stamina 125 molten stone for skin, practically
END 15 Mana 100
immune to physical strikes.

INT 3 Reaction 14 Attack


PER 7 Evasion 14 This creature will attempt to bite
its foes or melt them into liquid.
CHM 5 Base Move 7 (Typical Attack Score: 39)
Armor 70 Melee Combat 12
Protection Huge
75 Natural Weapons 8
(Fire) Due to its huge size, the
Protection Resistance Molten Megadon suffers a -10 to all
10 50
(Cold) (Elements) Melee Combat ATs when fighting
Protection Resistance medium-sized creatures
25 25
(All Other) (All Other) (the players.)

Weapons
Base Success: All creatures within 10m suffer
Bite 25 Damage (Fire) on impact, then suffer the same
Threat: 6 amount of damage (Fire) at the start of the following
AT: Natural Weapons + STR (39) phase. Victims may take an Evasion AT to reduce the
Damage: STR + 12 (Piercing) damage by the ATR. After using Slag, the Molten
Megadon may not use Slag again in the following
(1c) Damage Adjustment: +5 Piercing two phases.
(3c) Weapon Adjustment: Grapple & Bleed (4)
(1c) Damage Adjustment: +1 Fire
(5c) Special Adjustment: Excess
Legacy Abilities Slag is everywhere, causing -5 penalty to all
Evasion ATs for the remainder of this combat.
Slag This effect does not stack.
The Megadon shakes itself like a wet dog,
spraying molten lava over all creatures in range. Burning Aura
Extreme heat radiates from the Molten Megadon,
AT: LV + INT (43) dealing 30 damage (Fire) to creatures within 3m at
Cost: 30 mana the start of each phase.
Range: 10m
Duration: Instant

MOLTEN MEGADON
LV 40 HUGE ELEMENTS KREESH
410
Chosen Traits 75
INDEX Inherent Traits 73
A E
Ability Score 314 Energy 335
Ability Test 314 Engaging
Ability Test Result (ATR) 314 Disengaging 322
Chance Test 317 Equipment 362
Defensive 315 Evasion 325
Difficulty 314 Experience
Shatters and Chokes 314 Costs 335
Unskilled 317
Actions G
Taking Multiple 319
Garaith 82
Types 318
Inherent Traits 85
Armor 366
Hindrance 325 H
Shields 325
Ashik 88 Health
Chosen Traits 91 Wound Penalties 326
Inherent Traits 91 Human 64
Attributes 119 Traits 68
Agility 121
K
Charm 122
Endurance 121 Kreesh 6
Intellect 121
Perception 122 L
Strength 120 Laruna
B Ages 7
Noteworthy People 54
Backgrounds Legacy 5, 141
Ashik 106 Mark 14
Descendant 100 Legacy Archetypes 143
Garaith 104 Calling
Human 108 Earthwarden 190
Mesmulot 102 Mirage 198
Universal 95 Summoner 206
Change
C Gatekeeper 220
CAP 316 Megalindir 228
Adjustments 316 Shifter 236
Spending 316 Dark
Chance Test 317 Deathlord 168
Character States 323 Shadowmancer 176
Crafting 337 Soul Bender 184
Alchemy 340 Elements
Enchanting 346 Sora’Somin 244
Jewelcrafting 359 Sorcerer 252
Leatherworking 354 Stormborn 258
Metalsmithing 350 Light
Woodworking 357 Lightbringer 144
Creatures 405 Sentinel 152
Starcaller 160
D Legacy Rank
Increasing 335
Damage
Progress Points 335
Types 324
Descendant 70 M

4
411
Magic S
Durations 333
Types 332 Skills 123
Using 332 Academics 123
Melee Combat Crafting 126
Attack Priority 328 Magic 127
Dual Wielding Melee Combat 127
Threat 329 Ranged Combat 127
Threat 327 Skullduggery 127
Weapon Alternate Strikes 328 Social 130
Weapon Effects 328 Survival 134
Mesmulot 76 Spells
Chosen Traits 80 Calling 283
Inherent Traits 79 Change 293
Mounted Combat 330 Dark 274
Mounts 368 Elements 303
Multiple Targets Light 266
Defending Against 326

P T

Phase 318 Techniques 401


Protection 325 W
R Weapons 362
Ranged Combat 330
AOE Effects 331
Cover 331
Firing into Melee 331
Reaction 318
Resistance 325
Resisting Magic Effects 333

412
2
Name: Gender/Age:
Race: Height/Weight:
Archetype: Hair/Eyes:
Allegiance:

$ STR HEALTH LEGACY ARC


7
7 AGI STAMINA
5
, END
ENERGY
%
8 MANA
INT
7 EVASION
LEGACY RANK
( PER
6 REACTION PROGRESS PTS
CHM
SKILLS LEGACY
Total Bonus Legacy COMBAT Total Att Bonus Legacy
GENERAL Rating Skill Att
Bonus Rating Skill Bonus ABILITIES
Academics Melee
Advanced Skill Advanced Skill

Advanced Skill Advanced Skill

Advanced Skill Advanced Skill

Advanced Skill Advanced Skill

Craft Advanced Skill


Advanced Skill Ranged
Advanced Skill Advanced Skill

Advanced Skill Advanced Skill


Advanced Skill Advanced Skill
Skullduggery Advanced Skill

Advanced Skill Advanced Skill


VIRTUE
Advanced Skill
MAGIC Total Att Bonus Legacy Virtue:
Rating Skill Bonus
Advanced Skill Type:
Magic
Advanced Skill AT: Energy Cost:
Advanced Skill
Social Duration: Range:
Advanced Skill Base Success:
Advanced Skill
Advanced Skill
Advanced Skill
CAP Adjustments:
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill

Survival SPELLS
Advanced Skill

Advanced Skill

Advanced Skill

Advanced Skill

TRAITS

XP: BASE MOVE


SPEED:
Weapons, Armor
& Possessions
ARMOR PROTECTION & RESISTANCE

IMPACT: Acid: Cold: Electricity: Poison: Space:

SLASHING: PROTECTION: Arcane: Curse: Fire: Shadow: Time:

Celestial: Disease: Mind: Sonic:


PIERCING:
RESISTANCE: Light: Dark: Calling: Change: Elements:

MELEE WEAPON MELEE WEAPON


Name: Type: Name: Type:
Threat: Damage: Threat: Damage:
AT: Durability: AT: Durability:
CAP Adj: CAP Adj:

RANGED WEAPON RANGED WEAPON


Name: Type: Name: Type:
Threat: Damage: Threat: Damage:
AT: Durability: AT: Durability:
Range: / / Speed: / / Range: / / Speed: / /
CAP Adj: CAP Adj:

ARMOR SHIELD
Name: AT Penalty: Name: AT Penalty:
Type: Durability: Type: Durability:
Armor_ Impact: Slashing: Piercing: Block: Range: Cover:
Protection: Protection:
Protection: Protection:

POSSESSIONS TECHNIQUES

GOLD:

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