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World of Geos Rulebook

“No Dice, All Adrenalin.”

LARP Rules
Version: 1.85

Phil Shuttlewood

Warning: This document contains explicit words, pictures and material.


This book is designed for the use of adults.

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Table of Contents
TABLE OF CONTENTS...............................................................................................................................2
INVICTUS: WILLIAM ERNEST HENLEY:.............................................................................................3
WHAT IS LARP?:..........................................................................................................................................5
DISCLAIMER:...................................................................................................................................................6
INRITIUS ALLIANCE CODE OF CONDUCT:............................................................................................................. 7
INRITIUS ALLIANCE RELEASE FORM....................................................................................................................8
PARTICIPANTS:.................................................................................................................................................9
OTHER ELEMENTS OF THE GAME:.....................................................................................................................12
GAME RULES:............................................................................................................................................14
THE CORE RULES:.........................................................................................................................................14
COMBAT RULES:............................................................................................................................................18
REFEREE CALLS AND GAME MECHANISMS:.......................................................................................................28
CHARACTER GENERATION WALKTHROUGH:.............................................................................. 30
CHARACTER PROGRESSION:..............................................................................................................................34
CHARACTER FLAWS:.......................................................................................................................................36
STARTING EQUIPMENT:....................................................................................................................................43
ALIGNMENT:..................................................................................................................................................44
FAITH AND RELIGION.............................................................................................................................48
DEITIES:....................................................................................................................................................... 51
IN THE BEGINNING..................................................................................................................................53
GEOGRAPHY:.................................................................................................................................................57
GUILDS:........................................................................................................................................................60
GUILD REGISTER:...........................................................................................................................................61
DETAILED GUILDS:.........................................................................................................................................70
APPENDICES:.............................................................................................................................................92
BESTIARY:.....................................................................................................................................................92
GLOSSARY:................................................................................................................................................... 92
ABBREVIATIONS:............................................................................................................................................93

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Invictus: William Ernest Henley:

Out of the night that covers me,

Black as the Pit from pole to pole,

I thank whatever gods may be,

For my unconquerable soul.

In the fell clutch of Circumstance,

I have not winced nor cried aloud.

Under the bludgeoning of Chance,

My head is bloody, but unbowed.

Beyond this place of wrath and tears,

Looms but the Horror of the shade,

And yet the menace of the years,

Finds, and shall find me, unafraid.

It matters not how strait the gate,

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How charged with punishments the scroll,

I am the master of my fate:

I am the captain of my soul.

4
What is LARP?:
Live Action Role Play (herein referred to as LARP) originally evolved in the late 1970’s when
Tolkien’s fans and Dungeons and Dragons players wanted more. For those role-players,
tabletop playing was simply not enough! Why roll dice when you can swing a sword?

As children we played LARP games, for every child pretending to be their hero and shooting
imaginary bad-guys with their fingers is role-playing. LARP simply puts rules to our childhood
games; your character has skills and hit-points, his weapons and spells deal specific damage,
and different combinations of abilities are required to complete the adventure. Your character
learns and develops over time, collecting new items, learning new spells and new secrets and,
in time, your peasant sword-swinger could become anything. More importantly for role-players;
your character can live and die, laugh and cry, feel joy and wither in despair, forge friendships
or learn to mistrust, find true love or learn true hate.

LARP has been described as cross-country pantomime and that is actually a very apt
description. Everything happens in ‘real’ time. If you decide your character is going to hit the
bad guy, you don’t roll the dice or ask the dungeon master, you get your weapon, walk up and
hit the bad guy. You immerse yourself into a fantasy world and into a fictional character. You
are no longer Mr. Pete Average from down the road, you are a mighty hero, or a dreadful
villain; a figure who wields the powers of destiny, life and death and who has the potential to
shape the world or to perform great feats of magic.

Inritius Alliance was designed to bring a touch of European LARP to the North American style
of roleplay. The rules, and the system itself, draw on the creator’s extensive knowledge and
experience from several different LARP systems around the world. The system is mainly
original, but several components of the Inritius Alliance framework were adapted from Heart of
Pargon, with the permission of the system manager.

We advise all players to read the background as well as the rules. How can you immerse
yourself in a world when you don’t understand it? The group website and forums are also a
huge supply of information and roleplay.

Note: This is the simplified version of the Inritius Alliance rulebook. There are also
four separate books which cover, in detail, The World, The Races, The Skills and The
Magic.

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Disclaimer:
All work and references contained within these rules are original ideas, as much as any idea is
original in this day and age. These rules are not intended to copy any other system, although,
though through the nature of role-play, some similarities will be apparent, for which I apologize.
The exception is the Heart of Pargon system, from which several components were drawn,
with the permission of the system manager.

The Inritius team’s wish was to create a system which is both fresh and new to as great a
degree as possible. Any references and work within the background are also original and
fictional, and any references to persons living and/or dead are purely co-incidental.
The system is an open system which means that anything is possible even if it involves
tweaking some things. Note: That does not mean you will be given powerful abilities and
characters without earning them. One of the wonderful aspects of LARP is starting a weak
character and evolving them into a knight, a king, a princess, an arch-mage or even a God.

The author of this work absolves himself and Inritius Alliance from any responsibility regarding
the outcomes of persons using these rules or backgrounds, and will not accept blame for
damages to a person’s physical or mental health resulting in negligent role playing or fighting,
over-involvement, or any events causing damage that were not directly caused by the author
or the club. All participants are required to sign a declaration accepting the nature of the game
and noting that by playing they are undertaking a small amount of risk and committing
themselves to continue the game as safely as possible.

Throughout these rules, the Inritius Alliance team have used the male pronoun as a
generalization, this is not because we are misogynistic sexist scumbags who believe that
women live in the kitchen, but for ease of writing, as such, the terms he, him and his should be
taken to include she and her as well. Inritius Alliance encourages diversity and discourages
any prejudice. If the way someone is role-playing something, like a xeno-phobic character,
causes offence, then please take a moment to discuss the issue with them or a referee before
becoming overly stressed or offended.

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Inritius Alliance Code of Conduct:
I, ________________________________________________________, wish to be a
participant in the Inritius Alliance Live Action Roleplaying Game. I agree to:

1. I will conduct myself in accordance with all rules and rulings during an Inritius Alliance
Live Action Role-Playing event or meeting. I will especially heed the decisions of the
referees on grounds of safety and will not perform any action which may endanger the
health of others. I will only use safe live-action role-playing weapons that have been
approved and inspected by the safety referee before they are used in any game. I
understand that the nature of the game may render a safe weapon unsafe and that it is
my responsibility to monitor the condition of my weapons at all times. I will always be
careful of the force behind my blows. I understand that during the course of the game
others will physically interact with me, any blows struck will be from open hands or by
weapons that have been passed by a safety referee. I understand that this is a physical
game and that there will, from time to time, be physical contact between Inritius Alliance
Players and Crew, and accept any risks inherent to such interaction;
2. I understand that if I choose to engage in reckless or dangerous behavior then I will be
removed from the game. Reckless behavior includes, but is not limited to, the use of
glass bottles, sharp instruments or any form of fireworks. The use of excessive force is
also expressly forbidden. If I learn of anyone engaging in such behavior, I will
immediately inform the Referee;
3. I understand that the use of alcohol and drugs is strictly forbidden during day games
and alcohol may only be used at overnight or late night events in moderation, and within
legal limits;
4. I will also endeavor to be aware of my actions and words. I will be careful about
distressing others or of discriminating against people. Discriminating terms within a
role, such as by a xenophobic character will be used with discretion;
5. I will also endeavor to be aware of the affect my words and actions, both within and
outside of the game, have on other people outside of the game. The "Fade to Black"
option, outlined in the rulebook, may be used if a player is feeling uncomfortable for any
reason about actions within the game. I understand that the fantasy use of rituals and
magics is purely within the game and that such things are not designed to mock real
world religions or spirituality. I also understand that this is a fantasy game, that it is not
real, and that it can not affect the mundane world;
6. I will also be careful of the effect that my words and actions have on people who are not
involved with the game world. I will be careful of offending or worrying pedestrians or
passers by. As games are often hosted out of doors or in park areas, I will endeavor to
avoid disturbing wildlife and under no circumstances will I harm any animal or pet. I will
moderate my behavior so that it does not reflect badly on the club and I understand that
I am at all times an ambassador between the club and the mundane world.

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Inritius Alliance Release Form
I,__________________________________________________________________, apply to
become a participant in the Inritius Alliance Live Action Roleplaying Game. As a condition of
being allowed to participate in the Inritius Alliance Live Action Roleplaying Game, I agree to the
following:

1. I have read the Inritius Alliance Code of Conduct and agree to abide by the conditions
set out therein. I understand that failure to follow the Code of Conduct can lead to my
immediate expulsion from the game;

2. In consideration of being granted the opportunity to participate in the Inritius Alliance


Live Action Roleplaying Game, I, for myself, my executors, administrators, agents and
assigns do further release and forever discharge Inritius Alliance, the Inritius Alliance
Referees, other Inritius Alliance Players and Crew, and the cooperating landowner from
all claims of damages, demands, and any actions whatsoever, including those based on
negligence, in any manner arising out of my participation in this activity. I understand
that this Release means that, among other things, I am giving up my right to sue for any
such losses, damages, injury or costs that I may incur.

3. I understand that the funds and assets of the game are held in trust for the group. All
fees are made as donations, rather than as payment. All donations are put towards the
running of the game, covering fees, acquisition of new props and costumes, and
maintenance of existing equipment.

I represent and certify that my true age is either 18 years old or, if I am under 18 years old on
this date, my parent or legal guardian has read and signed this form. I have read this entire
Release, fully understand it, and I agree to be legally bound by it.

Participant's Signature: __________________________________________________


Printed Name: __________________________________________________________
Date: _____________________

Parent/Guardian's Signature: _____________________________________________


Printed Name: __________________________________________________________
Date: ___________________

D.O.B. ___________________________________________________________________
Contact Number: __________________________________________________________
Email Address: ___________________________________________________________

Approved by: ___________________________________________________________


Signature: ______________________________________________________________
Date Approved: ___________________

Attach the signed Code of Conduct to the Release Form.


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Participants:
Players:
Players in any LARP system have the potential to make or break the adventure. Good within
party role-play can make the refs and monsters seem unimportant! Parties being
uncooperative, unfriendly and antisocial can make the day miserable for any new players (and
indeed everyone else), especially if they feel left out of the group. Players would do well to
remember that whilst maintaining your role-play is important, you should also consider the
consequences to other people’s enjoyment.

We ask that all players treat new participants with respect. Crew and referees are trying to
provide you with a great days adventuring and deserve consideration. We also require that
players treat the public and the sites we use with respect. This includes not littering, closing
gates and keeping bad language to a minimum when members of the public are around. It is
worth noting at this point that certain bad language is not necessarily appropriate in a fantasy
world, and that this should be kept in mind. We also ask that players endeavor to arrive at the
designated meeting place on time and that they contact the organizer if it appears that they will
be late.

Players are charged $5 for a public day adventure or $10 for a private day game. Weekend or
other special events are priced depending on site and transport costs. All money collected on
adventures goes straight into running the club. Any donations to the club will be rewarded.

System Manager:
A system manager is the person who is responsible for the running of the system, including
OOC (Out of Character) issues, IC (In Character) plot and the game system itself. The system
manager aims to maintain the following principles and goals throughout his time running
Inritius Alliance:
• To be considerate and respectful of players, monsters, referees and any other persons they
might have dealings with in the name of Inritius Alliance.
• To be as efficient and organized as possible in organizing adventures, writing rules and
dealing with any issues that may arise.
• To be unafraid to ask for help and assistance from those around him.
• To be available and approachable to everyone within Inritius Alliance. This includes rules
queries and the bringing up of issues with anyone within the club, including the system
manager themselves.
• To stick to the fundamental belief of Inritius Alliance that we are here for the players, not
that the players are here for us. Plot should ideally be player driven, not system driven.
Characters should die through their own choices and actions within the system, not the
other way around. Live Role Playing is a hobby, not a game. People spend a lot of money,
time and effort investing in characters, and they have a right for the characters to be
respected for this.
• To be honest and open about all OOC dealings.
• To be firm and strong when dealing with negative issues within the club.

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• The current system manager is Phil Shuttlewood and he can be contacted via
phil@ialarp.com to discuss any issues or questions that you may have.

Referees:
Referees are those who run the adventure and often those who write the adventure. They are
also those who have a definite say in the development of the system. They are vital in ensuring
the smooth running of the day. There are several different types of referees; each type of
referee has a role, although the same individual may cover many roles during a day. Only
referees are allowed to make calls on rules or otherwise, and they are expected to be available
to discuss and assist with said rules at any time. If unsure as to the answer, ask the game
system manager. If you have any concerns with the conduct of a referee ask the system
manager.

The four different types of referee are as follows: Player Ref, Monster Ref, Writing Ref and
Spirit Ref.
• The player ref spends most of his time playing a character within the party. The player
ref is almost always one of the most experienced players in the group.
• The monster ref sets, provides statistics for and organizes the monsters. The monster
ref also manages the kit that is taken on event.
• The writing ref writes the plot for the adventure. For obvious reasons the person who
writes the adventure is expected to be refereeing in some other capacity on the day.
• The ghost, or spirit ref refers to any referee wearing a referee tabard, they are totally
intangible, but can be asked out of character questions. A ghost ref will often encourage
characters to play up their flaws in certain ways.

The referees promise to


• Actively seek to understand the entire system and plot.
• To treat players, monsters and other referees with respect and consideration
• To be dedicated and committed, reliable and responsible.
• To remember that they are acting on behalf of Inritius Alliance, and are representatives
of the club.
• To stick to the fundamental belief of Inritius Alliance that we are here for the players, not
that the players are here for us. Plot should ideally be player driven, not system driven.
Characters should die through their own choices and actions within the system, not the
other way around. Live Role Playing is a hobby, not a game. People spend a lot of money,
time and effort investing in characters, and they have a right for the characters to be
respected for this.

Crew:
The Crew is perhaps the most essential part of a successful adventure. No matter how well
written it might be, without a good monster crew, the adventure will fail. Monstering is free.
Furthermore, you are awarded one boon for monstering with the potential to earn extra boons
for outstanding contribution. Boons may also be awarded for other contributions to the club, at
the system manager’s discretion. Boons can be used to bolster your character.

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Crew are expected to adhere to the following guidelines:
• Endeavour to wear dark and appropriate clothing, including good boots and a belt!
• Crew are not here to kill the party mercilessly; they are here to give the party a good time.
This includes big impressive fights, excellent role play and player consideration. Players
should die through their own actions and mistakes, not because the monsters have decided
it’s time for them to die. For instance, most monsters will not strike players who are on the
floor.
• Be respectful of players, other monsters and the referees.
• Be dedicated and enthusiastic.
• To stick to the fundamental belief of Inritius Alliance that we are here for the players, not
that the players are here for us. Plot should ideally be player driven, not system driven.
Characters should die through their own choices and actions within the system, not the
other way around. Live Role Playing is a hobby, not a game. People spend a lot of money,
time and effort investing in characters, and they have a right for the characters to be
respected for this.

Chain of Command:
The current referee team is listed below. If you are interested in joining the referee team then
please see a member of the referee team. There will be a probation period for new referees
and they will start with few responsibilities or privileges.

• Phil Shuttlewood: System Manager.


• Adam Elm: Head Player Ref.
• Kane Makowski: Head of Referee Support
• Alex Nixon: Head of Plot.
• Christopher Glascock: Support Player Ref and Support Technomancer.
• Emily Dueckman: Technomancer.
• Andrew N: Combat Referee.

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Other Elements of the Game:
Adventure:
The referee who has written the adventure will endeavor to have an advance synopsis of the
adventure listed a week before game day, unless there is a game world reason for this not to
be the case. This will allow the players to decide whether their character would like to attend
that adventure and whether there is any preparation their characters would like to do before
the adventure starts. It would be appreciated if any players who wish to attend the adventure
book their place in advance. This is done using the Sign-Up section of the forums.

If a character has a plan or some quest that they would like to achieve then they can submit it
to the plot team as a potential for the next adventure. If a lot of characters want to achieve the
same goal then the referee team will often write the next adventure around that goal. If a single
character or a small group of characters want to achieve a private goal then they can approach
the referee team for a private quest. The private quest will be run on a suitable day and will be
priced at $10 per player; but the players will usually achieve some personal objective. In
addition the loot and experience totals tend to be higher on private games.

www.ialarp.com:
Due to the dedicated efforts of our resident Technomancer, there is a dedicated website
available for the players of our game. There will be an in character forum available for those
players who wish to interact with other players outside of the game world. There will be a
dedicated email address which will solely be used by the plot team to monitor and answer
downtime (that is things that players would like to do outside of the game) inquiries. The plot
team will also be available through dedicated email addresses.

The Website will have many parts to it, although, some parts may be later additions. There will
be an adventure journal, a photograph gallery, a graveyard, a downloads section and a
character development section.

Rulebook:
The rulebook, which you are now reading, is the heart of Inritius Alliance and as such we will
endeavor to keep it updated. There will be two separate rulebooks, a basic rulebook and an
advanced rulebook. In addition to those two books the advanced rulebook will be split into four
parts, The World Book, The Races Book, The Skills Book and the Magic Book. The front of the
book will keep a version counter so you can make sure that the copy of the rulebook that you
are using is up to date

Boons:
Inritius Alliance has an additional currency called Boons. Boons are rewarded by the referees
to those participants who make the game better for everyone else. It gives us a way to reward
players for their contributions. It also gives us a way to reward people for coming and crewing
our games.

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Spending boons is best described as bribing the referees to allow strange and wonderful
things for your characters. As Inritius Alliance is a live action game, and we want it to remain
that way, boons are also spent to achieve things outside of games. Boons can be spent for
many things, to play a member of a rare or restricted race, to play someone from a higher
social order, to find a trainer for a rare skill, to join a guild and so on. Boons are often also used
to generate success or assistance within a game, such as to avoid a trap or solve a riddle.

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Game Rules:
The Core Rules:
1. No player can assume the success of an event; the player will need a referee that is aware
of the situation to judge its success.
2. Play to the spirit of the game, not to the letter of the rules.
3. Sometimes, the rules will be bent or broken by the referee team for the sake of enjoyment or
for plot. Do not argue with such instances and if you have a serious grievance, bring it up in a
quiet moment in private.
4. A referee’s call is final.
5. No more than one blow may be landed per second per weapon. Any more blows than that
may be ignored; this is to encourage ‘Heroic’, enjoyable fighting. No more than one blow per
three seconds can be landed with a huge weapon per second.
6. Pull your blows; if someone says you are hitting them too hard: you are.
7. Don’t take the piss! [Obey the spirit of the rules, not the letter] (Rule 7).

Rule of Occurrence: One of the fundamental undertakings of Inritius Alliance is that once
something has happened, then it has happened; we will do our utmost to never turn back time
to re-enact an event. Players are held to the same ideal, if a character declares to a ref, that
one of their limbs has been severed then that has happened, even if the character then
calculates that their limb is still attached by a single strand.

Location:
In the real world, many people die from a single stab would, a blow to the head or from having
their throat cut; for the purposes of this game, we are assuming that those people only had one
point of Location.

Inritius Alliance is a location hit system as opposed to a global hit point system. Characters
count hits against each of six locations (right and left arms, right and left legs, torso and head).
If any Location is reduced to zero it stops working; a limb hangs useless and head or torso
renders the character unconscious. If any location is reduced to minus ten, it is destroyed. In
the case of limbs, this means they are severed or torn off; with critical locations (head and
torso), this renders the character DEAD.

Bleeding Out: If a location is reduced to below zero, then the location begins to deteriorate at
a rate of one point per wounded location per two minutes (steady count of 120.) This
deterioration can kill a character or destroy a limb if left for too long. Deteriorating locations can
be stabilized via chirurgery or magically healed.

Broken Bones: Certain effects can break a bone; this is normally at a referee’s discretion, but
reducing a location to -8 usually breaks a bone. Fixing a broken bone requires the Restore
Limb spell, the Mend spell, or high level Chirurgery, although the latter is not an instant fix.

Head Shots: In IA, the head is a legal target area, however this is mainly designed for spells,
realism and to avoid the “I block with my head tactic.” Unless you (the player) are given
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specific permission, you may not strike someone in the head on purpose. Experienced
participants may obtain permission from the System Manager to make safe head shots. Face
hits are never acceptable. Head hits will most usually be used to strike at opponents gently
from behind. However while the head is the most vulnerable location on the body we do not
want to encourage head shots more than is absolutely necessary. As such, the head will have
the same resiliency as the other locations. If you are fighting and a blow accidentally and
safely strikes your head, the blow is legal and counts. If the blow strikes you in the face in an
unsafe way or causes more pain than a normal blow, that blow will be considered illegal and
will not count.

Hands and Feet: Hits which strike a characters hands and feet are ignored, this is to
encourage heroic fighting. Foot shots only count in normal combat if the victim has raised his
foot high off of the ground (a kick motion for example). Traps and certain small animals (like
ferrets) strike the feet and this damage counts. Damage dealt to a foot affects the leg. Hand
shots do not usually count, however, if a character blocks a weapon with his hand or grabs an
opponent’s weapon while it is striking, that character will take damage to the hand. Likewise, if
a character raises his hand in surrender or supplication, then the hand can be struck.
Additionally, many traps and magical effects are triggered by touch and can affect hands.
Hand damage affects the arm.

Packets: Safely delivered packets take effect regardless of where they strike the target.
Hands, feet, head, garb, weapon and even shield hits are enough for the effect to occur.

Global Hits: Not everything that protects a character is measured by location. DAC (Dexterity
Armour Class), parry skills and many protective spells provide a global defense. It is best to
think of global hits as a force field; no damage is dealt to the characters locations until after the
global hits have been used up and the force field has been expended. With dexterity, for
example, it is all about the amount of agility, speed and luck your character has and once you
have used it up avoiding a head hit you will have none left for the blow that is about to
disembowel you. One upside is that secondary effect blows like spell-strikes and attacks with
poisoned weapons are avoided as long as the blow was entirely absorbed by your force-field.

Constitution:
Every character also has a Constitution score which is used to measure their resiliency against
non-damaging effects like poisons, diseases and the corruption of dark magics. All poisons,
drugs, herbs and alchemies will be assigned a rating and the character will only be affected if
the rating is higher than the character’s Constitution score. If a character’s constitution reaches
zero they pass out, if their constitution reaches minus ten they die. Constitution degenerates
when it reaches the negatives at a rate of one point per two minutes. First aid cannot stop the
deterioration of Constitution, it requires magical healing. Constitution also reflects a
character’s stamina.

Starvation: If a character is starving he loses one point of constitution per day without food,
this loss cannot be healed until the character has eaten properly.

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Dehydration: If a character is suffering dehydration then he loses Constitution at a rate of two
points per day, three per day if it is hot or if the character is exerting himself. This loss cannot
be restored until the character has drunk properly.

Suffocation and Drowning: A character can hold his breath for a number of minutes equal to
half of his constitution. After that time a character loses one point of constitution per minute
until his constitution reaches zero, at which point he drowns or suffocates (which takes a slow
count of two minutes). This loss cannot be restored until the character can breathe normally.

Willpower:
Willpower is a measure of a character’s self control and stubbornness. Willpower is primarily
designed to function as a defense against mental effects and mental based spells. For
instance, when a caster with Willpower 5 casts Dominate, any character with Willpower 6 or
higher is immune. Willpower is only used for controlling spells like Dominate and is not taken
into consideration with simple spells like those that deal direct damage.

Willpower is also used by the referees when we are considering the effects of character’s
actions. If a character with Appraise Rank 5 looks at a forgery made by a character with Craft
Forgery Rank 5 the Willpower is the primary mechanism which is used to determine the effect.
Some mental and psionic affects deal Willpower damage to the target.

A character’s Racial Willpower is the rank of Willpower that a member of that race starts with.
To purchase additional Willpower they must purchase the next rank; for example a high elf
(Racial Willpower 2) wants extra willpower, he must purchase Willpower Rank 3.

Halo:
Everything that lives is connected; it is part of the vast web of souls and energy that was the
last aspect of the Ultimate’s creation. It is believed that herbalists are using the halo of the
plant to create their ointments and compounds. Halo is used by characters to fuel their
supernatural and extraordinary abilities. These may be racial abilities like an elf’s innate
powers, or extraordinary like an assassins ability to slay with one strike. Psionics users have
created their own type of magic that uses Halo instead of mana.

Those creatures who have no Halo are those who are not attached to the soul-web because
they don’t have souls. Those people who chose to ally themselves with Inritius and his divine
Oblivion generate a Shadow Halo. Shadow halo is used to fuel certain dark abilities like the
Necromancer’s Touch ability which animates bodies to serve the Necromancer. Creatures of
darkness or death are often drawn to living creatures and feed off their halos.

Characters gain 10 free points of halo every level.

Mana:
Mana is a reserve of magical energy which casters store to fuel their spells. Most casters fill
their mana reserve from the world halo, but sorcerers cast spells directly from their own halos.
Casters automatically gain more mana every time they learn a new level of spell-casting.
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When a character casts a spell they use an amount of mana equal to the level of the spell.
Some creatures feed on mana and attack casters to gain it.

Casters gain 10 free points of mana for every level of casting they purchase.

Death:
Characters die when their Constitution, Torso or Head are reduced to negative ten. When a
character dies, his soul remains in his body for two minutes; after which time his spirit moves
on to the next life. While the spirit remains within the body, it is much easier to restore the
character to life. There are spells that restore the soul to the body hours, days or even weeks
after the demise of the character. Every time a character’s soul leaves his body returning it will
result in permanent constitution damage, therefore the character’s permanent Constitution acts
as a limitation for how many times they can be returned to life.

Rest and Recuperation:


Overnight, assuming the character received a full eight hours of rest, his Halo, Will and Mana
refresh automatically. A character’s Location and Constitution do not refresh without being
healed. If a character receives less than a full night’s sleep due to nightmares or a midnight
attack then he starts the game with less than his usual mana and halo allotment. DAC alone is
refreshed after five minutes of rest. The Masters of the Harmonious Zen have perfected skills
to rapidly replenish their reserves.

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Combat Rules:
Safety Rules:
• All weapons to be used in Inritius Alliance MUST be LARP safe foam weapons.
• Never stab or thrust. Thrusting points are not permitted.
• Always pull your blows: If someone says you are hitting them too hard then you are.
• Avoid head and groin shots.
• Never rest weapons point down or lean on them.
• All weapons must be approved by the safety referee prior to their use.
• At all times the condition of a weapon is the responsibility of the wielder.
• Participants must seek referee permission to use projectile weapons.
• Participants must seek referee permission to fight unarmed.
• Participants must seek referee permission to use injection molded weapons, such as
Calimcil weapons.

Game Combat Rules:


When a weapon strikes somebody, the wielder calls the damage level and the victim suffers
one point of damage from the location struck for each damage level. Anyone can pick up a
weapon and hit someone with it; however, someone trained in the use of that weapon will be
much more effective. A character requires proficiency with the weapon they are using before
they can deal more than a single point of damage or before they can use specialized weapon
skills such as ‘disarm.’

Base Damage: In the hands of the proficient, all single handed weapons deal a single point of
damage, two handed melee weapons deal two points of damage and huge weapons deal
three points of damage. Hand and a half weapons, deal one damage when one hand is
holding the weapon and two damage when two hands are holding the weapon. Bows and
Crossbows cannot be used by any character that is non-proficient. Thrown weapons have a
base damage of one. Characters cannot use unarmed attacks to deal real damage until they
have bought unarmed proficiency.

Proficiency: Options include: Bows, Crossbows, Dart/hand Crossbows, Swords, Large


Swords, Huge Swords, Daggers, Thrown Knives, Staffs, Pole-arms, Thrown Spears,
Hammers/Maces, Large Hammers/Maces, Huge Hammers/Maces, Thrown Hammers/Maces,
Clubs, Large Clubs, Huge Clubs, Thrown Rocks, Natural Weapons, Unarmed, Axes, Large
Axes, Huge Axes, Thrown Axes.

Calculating Damage: In Inritius Alliance a character has two damage codes, his standard
damage code and his maximum damage code. In normal combat the character uses their
standard damage code, but when they get a really good hit in or when they want to drop the
bad-guy fast they use their maximum damage code. Once per minute, a character can call
maximum damage with one of his strikes for free; if the character wants to call
maximum damage more often than that, they may do so, at a cost of 10 halo per strike.
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• Standard Damage Code: Weapon Base, Plus half weapon mastery rank, plus any suitable
modifiers.
• Maximum Weapon Damage: Weapon Base, Plus weapon mastery rank, plus Strength,
Plus any suitable modifiers.

Being Struck: If your character is hit, by a weapon or by a spell, you must react to it
regardless of whether it penetrated your armour or your magical defenses. The blow
represents a solid weapon striking you with great force, and someone striking you, especially
with a large weapon or an arrow, will leave you staggered, no matter how tough you are! Not
doing this is called Rhino Hiding and is cheating.

Ambidexterity: Under normal circumstances, if a character wields a weapon in each hand


then his proficiency only applies to his prime hand. If the character has ambidexterity then his
proficiency applies to both hands. If a victim is struck with both weapons simultaneously then
the damage for each blow must be called separately, Do NOT hit someone with two weapons
at the same time and call a combined damage grade.

Grappling: The system encourages safe grappling; obviously this does not include any
attempt to harm a player (as opposed to a character). Rugby and body tackling people is also
discouraged, as someone heavy, or wearing plate armour falling on you can hurt you. The
strength skill and the grappling skill are more important than real world skill. When starting a
grapple you must make sure your target is willing and that the environment is safe. The limits
of what you can and can’t do should be mainly down to common sense.

Strength: Strength is important for restraining monsters, opening doors and moving heavy
objects. A character’s maximum damage rating takes into account his strength score; if a
character has the brutal strike skill then he can include his strength score in his standard
damage code. Strength can be called by rank or it can be called at the strength of the race that
would commonly hold it: Ogre Strength (4) Troll Strength (6) Vampire Strength (8) and
Demon Strength (10). This doesn’t mean that all demons have strength ten, but it gives a
general idea. If you are being thrown by a character with strength you should aim to move
approximately five feet per rank of strength that they have greater than yours, if your flight is
interrupted by a tree or a wall you will take damage equal to the number of five meter
increments left to move. Ex: A demon with strength 10 throws an Ogre with strength 4,
the ogre will move 6x5 feet 30ft. If after the first 10ft the ogre strikes a hard object then
he will take 5 levels of damage to whatever location strikes the object.

Falling: If a character falls, then they will take one point of damage (through armour) for every
five feet fallen excluding the first ten feet, although ranks in balance reduce the damage by one
per rank. The damage from falling is applied to the location that hits the floor, although it runs
through the body if that location is destroyed.

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Damage Codes:
Simple damage codes are just represented by a number, but during a character’s life they
benefit from something special about their damage and they will definitely be struck by
something special.

Base: The basic damage code for a weapon is as follows; a one handed weapon (Under 42”)
deals one point of damage. A hand and a half weapon (Between 40” and 45”) deals one point
if swung with one hand and two points if swung with two hands. A two handed weapon deals
two points of damage. Any character who strikes someone with a two handed weapon (45”
plus) with only one hand holding the weapon will lose safety points. The only exception to this
rule is quarterstaffs, which are simple wooden poles, so only deal one point of damage.
Certain huge weapons exist that deal four points of damage per blow. These weapons will
have minimum strength requirements (usually 3) to wield and their use will be judged very
harshly by the safety referee. If you think a weapon you are using is huge then ask the
referee’s opinion. Normal projectile weapons deal three points of damage and hand or dart
crossbows deal one point of damage.

Weapon Type Damage


Dagger 1
1 Handed Sword 1
1.5 Handed Sword 1 or 2
2 Handed Sword 2
Great (Huge) Sword 4
Throwing Axe/Hammer 1
Axe/Hammer (1HW) 1
Great Axe/Hammer (2HW) 2
Huge Axe/Hammer 4
Staff 1
Spear 2
Pole-arm 2
Bow 3
Long Bow 4
Hand Crossbow 1
Crossbow 3
Heavy Crossbow 4

Claw/Blunt/Sharp/Axe: These basic damage calls do not usually need to be made; however,
there are certain monsters and types of monsters that have immunity, resistance or
vulnerability to a certain type of weapon. In order to make sure that the monster understands
your blow, you can precede it with the damage type, for example “Blunt four.” This is an
especially good idea if the monster is wearing an elaborate mask and cannot see your weapon
properly. For example: Skeletal Champions require blunt damage, Animated Trees require

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axes, Zombies require sharp damage, and certain fae creatures can only be harmed by claws
or other natural weapons.

Silver/Gold/Cold Iron/Mithral/Adamantine/Bone/Jade/Obsidian/Lead: These calls should


be made with every blow struck by the specific weapon. Against normal opponents the weapon
acts normally, but you should make the call in case the monster has a specific immunity or
vulnerability to your weapon type. For example “Silver four.” It is important to remember to call
your damage type. For example: Lycanthropes are usually vulnerable to silver and many fae
creatures are vulnerable to cold iron.

Through: Certain damage bypass most normal types of armour; the most common of this is
the archer’s once a minute shot. This damage either neatly pierces the armour as most
projectile weapons do, or bypasses the armour in another way like the knife master who
locates the joins in his opponents armour. This does not circumvent damage reduction, but it
does ignore soak and renders almost all armour types useless. Through damage ignores PAC
(Physical armour class) and does not ignore DAC or magical protections.

Through Regardless: Certain damage types bypass not only physical protections, but also
magical protections and dexterity. These strikes always land regardless of physical, magical or
dexterity defenses. Through Regardless ignores soak and damage reduction.

Fire/Ice/Light/Dark/Earth (And so on): This damage usually comes from elemental spells or
weapons. The weapons deal purely elemental damage, therefore if a fire weapon strikes a
character who is immune to fire damage then they would take no damage, however if the
same weapon hits someone with a fire vulnerability then they would take extra damage.

Magic/Divine/Druidic/Psionic: These weapons are rare and are usually in the possession of
powerful characters. If one of your characters obtains one of these weapons you MUST always
call the damage type before the damage level. For example “Magic four.”
Magic/Divine/Psionic/Druidic weapons are those who are imbued with magic specifically to
harm those creatures that are immune to mundane damage.

Incorporeal/Pure Magic/Pure Spirit: These weapon types are not present in the physical
world. A blow struck by a weapon of this type can not be parried or blocked with a shield. The
damage strikes the body regardless of armour or damage reduction. If a blow is struck to a
weapon or a shield then the damage is passed onto the nearest location. These weapons deal
through damage.

Raw: Raw weapons are magic weapons that have been imbued with pure unadulterated
magic and harm those creatures whose immunities have now exceeded the damage of normal
magical weapons. They ignore all normal and magical protections dealing Through
Regardless damage. It is almost impossible for a creature to be immune to Raw damage.

Holy/Un-Holy: Holy and Un-Holy weapons are those which have been blessed by powerful
beings in order to harm those who they deem blasphemous, these weapons are usually used
to harm undead, angels, daemons or paladins. Holy/Unholy damage relies on the power of a
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God to carry the blow home as such it is almost impossible for a creature to be immune to
Holy/Unholy damage. Holy/Unholy damage ignore all normal and magical protections dealing
Through Regardless damage.

Spell-Strike: Many spell effects can be tied to attacks. With this ability it means that a touch or
packet delivered spell changes its delivery method to strike. When damage is dealt it also
deals triggers the spell effect. For example a sword imbued with Spell-Strike death deals
whatever damage the character would deal with a sword with the added spell effect of death.

Mana/Will/Halo/Constitution: These damage types work differently to normal damage types


in that they cause no harm to the physical body. Instead they damage the
Mana/Halo/Willpower or constitution of the character struck. The character suffers a loss of
points from that statistic. Dark rumors suggest that weapons exist which can drain a character
of ranks of strength, skill or even experience.

Knock-back/Knock-down: These abilities are like the character abilities Overpowering blow
and Strike down in that they force their opponents back or to the floor. However, the monster
abilities are not resistible with strength or balance. These abilities will normally be used by the
referee team to balance a combat or for dramatic effect.

Poison: Many of those without morals taint their weapons to cause additional harm. There are
three classes of poisons, Contact Venom (CV), Ingested Venom (IV) and Blade Venom (BV).
In order to suffer the poison from a CV poison the poison must touch the bare flesh of the
victim. In order to suffer the effects of a BV poison, the victim must take at least one point of
locational damage from the attack. In order to suffer the effects of an IV poison the victim must
swallow or inhale at least a portion of the venom. One minute after a character is poisoned
their Constitution degenerates at a rate of one point every ten minutes in addition to the other
effects of the blow. When poison is applied it is given a rating, if a character’s constitution is
higher than the rating they are immune to the poison. As well as the common poison effect
there are many others, those which do instant damage over time, those which cause disease,
paralysis, sleep, death or any one of a million other effects.

Vampiric: This damage code has no detrimental effect on the victim, however, it does mean
that the attacker is healing himself with every wound he inflicts on his foe. Some versions of
this ability allow the attacker to regain Halo, Will, Con or Mana for every point of damage dealt.

Loc to Zero: This damage call represents the ability of many master swordsmen or certain
magical strikes to totally incapacitate a location of a victim with a single swing; however no
long turn harm occurs to the victim. For all intents and purposes the characters location is at
exactly zero until healed. The character’s armour is unaffected by this blow.

Coma: This effect can be delivered by a weapon, but its effect always comes from a spell. The
effect is to put the struck character into a coma. The effect is like a magical sleep effect that is
not resistible by willpower. The other important thing to remember about coma is that there is
no duration on the effect; there is usually a specific thing which will rouse the character. The
spell Total heal will often end a coma.
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Crush: This damage type is only available to those who possess five ranks of strength or
greater. A damage call of crush will shatter any normal weapon or shield. The first such blow
will remove all armour and dexterity from a location, the second blow (or the first blow is not
armour of dexterity is present) will reduce the location struck to zero, the third Crush will
Obliterate the location taking it to negative ten. Crush must only be used with a blunt weapon.

Sever: This damage code represents a weapon master’s ability to strike with sufficient force
and accuracy to sever a limb or even a head. The same effect can be achieved with powerful
magics. Sever may only be used with an edged weapon. The limb stuck is severed from the
victim’s body regardless of the characters physical, dexterity or magical protections. Sever
cannot be used against a torso.

Fatal: This damage type will be used very rarely, there are two ways that this damage type
can be attained, a weapon master can learn to strike with such deadly accuracy that a single
swift blow can kill or those who master forbidden magics can bond them to a blade so that its
merest touch can end a life. A character struck with a fatal blow falls to the ground and will die
if the application of magical healing has not started within thirty seconds (the steady count of
thirty).

Null Magic: Some damage types are so strongly anti-magical that magical spells often break
when struck by them. These weapons resist all magic apart from RAW magic. A character
does not benefit from any magical protections on their person when they are struck by a Null
Magic Weapon; however, they still gain the benefit of their dexterity and physical defenses.

Bane [Insert Creature Type]: Bane Weapons are those weapons designed to deal additional
damage to certain foes. Bane Undead or Bane Demon weapons are common in the hands of
heroes, while Bane Human or Bane Life weapons are common in the hands of villains. If the
target creature is struck with the damage code then the damage code is considered two points
higher.

Affect [Insert Creature Type]: Affect Weapons are designed to hurt a creature type
regardless of that creature’s immunities. If the target creature is hit with an Affect weapon then
it counts as if it were a damage code that could hurt the creature, it does not make it into the
damage type that the creature is most vulnerable to, but an Affect blow will almost always
cause some damage to the target creature.

Permanent: Any damage type can be prefixed with permanent. Under normal circumstances
permanent wounds cannot be healed with normal magic or chirurgery, nor will they get better
over time. Powerful magic can cure permanent wounds, but you will need to experiment.

On Defense:
Inritius Alliance hopes to achieve a realistic combat system, where characters avoid getting hit
whenever possible. The game is not designed around people being able to stand still and hack
each other into the floor; the better players will learn to dodge, parry and avoid blows
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whenever possible. Characters choose to defend themselves in many ways; some develop
their own ability to withstand a certain amount of damage, others use layers of armour, others
roll with the punches, and others hide behind powerful defensive spells. The most successful
heroes protect themselves in each of those ways.

Global: Global hits function like a force-field protecting the character; it doesn’t matter whether
the character is struck in the arm or the head, the damage is taken from their global hits first.
Once the characters global hits are used up, any extra damage goes through to the characters
locational hits. If a blow is evaded totally by Global hits then any secondary effect is also
ignored, for instance, a character with ten points of global DAC is hit with a sword dealing 10
Edge Spell-strike Death he would have used up his global hits, but he would have avoided the
damage and with it the spell-strike.

Dexterity Armour Class [DAC]: DAC is the first defense of an agile character; it represents
the characters moving with the blow to reduce damage. DAC gives the character a number of
global hits that can be absorbed per fight; a character gets two global hits per rank of DAC.
DAC may only be applied if the character can see/sense the blow coming and if the character
has freedom of movement. DAC hits are regained at the end of every combat following a rest
period of at least five minutes; during rest the characters cannot march, run, fight, cast or
shout. Characters can only use DAC while wearing 3 or less points of hindrance. Some
armoured characters have learned Armoured DAC (ADAC) which allows characters to use
their DAC while they are heavily hindered. The damage code ‘through regardless’ negates
DAC.

Physical Armour Class [PAC]: Wearing protective clothing traditionally defends combatants.
In IA, anyone can wear any common kind of armour, although hindrance from armour can limit
dexterity and magical ability. Armour is calculated per location; in the heat of combat, if armour
covers 50% of a location then it can be assumed to cover the location, but if someone can
effectively strike an unarmoured part of the location then the armour is useless against that
blow. The damage codes ‘through’ and ‘through regardless’ negate PAC.

Type of Armour Soak Armour Hindrance Class


Padded (cloth) 0 1 0 Light
Leather/Furs 0 2 1 Light
Hard Leather 0 3 2 Light
Studded Leather 0 4 3 Light
Ring-Mail 0 6 5 Medium
Chain-Mail 0 8 6 Medium
Riveted Chain 1 9 8 Medium
Scale-Mail 1 8 8 Heavy
Plate-Mail 2 12 10 Heavy
Articulated Plate 3 16 12 Heavy

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Hindrance: Any piece of armour that a character wears generates hindrance which affects a
characters DAC and magic use. A characters general hindrance is considered to be equal to
his most heavily hindered/encumbered location. Characters can only use DAC while wearing 3
or less points of hindrance. Characters wearing 10 or more points of hindrance cannot cast
spells. Characters wearing less than 10 points of hindrance can cast spells of equal level to the
difference between the hindrance they are wearing and ten, so if a character is wearing six
points of hindrance he would be able to cast spells of up to level four. Characters wearing Iron
(or any Iron derivative) armour cannot cast spells of level 3 or higher.

Armour Quality: Better quality armour provides additional protection. Armour made of certain
special materials affects the level of protection offered and the level of hindrance caused. In
addition, if the character is wearing an actual version of that armour type, then they should
receive a game benefit for the actual hindrance and weight that they are suffering, actual
armour types provide an additional two points of armour.

Stacking Armour: Additional layers of armour provide additional protection. Most characters
can wear one layer of light armour, one layer of medium armour and one layer of heavy
armour. You can only count armour layers you are actually wearing. For armor to be stacked it
must be real or at least an excellent fake prop.

Soak: Many armours offer immunity to normal low level damage strikes. Soak tends to come
from solid metal armour, from high quality armour and from special materials. For example, a
suit of plate-mail has soak 2, this means that any normal blow which deals 1 or 2 damage has
no effect on the wearer, assuming it strikes part of the body protected by the armour. Through
Soak, a character is immune to low damage codes, but has no protection at all against higher
damage codes; Soak is not Damage Reduction. A Willpower/Halo/Constitution or Mana
blow would still affect the victim. If characters have Soak and Damage Resistance then they
must choose which they wish to apply to each blow that they are struck with. The damage
codes ‘through’ and ‘through regardless’ negate Soak. Soak from multiple sources do not
stack.

Damage Reduction: If a character is struck with a damage type that they are resistant to then
the character treats the blow as if it was one level lower for each level of resistance the
character possesses. This attribute can represent many things; a special aura protecting the
character from harm perhaps, or training to learn how to avoid the worst of a blow from a
mace. If characters have Soak and Damage Resistance then they must choose which they
wish to apply to each blow that they are struck with. The damage codes ‘raw’ and ‘holy/un-
holy’ negate damage resistance. Damage Resistance from multiple sources does not stack.

Shields: Any character can pick up a shield and defend themselves with it. Shields serve a
simple purpose on the battlefield, that purpose is hiding a large part of your body away from
the enemy. Shields have significant levels of soak and most blows do not damage them;
however, when blows exceed the shields Soak they start removing the hits of the shield, when
the shield runs out of hits, it breaks. Spells affect shields in an unusual way, they ignore them;
when a spell hits a shield it ignores the shield and functions as it struck the individual carrying

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the shield on whatever location is behind the shield. [This rule is because of game balance].
The hindrance from a shield is applied to the characters arm that is carrying the shield.

Type of Shield Soak Hits Hindrance


Buckler 2 10 2
Small Shield 3 20 3
Medium Shield 5 30 4
Large Shield 5 40 5
Tower Shield 8 50 12
Pavise 10 75 30

Special Materials:
The table below shows the effects on pieces of armour or weapons crafted from special
materials. An item can be made of one material and it can be embellished with a second
material; any additional materials are wasted.

Material Special Ability- Armour Special Ability- Weapon


Iron +1 PAC. Fey dislike Iron. +1 Max Dmg. Fey Dislike Iron.
Silver Gilded Location cannot be bitten by Bane Lycanthrope.
lycanthrope. Lycanthropes
dislike silver.
Journeyman Iron +2 PAC Fey Detest +1 Std Dmg, +1 Max Dmg. Fey
(Steel) Journeyman Iron. Detest Journeyman Iron.
Mithros +2 PAC +1 Soak. -2 +1 Std Dmg, +1 Max Dmg.
Hindrance.
Embedded Jade/Jade Protectee Cannot be Level Bane Undead.
Drained/Gifted.
Embedded Protectee Cannot be Bane Angel. Weapon Cannot
Obsidian/Obsidian Obliviated. be Disintegrated/Obliviated.
Adamantine +4 Armour. +1 Soak. +1 Std Dmg, +3 Max Dmg.
Mithral +3 Armour. +1 Soak. -5 +1 Std Dmg, +2 Max Dmg.
Hindrance. Magical. Counts as Magical.
Rem Innocent +2 Armour. +1 Soak. -2 +1 Std Dmg, +1 Max Dmg. See
Hindrance. See Text Below. Text Below.
Cold Iron +2 Armour, +1 Soak. Fey +1 Std Dmg, +1 Max Dmg. Fey/
Bane. See Text Below. Elemental Bane. See Text.

Rem-Innocent: To work Rem-Innocent, a smith must have the halo bridge/gift skill. Rem-
Innocent, remembers its original form and it will return to that form in an hour. Rem-Innocent
assumes its original form faster in hot environments and the cold slows its mutation. A

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character using Halo-Bridge can mend a Rem-Innocent item for 10 halo. Sentient weapons are
usually crafted of Rem-Innocent.

Mithral: To work Mithral, the smith must have the ability to mana bridge/gift. This material is
formed as Mithros and only transmutes through an intense magical process. Mithral is an
innately magical substance.

Adamantine: Adamantine is a form of Iron that has been superheated and subjected to
extreme pressure. For some reason, the Fey do not have an issue with Adamantine as a
substance.

Cold Iron: Cold Iron is a substance found only in the deepest iron seems. The substance must
be worked mundanely and must be worked cold; heating Cold Iron creates adamantine. Cold
Iron itself cannot be affected by any spells; this means that a weapon forged from it cannot be
lifted using telekinesis, mended, vibrated or disintegrated. Armour made of Cold Iron also
cannot be directly affected by spells and it protects the wearer against damaging effects that
only strike the armour (for instance a fire dart packet strikes a cold iron breastplate, the
protectee is unharmed). Cold Iron shields can be used to block damaging packets but not
non-damaging effects such as sleep.

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Referee Calls and Game Mechanisms:
During the course of a game, the referees are likely to make several calls. With the exception
of “Man-Down,” these calls should only be made by a referee.

Time-In: Your character is active as is the world you are playing in. You are representing your
character and should play the part of your character and react as your character would. Acting
out of character at this time will be penalized.

Time Freeze: Stand still, close your eyes and hum. Something is happening that is too fast for
you to react to. When “Time In” is called, carry on as you were before, you may or may not
notice any change. Acting in or out of character at this time will be penalized.

Time Faff: This is an in game pause, you must represent your character as if it is time-in, but
the party may not advance beyond the position of the furthest character. You may be attacked
or you may experience new encounters approaching you. This time status is usually called
because the monsters are setting an encounter. It does not mean you should let your guard
down!

Time Stop: Stand still and listen. The referee is probably giving a description about what is
ahead or what is occurring. Your characters would be able to see what is happening and it will
be to your advantage to listen, for example if there is a pit before you. “Time Stop” is also used
when the situation has gotten too hectic, if certain abilities are used or if a few moments are
needed to sort out events.

Time Out: Come out of character, you may talk normally. It is probably the end of the day.
This is the only time that you may discuss out of world things without risking being penalized.

Man Down: This is called when a player is hurt and any qualified first aiders should seek out
the injured party. Everyone else should drop to their knees on the floor and should not move or
make excessive noise. If someone is injured but able, then they should just move out of the
way.

Side of the Path: This time situation is called when members of the public are coming. You
should go out of character and move to the side of the path out of the way of members of the
public. If horses or dogs are present then extra care is required.

There are a couple of other OOC mechanisms which help the day run smoothly:

Hand in Air: A monster or player with their hand in the air cannot be seen! They are either
actually not there and moving to another encounter, or they are using some ability that renders
them invisible. If you have some ability that may reveal them, declare your ability and the
person will inform you if they can be seen or sensed.

Flying: A person who is flying will declare it by holding their arms out at right angles to their
body and declaring their height in feet periodically.
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Climbing: A character that is climbing must hold tight to the thing they are climbing and
declare their height periodically.

Languages: If a character is speaking a different language then they should form their hand
into an L shape to signify to listeners than the listener may not understand what is being said.

Telepathy: If a character is speaking telepathically, then they should form their hands into a T
shape to signify to those nearby that they cannot hear anything being said.

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Character Generation Walkthrough:
• Create Character Concept: The first step to creating a character is to create a basic idea
of what type of character you want to play. The options are endless; you could choose to
play a sword for hire, a priest, a druid, a soldier, a young hero or even a prostitute. But first,
in order to create the framework around which you will build your character concept, you
need to decide whether your character is essentially a fighting character, a social character,
a know based character or a magic-user. Once you've decided this, you will begin to build a
clearer image of your character.

• Assign Multipliers to Skill Sets: There are five basic classifications for skills; Might,
Agility, Magic, Connection and Intellect. Every character can learn skills from each type,
however, some types will come more naturally to your character than others. The next step
is to determine which skill types your character uses best. You may want to read the
descriptions of all the skills from each group in the skill chapter before starting this step.
Skill multipliers: Each skill-set has a number (a multiplier) associated with it representing
how much experience your character will spend when learning a skill in that group; a high
multiplier makes the skills in its group more difficult to learn; a multiplier of 5 means you will
spend 5 times more experience for a skill from that group than if you had a multiplier of 1
for that skill-set.

Every character begins with a multiplier of three for each skill-set, but you can decrease
your multipliers by up to three points to get the balance of skills you desire for your
character.

Examples:
Fighter: Might: 1, Agility: 2, Connection: 3, Intellect: 3, Magic: 3
Spellcaster: Might: 3, Agility: 3, Connection: 3, Intellect: 2, Magic: 1
Diplomat: Might: 3, Agility: 3, Connection: 1, Intellect: 2, Magic: 3
Dancer: Might: 3, Agility: 1, Connection: 2, Intellect: 3, Magic: 3
Versatile Rogue: Might: 3, Agility: 2, Connection: 2, Intellect: 2, Magic: 3

It is also possible to obtain a fourth point with which to decrease your multipliers, but to
do so, you must increase another two skill multipliers by one each. This is only possible
once, and should be done cautiously as skills become prohibitively expensive at higher
multipliers.
Example:
Thug: Might: 1, Agility: 1, Connection: 3, Intellect: 4, Magic: 4

• Pick Race: There are a wide range of races to choose from and each has a long list of
advantages and disadvantages to consider when building your character. For your first
character, it is a good idea to choose an Argead as they are the simplest and the base to
which the others are compared. You will want to read the section on races to familiarize
yourself with your race and how it will colour your opinion on the world as well as any
special abilities your race may give you or special costuming requirements. Among other

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things, some races alter your basic skill multipliers and determine what your starting
location, halo, willpower, constitution and mana will be.

• Pick your Flaw(s): In Inritius Alliance, everyone has a few character quirks or flaws that
affect how they are played. Each flaw you choose will provide you with a number of bonus
experience points with which to develop your character. You can choose up to five flaws,
however, the number of bonus experience points you can gain is limited to 25. There is a
minor list in the section on character flaws, please note that the list in the book is only a
limited list and the referee team is open to suggestions of alternative flaws. Depending on
the severity of the flaws you take, you will also gain merit points which can be spent on
other embellishments for your character. More details can be found in the Merits and Flaws
section.

• Pick Skills: Every character has 24 experience points to spend generating their
character in addition to those you gain from your flaw(s). It is not necessary to spend all of
your skill points during character creation, you can save any remainder for later. To
determine how much experience is required to learn a skill, multiply the base cost for the
skill by the skill type multiplier. This will be the true cost for the skill.

• Work out Attributes: During the game your attributes [location, halo, willpower,
constitution and mana] will be referred to several times. Your starting race and the skills
and flaws you have chosen will likely modify these, so it is important now to calculate their
final values. To do so, take your racial starting point (found on a chart at the end of the
chapter on Races) and modify it for flaws, skills and anything else. Note: If your character
buys levels of casting he will gain mana and if your character spends at least 25 experience
points he will become level 1 and as such will gain halo for gaining a level.

• Choose Alignment: Select your character’s alignment, or moral compass, from the
alignments section. Alignment is an essential tool for you to understand how your
character will react in certain situations.

• Pick you’re Magical Specialty: All normal characters in the game of Inritius Alliance
have a leaning towards one sphere of magic or another, this choice must be made during
character creation. If your character has the Attuned skill he can use his magic, if not then
his personality is still subtly shaped by the sphere that you choose.

• Sort out your Starting Equipment: A character needs to select one of the starting
packages listed in the character wealth section. Characters are designed to be able to start
the game only with basic weapons and equipment. Each character also starts with an
additional ten silver pieces which they can use to purchase additional items.

• Write your Character Background: All characters are required to submit a detailed
character background, see the character development section. Without submitting a
background, no character will be able to attain level 3 (75 spent experience). If you are
having trouble coming up with a history for your character, see the character development
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section in the handbook; there are tips for character detailing and a list of questions which
will help create an intricate story for your character.

• Get Referee Approval: All characters are subject to referee approval; this is designed
to make sure that all characters are people and not just statistics. Characters with ‘special’
backgrounds, with evil or oblivion alignments or with an anything else out of the ordinary
will definitely need approval.

• Sort out Costume: A character is required to have a suitable costume; ; it is important


for the game atmosphere and will increase your enjoyment as well, so you should make
sure you have a costume planned for your character. While it is true that characters do not
wear the same set of clothes every day, it is nice for people to be able to recognize which
character you are playing from your costume. As well, it is important to ensure that your
costume covers the costuming requirements of your race, there are specific requirements
for each race and it is important that you follow them so that plot can identify what you are
playing. Preparing your costume for the weather is also important; a costume inappropriate
to the weather can utterly ruin the game experience and can be deleterious to your health.
Note: Your costume will be penalized if it includes white trainers, blue jeans, modern
backpacks or any neon colours.

• Sort out Equipment: You also need to make sure that your character has suitable
props. This includes weapons, armour, trinkets, holy symbols and anything else you want
your character to have. Everything your character is supposed to have much be
represented on your person by a prop, for instance if you are are going to tie someone up,
feed a wolf, or collect a sample in a bottle then you must have the required prop.

• Play: All that is left is to work out when the next game is, turn up and play.

Character Background:
No character will be allowed to progress to level three until the ref team has a copy of his
background. This is because your character has been living in this world for their entire life; it
also allows us to tailor games to involve individual characters. A good background should be
told from the third person and should be at least a typed page. Your background should
include how your character learned his major skills. If you are spending boons on your
background then you need to describe how the benefit came about, for instance who your
character inherited his magical sword from.

In order to better write a good background and to better understand your character, it is worth
working out the answers to the following questions:
• How many members of your character’s family still live?
• What relationship does your character have with his family?
• What scares your character the most?
• What is your character’s idea of the perfect lover?
• What is your character’s idea of a really fun time?
• Is your character religious or superstitious?
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• What’s your character’s greatest regret?
• What accomplishment gives your character the most pride?
• What are your character’s goals?
• How old is your character?
• What kind of personality does your character have?
• Was there anything unique about your character’s childhood?
• Where does your character live? Where does he call home? Where does he sleep? Where
does he keep his treasures?
• What does your character consider to be his biggest flaw?
• Do you consider your character to be a combat character, a caster, a thinking character or
a social character?

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Character Progression:
All characters start the game with twenty four experience points to spend on their skills. The
amount of Halo, Location, Mana and Constitution that a character starts the game with will vary
according to their race. A character must also take a flaw for their character. All characters
must have at least one flaw, but some of the flaws are very minor and will rarely take effect.

Characters earn additional experience points for each adventure that they play. In order to
calculate how many experience points a character earns for any given game, the referees start
by comparing the level of the character against the level of the adventure. A characters level is
his spent experience point total divided by 25. The experience score will take into account
costume, role-play, safety and level of participation. If a player fails to meet the costume
requirements for his character’s race or templates then the characters experience award will
be halved. At the end of each adventure a character will usually receive between 4 and 40
experience points, although, higher or even negative awards are possible.

Once you have received your experience award you can look at this chart to get a good
guideline of what the referee team thought of your performance.
• 41 +: Once-in-a-career 'wow' moments. Things that other characters will tell stories about
later, fabulous things that you wouldn’t be able to pull off again.
• 31-40: Brilliant use of abilities/roleplay. Made game-shaping contributions to the
progress/immersion of the game through very clever/skilled/well timed use or
abilities/roleplay.
• 27-31: Good, effective use of abilities/ roleplay. Made significant contributions to the
progress/immersion of the game.
• 20-26: Average. Got involved in the game but didn't pull off anything truly spectacular
• 13-19: Sub-par. Didn't really get involved, or dropped OOC rather too often.
• 6-12: Poor. Barely got involved. Disrupted the game through inappropriate comments and
by dropping OOC at really inappropriate times.
• 5 -: Really screwed up, might as well have been not there or even, the game would have
been better off if they had not been there.

Flaws: Because of the nature of hopelessness and the spirit of the game flawed characters
often advance faster; if a character role-plays his flaws well then he will be eligible for an
experience bonus for every game where his flaws were relevant; the more severe a flaw the
higher the bonus and the more often it will be awarded.

Enhanced Characters: Characters can spend boons to augment their characters, but they
cannot buy levels or experience points. However, someone who has made a major
contribution to the game may be awarded additional levels or experience points; this is
designed to allow active members of the crew to have characters who are able to keep up with
the party. A referee’s primary character starts at half the level of the highest level player and
has a number of minor benefits.

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Active Characters: Players are allowed to have three active characters in the character
database. They may terminate or retire characters that they are tired of playing. This is
designed to allow characters to have one high level, one low level and one dark side character,
although this is a guideline not a restriction. If players wish to get around this rule a boon cost
will be attached. All characters must be in the database and any time a character is updated
they must make sure that it is recorded in the database; it will be considered cheating to use
any skill, spell or ability which is not found on the copy of your character in the database.

Shelved Characters: In most cases, a player may only play one player character at any
game. The other characters are referred to as shelved for the duration of the game. The only
character that gains exp as a result of a game is the character that was played. If a character
dies permanently during a game, the player is able to use the experience gained during that
game towards the creation of a new character. Any unused exp for a dead character is gone.
During the month following a game, only the character that played in the game may expend
effort towards creation skills. If a player’s character dies during a game, their other characters
are not allowed to expend effort towards creation skills in its place. If a player crews for a
game, then one of their characters may expend effort.

Halo and Mana: As players progress their characters gain a certain amount of Halo
automatically. A Character gains 10 points of free Halo per level until level 75, after level 75
characters no longer gain free halo. In addition in order to keep magic users well rounded they
will gain 10 points of free mana per casting level they purchase.

Skill Levels/Caps: Every game will have a skill level; this does not prevent characters of
higher skill levels from playing, however they would not earn experience points and if they
dominate the game they will be penalized! Some games will have a skill cap which means that
characters above that level will not be permitted to play.

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Character Flaws:
Many characters in the fantasy genre are renowned because of their flaws, Achilles is well
known for his vulnerable heel, Daredevil is blind and Professor Xavier is crippled. As such all
characters in Inritius are required to choose a flaw during character creation and during the
course of the game they may well end up with many more. Flaws are not just a way to min-
max a character better; they have a real effect in our game. Be careful when you create your
character because cripples are not always heroes. Oblivion Magic targets the spirit corrupting
the being; those characters that are severely flawed have lived with suffering and the
unfairness of the world for quite some time. As such they are often the most dedicated
followers of Hope and Oblivion. The way a character deals with flaws will be taken into
consideration when assessing corruption and hopelessness.

A character may start with a maximum of 5 flaws totaling no more than 25 points. Flaws are
divided into general areas below; Physical, Mental, Social and Supernatural. Please consider
the relevance of your flaws to your characters class, race, alignment and background. No
character will be permitted to take a flaw that will never affect them. Your character will start
with bonus experience equal to the value of the flaws he has taken. Those characters who
role-play their flaws well often receive high experience awards. In addition, characters get
merit points equal to the value of the flaws they have taken; merit points are used to purchase
templates, advanced races and advantages for a character, unspent merit points after
character creation are lost [Merit points are worth 5 boons].

Buying off flaws: If a character wants to get around a flaw then they must find an in game
reason for the removal of the flaw, often a ritual or the result of a quest. They must also pay
boons equal to five times the flaws value and experience points equal to five times the flaws
val. Flaws cannot be cured simply, for instance a missing eye cannot be regrown with a
regenerate spell unless the experience points and boons are spent at the same time.

New flaws: The list of flaws below is a short list. Others can be found in the advanced
rulebooks. If you want an alternative flaw for your character please ask the referees and we
will create it for you.

Physical Flaws:
• Addiction: 4-24: A character with this flaw has an addiction to a drug or other
substance. The value of the flaw depends on the nature of the substance (common (cheap)
1, moderate (moderate) 3, rare (expensive) 6, the level of the dependency (low 1, high 3 or
extreme 6), the effect of the character while on the substance (low 1, high 3, or extreme 6),
and the effect of the character while lacking the substance (extreme 1, debilitating 3, and
terminal 6).
• Blind: 25: A character that has the blind flaw cannot see at all out of either eye.
Needless to say they cannot read or use maps. They are also usually unable to use craft
skills. Blind characters have great difficulty learning new spells. It is difficult for the blind to
receive training, unless the teacher is particularly patient.

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• Clumsy: 12: A character with this flaw is hugely clumsy and accident prone. Characters
with this will find it difficulty to balance, climb, catch and do any number of agility related
tasks. The player should bear in mind that their character is clumsy and the referee team
can activate your clumsiness at any time.
• Colour Blind: 2/3/5: A character with this flaw cannot distinguish colours. This flaw can
be tricky to roleplay. A character with the 2 point flaw confuses two colours, a character
with the 3 point flaw confuses four colours, and a character with the 5 point flaw is only able
to see shades of grey.
• Deaf: 15: A character with this flaw cannot hear anything. They cannot hear spoken
riddles, cannot hear shouts of alarm and have difficulty speaking because they have never
heard the sound of words. Deaf characters have difficulty learning spells. It is difficult for
the deaf to receive training, unless the teacher is particularly patient.
• Disfigured: 3: The character is dreadfully scarred, disfigured or burned. This is shown
on the face of the character and must be phys-repped.
• Impotent: 2: Male only flaw: A character with this flaw cannot achieve or sustain an
erection. You may only take this flaw if your character cares that he cannot sustain an
erection.
• Infertile: 2: A character with the infertile flaw cannot sire or bear children. Note: in a
fantasy setting the inability to sire children is believed to be a curse from the Gods. You
may only take this flaw if your character cares that he is infertile.
• Infirm: 3/5/10: A character with this flaw is extremely ill. The character is frail and
weak, while this flaw does not limit the character in terms of skills and abilities the character
has no stamina at all and any exertion will leave them out of breath and coughing. The
three levels of this flaw are there to show how extreme the flaw is, for 2 points the
characters ill health is a nuisance, for 5 points the characters ill health is a constant
problem and for 10 points the character is almost always suffering in some way.
• Lame: 8/16/24: The characters legs are damaged. They cannot run and have difficulty
walking properly. For 8pts this is a painful dehabilitating flaw, but the character can cope
although he cannot run. For 16pts the character struggles in pain even to walk normally.
For 24pts the damage is absolute and the character can only just walk: every step is
unsteady and uncertain. The character must have crutches or be carried.
• Low Pain Tolerance: 5/8: This character has a low pain tolerance. This should be
shown in how characters respond to receiving damage. With the increased flaw the
character suffers pain when being grabbed or roughly handled.
• Missing Limb: 18: A character with this flaw is missing a limb, this could be an arm or a
leg at the players selection. Characters missing arms often have difficulty in combat and
characters missing legs often have trouble moving around.
• Mute: 20: A character with the mute flaw cannot speak, at all in any language. These
characters can usually not cast any spells at all. We recommend that mute characters learn
how to read and how to master sign language. They are able to grunt unintelligibly. It is
difficult for a mute to receive training, unless the teacher is particularly patient.
• Night Blindness: 7: A character with this flaw loses vision well before others do. In full
darkness the character is blind and in the period before dusk a character sees as if it were
already totally dark.

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• One Eye: 7: A character with one eye has difficulties with perception. Buying
heightened senses sight costs double. The player must wear an eye patch over the missing
eye. A character must fight carefully and his safety will be judged harshly.
• Smells: 4/8: A character with this flaw is one of the great unwashed. Whether the smell
comes from a physical problem or a magical curse the character is unpleasant to be
around, easy to track and can rarely get anywhere in society.
• Speech Impediment: 6: A character with this flaw has a serious stutter or speech
impediment which must be role-played, even during casting and rituals.
• Unchaste: 1: A character with this flaw has lost their virginity. You may only take this
flaw if, in your character’ belief, it is wrong that he has lost his virginity.
• Unfit/Overweight: 3: A character with this flaw has difficulty keeping up when the party
is moving at a speed. They are not likely to be able to jump or climb to any great extent. A
character with this flaw is often lazy.
• Weak Immune System: 9: A character with this flaw finds it easier to contract
diseases, suffers from them more acutely and finds it harder to cure them, even magical
healing does not always work. This characters constitution is reduced by 4 when resisting
poisons or diseases.

Social Flaws:
• Argead Slave: 2/3/4/6/12: This character is an Argead slave and bears the branding of
a slave (usually on the shoulder or neck), the branding is usually about three square
inches. For the 2pt flaw: the character has been legally freed and is now a freedman. For
the 3pt flaw the character is a slave, but all records of his slavery are believed lost. For the
4pt flaw the character is a slave in good standing with orders from his master, he will have
to answer to an NPC master, but his master is sending him on adventures and is giving him
a fair amount of freedom. For the 6pt character the character has no freedom and must
answer to a PC or NPC master (who must view the character as a slave), for 12pts the
character is an escaped slave, he is wanted and hunted. If found out the character will be
tortured to death (you have been warned). Argead slaves should phys rep their brand on
their body. Remember that Argea is a political nation and even freed slaves do not have the
right to vote and nor do they have the ability hold social rank.
• Cannot Lie: 8: A character with this flaw cannot tell lies. The character cannot tell even
the smallest white lies. This is a person code, but if the character lies, even by mistake
they will receive no experience points for that adventure.
• Cannot Tell the Truth: 25: A character with this flaw cannot tell the truth. This usually
stems from an oath, a magical effect or from a curse. If this character ever tells the truth,
they will receive no experience points for that adventure.
• Debts: 2/6/12/25: Your character owes a group of loan sharks a large amount of
money. It is up to you to determine the whys. If a character ever manages to pay off his
debt then the flaw goes away, of course you must remember the crippling rates of interest
required from loan sharks [3% per month]. For 2 points the character owes 10 gold. For 6
points the character owes 30 gold. For 12 points the character owes a 100gold and for 25
points the character owes a million in gold. The loan sharks do not leave the character in
peace and often come around with thugs and threats. Please note that your character must
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owe the loan sharks this money for a legitimate reason. Please also note that debt slavery
is a very real thing on the world of Geos.
• Pacifist: 6/10: A character with this flaw abhors violence. The character will not kill any
living creature with the intelligence higher than that of an insect. Pacifists can still destroy
undead, combat Oblivion spirits (but not their hosts) and defeat demons and spirits. These
characters will not engage in willful combat unless defending themselves. With the
increased flaw the character refuses to even defend himself. These characters usually use
non-lethal damage types, specialize in subdual damage and avoid casting direct damage
spells.
• Superstitions: Variable: Due to the culture the character comes from or the tales told
on dark nights there are certain things your character will not do. Some examples are listed
here, but the referee team will consider other suggestions that are made. Lightning is the
speech of the Gods: 1. Can never attack a pregnant woman or a mother protecting her
young: 2. Will never use a weapon after it has been broken: 7. Will never carry poison
(Non-good characters only): 2. Can never accept a gift without giving back an equal or
greater gift: 3. Will never attack a woman or a female: 10. Will never eat meat: 2. Must bury
all opponents he has killed: 6. Will not drink alcohol: 2. Will not use alchemy 4. Will not use
herbs 4.
• Wanted Criminal: 2/4/6/8/12: The character has broken one or more laws and has fled
from justice. As a result, the Alliance currently wishes to bring the character to justice. For
the 2pt flaw, the characters crime was minor and he isn’t being actively pursued. For 4pts,
the infraction was minor, but local authorities watch out for the character. The 6pt flaw,
represents a major infraction, and many officers have studied the characters likeness and
know to watch for him, there is also a bounty on the characters head, however the
character is wanted alive. For 8pts, the character has been condemned in absentia and
orders have been given to kill on sight. For 12pts, the character is wanted for a major
infraction, all bounty hunters and lawgivers know of the individual and a shoot first ask
questions later order has been given. Disguising ones appearance is paramount to survival
with the higher pt flaws. You have been warned.

Mental Flaws:
• Amnesia: 3/10: A character with the 3pt flaw has huge black spots in his past memory.
The 10pt flaw means that the character cannot remember anything beyond the current day.
Note: Players who choose this flaw are warned that it gives the referee’s permission to
write your background ourselves. A character with Amnesia can spend additional points [up
to 15] to incorporate dark deeds into their background.
• Cannot Dream: 2: A character with this flaw cannot dream. Nightmares still affect the
caster by causing panic and terror, but there is no rhyme or reason to the nightmares. The
Keltoi kill children who cannot dream.
• Deep Sleeper: 3: A character with this flaw finds it difficult to wake up. This is in some
ways an advantage as it makes it easier for the character to get a good nights sleep as
they are less likely to be disturbed while trying to regain mana or halo. However, when
there is an assassin in your bedchamber or when your companions are trying to rouse you
from magical sleep it becomes a flaw.

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• Deranged: Variable: A character with this flaw is mad. The madness can be
specifically chosen from the list below or discussed with the referee. Anyone taking this
flaw should discuss the concept with the referee team. The prices here are for manageable
versions of these disorders; if you want a more extreme version please discuss that with
the referee team. Psychotic 3: Multiple Personalities: 2 (per extra personality),
Nymphomaniac: 2, Bulimic/Anorexic: 4, Lunacy: 6, Manic Depressive: 7, Bi-Polar: 7,
Pyromaniac: 4, Anger Issues: 3.
• Hero Complex: 10: This character is destined to be a great hero, he is likely to save
many innocents and generally improve the world. Characters with this flaw may not be of
any evil alignment. Characters with this flaw must always try to save innocents even when
it involves risking themselves or using needed resources. Heroic characters should always
think about who will be hurt by lies they tell or items that they steal. Heroic characters may
not commit any dark acts such as mental enslavement or torture, nor may they use poison
or disease. A heroic character should not harm defenseless opponents, nor should they
despoil the dead. The character must generally act like a hero, the referee team will be
watching closely.
• Iconic Dependence: 6: The character has developed a dependence on an object. If the
character does not have his object his Halo, Will and Mana are halved and he loses access
to some of his abilities.
• Insatiable Curiosity: 6: A character with this flaw is incredibly curious and will walk into
traps, go and question vampires or do any of a million other things. Remember, curiosity
killed the Hobbit.
• Nightmares: 2/6/9: A character with the nightmare flaw has difficulty sleeping. If
subjected to a sleep effect then after a few minutes the character starts experiencing
nightmares and should writhe and scream. There are three levels of severity to this flaw;
the severity level will effect how hard it is for the character to get rest from sleep and will
also see how badly a character should react to sleep effects. Note: A character that doesn’t
rest properly does not properly heal, regain mana or regain halo from a nights sleep.
• Overactive Imagination: 4: A character with this flaw is extremely flighty. They are
prone to jumping at shadows either in wonder or fear. Characters with this flaw are usually
very gullible. These characters will either cower in fear in case there is a monster or run
haphazardly ahead in case there might be treasure. Characters with this flaw often tell
hugely tall stories and parties are advised not to trust what they say.
• Phobia: 2-6: A character with this flaw has an irrational phobia of something which they
have linked to a key event in their lives. A phobia is judged on two criteria, first is how
common the thing is Common 3, Uncommon 2, Rare 1 and the second is the severity of the
phobia Incapacitating 3, Severe 2, Moderate 1. The character reacts in fear to the thing in
question. Common fears include rats, darkness, ice etc. A character cannot take a phobia
against a dangerous thing (like dragons: being afraid of dragons isn’t a flaw it’s a rational
state of being).

Supernatural Flaws:
Note: Many Supernatural flaws stem from some kind of Oblivion taint, people with very high
ranks in Sense Oblivion are able to sense this taint.

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• Absent Halo: 25: The character has not got a halo and cannot use halo powered
abilities. Essentially this character is not part of the web of life that surrounds the world. Any
attempt to Halo gift or Halo bridge mana to this person loses the Halo. This character is
immune to halo damage.
• Absent Mana: 8: A character with this flaw can never have any mana. A character with
this flaw loses his specialist and minor list. A character without mana has no magical power
within their body at all. Any attempt to Mana gift or Mana bridge mana to this person loses
the Mana. This character is immune to mana damage. A non-Elven with this flaw loses his
specialist and minor list.
• Black Mantle: 25: A character with this flaw for some reason or another is immune to
healing magic. No magical spells which restore life force, including mend spells for those
with un-living skin, help the character. This affects damage which is dealt to the characters
location or constitution.
• Black Thumb: 4: This characters touch kills plants, for whatever reason normal plants
that are touched by your character wither and die. This will often affect herbs as well. Note:
This is a flaw and not a merit, it will not save your character from attacks by plants, nor will
it have a devastating effect on plant monsters, in fact such monsters are more likely to
target your character and plants dying against your skin have a possibility of poisoning you.
• Casts No Reflection: 4: For whatever reason your character cannot be seen in a
mirror, by himself or by others. This is usually because your reflection has been captured.
Your character does not feel whole while his reflection is missing.
• Casts No Shadow: 4: For whatever reason your character’s shadow cannot be seen.
This is usually because your shadow has been captured. Your character does not feel
whole while his shadow is missing.
• Cursed: Variable: A character with this flaw has been cursed by powerful magic. There
are infinite possibilities for the curse and suggestions should be submitted to the referee
team.
• Dark Fate: 25: A character with a dark fate is going to die. These characters will never
live more than six months and could die in their first game. A player can choose whether
their character is generally doomed or if there is a specific prophecy that affects the
characters demise. All such prophesies are subject to referee approval.
• Fey Disgust: 7: For some reason all of those of fey blood dislike your character. They
don’t like your smell, the way you look etc. They are unlikely to kill you although they may
cause you subtle harm and will rarely help you.
• Haunted: 4/8/16: A character with this flaw has an incorporeal spirit that follows him
around. The spirit blames the character for causing its death. The creature is not an
undead and cannot be harmed. There will usually be a specific set of circumstances which
will allow it to be laid to rest. The different levels of ghosts are irritation 4pts, malicious 8pts,
and homicidal 16pts.
• Mana Dependency: 7: A character with this flaw does not have access to his mana in
the way of normal people. Essentially, unless this character is carrying a certain, specific
object the character cannot use mana in anyway. Without the object, the character
essentially has the Absent Mana flaw. Many ex-slaves have this flaw as common mage-
collars separate the slave from his mana.

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• Material Casting: 10: A caster with this flaw requires arcane components to cast his
spells. Such characters always carry spell components with them and much handle the
components while casting the character should use different components for each spell
they wish to cast. The components do not need to be expensive. In order to take this flaw,
the character must be a caster type.
• No Casting: 10: A character with this flaw can never cast a spell of any kind. This
includes casting from scrolls, items or wands. A character with this flaw loses his specialist
and minor list.
• No Minor List: 5: A character with this flaw does not start the game with minor access
to a second list. Only characters with a minor list are eligible to take this flaw. In order to
take this flaw, the character must be a caster type.
• No Specialist List: 10: A character with this flaw does not start the game with a
specialist list. Only characters with specialist lists are eligible to take this flaw.
• Oblivion tainted: 1-25: A character with this flaw is tainted by the dark powers that
corrupted Prince Inritius. This corruption may whisper to the character or it may have
already tainted him. Characters with this flaw are rarely truly hopeful. The stronger an
Oblivion taint is, the easier it is to detect the taint.
• Offensive to Animals: 6: For whatever reason your character offends those creatures
of the natural world. Most animals will attack you outright, while others will flee.
• Somatic Casting: 10: A caster with this flaw requires his hands to cast spells. He must
form his hands into different shapes and wave his hands and arms while casting. The
caster cannot cast spells while both of his hands are full. In order to take this flaw, the
character must be a caster type.

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Starting Equipment:
Very few people exist in the world of Geos naked and possession-less. Almost everyone is
walking around with clothing and equipment to suit their lifestyle. Upon creating a character to
live in the world of Geos, you may choose any of the following lists of equipment to start with at
no cost to your character. Any additions to the list including better quality items and whatnot
may come with a boon cost. Any changes that a player wishes to make to any of these lists
must be discussed and approved by a referee; they may assign boon costs where they see fit.
Note: All characters start the game with an additional 10 silver pieces in funds.

Fighter Kit
• May choose up to four weapons crafted from bronze, wood, or bone.
• May choose a shield made of bronze, wood or bone.
• May choose up to a full suit of armour (one piece of armour per location) crafted from
bronze wood, bone, leather, fur, or padded cloth. Characters may not normally start with
scale-mail or better armour.

Rogue Kit
• May choose up to two one handed weapons crafted from bronze, wood, or bone.
• May choose up to ten small throwing weapons crafted from bronze, wood, or bone.
• May choose a shield no larger than a buckler crafted of bronze, wood or bone.
• May choose to start with a lock-picking/trap removal kit.
• May choose up to a full suit of armour (one piece per location) crafted from leather/furs or
padded cloth.

Caster Kit
• May choose any single one or two handed weapon crafted from bronze wood or bone.
• May choose a book to record all spells they know.
• May choose 2 scrolls of rank 2 or below, even if they cannot cast rank 2 spells.

Crafter Kit
• May choose any single weapon crafted of bronze, wood or bone.
• May choose a shield no larger than a buckler crafter of bronze, wood or bone.
• May start with any items that have crafted in the previous 3 months.
• May choose up to a full suit of armour (one piece per location) crafted from leather/furs or
padded cloth.

Note: Anyone with Faith may start with a holy symbol for free.
Note: Anyone starting with ranks in alchemy starts with a basic alchemist’s kit.
Note: Anyone starting with ranks in herbalism starts with a basic herbal kit.
Note: Anyone starting with ranks in chirurgery starts with a basic first aid kit.
Note: Anyone starting with ranks in smithing starts with basic field repair equipment.
Note: Bards start with knowledge of three levels of songs per rank in Bardic Performance.
Note: In addition, casters start the game with knowledge of every spell they can cast.

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Alignment:
All creatures on Geos follow their own moral code, as an out of game mechanic we use the
alignment system; this is a way for players and refers to understand how characters think and
feel. Alignment is a tool for developing your character’s identity. It is not a straitjacket for
restricting your character. Inritius Alliance uses the normal Dungeons and Dragons alignment
system, used under the open game license, but when Prince Inritius accepted Oblivion a third
axis was created. Each alignment represents a broad range of personality types or personal
philosophies, so two characters of the same alignment can still be quite different from each
other.

The first tier includes the alignments of GOOD, NEUTRAL and EVIL.
The second tier includes the alignments of LAWFUL, NEUTRAL and CHAOTIC.
The third tier includes the alignments of HOPE, NEUTRAL and OBLIVION.

Note: While the game has been written to allow players to play Evil and Oblivion based
characters these characters are ALL subject to the referee’s discretion for one of these
characters poorly or selfishly played has the potential to ruin the game.

Good Vs. Evil


• Good characters and creatures protect innocent life. The term “Good" implies altruism,
respect for life, and a concern for the dignity of sentient beings. Good characters often
make personal sacrifices to help others.

• Neutral characters tend towards good acts and are still shocked by evil acts. They are
the characters though who see in shades of gray. People who are neutral with respect to
good and evil have compunctions against killing the innocent but lack the commitment to
make sacrifices to protect or help others. Neutral people are committed to others by
personal relationships and bonds, neutral characters can be as loyal as a good character,
but they are much more likely to falsely declare loyalty.

• Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no
compassion for others and kill without qualms if doing so is convenient. Others actively
pursue evil, killing for sport or out of duty to some evil deity or master.

Being good or evil is rarely a conscious choice, most people as they were growing up made
certain decisions about what is and isn’t acceptable behavior and when the ends do not justify
the means. For most people, though, being good or evil is an attitude that one recognizes but
does not choose. Being neutral on the good-evil axis usually represents a lack of commitment
one way or the other, but for some it represents a positive commitment to a balanced view,
some feel that there needs to be a balance. All animals or creatures incapable of moral action
are neutral rather than good or evil, even deadly tigers that eat people or vipers that poison
people are neutral because they lack the capacity for morally right or wrong behavior.

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Law Vs. Chaos
• Lawful characters tell the truth, keep their word, respect authority, honour traditions, and
judge those who fall short of their duties. "Law" implies honour, trustworthiness, obedience
to authority, and reliability. On the downside, lawfulness can include close-mindedness,
reactionary adherence to tradition, judgmentalness, superiority complexes and a lack of
adaptability. Those who consciously promote lawfulness say that only lawful behavior
creates a society in which people can depend on each other and make the right decisions
in full confidence that others will act as they should.

• Neutral characters follow traditions, laws and codes; at least they do when there is no
need to break them. Neutral characters are willing to steal to feed the hungry, or break any
other restriction if they believe that it is necessary. Someone who is neutral with respect to
law and chaos has a nominal respect for authority and feels neither a compulsion to obey
nor a compulsion to rebel. Neutral characters are generally honest, but can be tempted into
lying or deceiving others.

• Chaotic characters follow their consciences, resent being told what to do, favour new
ideas over tradition, and do what they promise, as long as they feel like it. "Chaos" implies
freedom, adaptability, and flexibility. On the downside, chaos can include recklessness,
resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who
promote chaotic behavior say that only unfettered personal freedom allows people to
express themselves fully and lets society benefit from the potential that its individuals have
within them.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that
is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a
middle state, a state of not feeling compelled toward one side or the other. Some few such
neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an
extreme with its own blind spots and drawbacks. Animals and other creatures incapable of
moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the
moral capacity to be truly lawful or chaotic.

Hope Vs. Oblivion


The third axis functions in a similar way to the other two. The three alignments on the new axis
are completely compatible with the old alignments; it is as common for a LG Paladin to be
Hopeful or Obliviated as for a CN berserker to be Hopeful or Obliviated. You will find below
that there are two sets of rules for Obliviated characters; this is because those characters who
are loyal to Inritius have found a new dark purpose to replace their lost hope.

Oblivion is a force outside of everything else. It was there before creation and wants everything
to return to quiet nothingness. Oblivion imposes itself over everything else disintegrating and
voiding everything it touches. Oblivion wants hope to subside in order to reduce opposition.
Oblivion is in conflict with the Ultimate and needs the Ultimate to fade in order to destroy Geos.
There is a huge wave of apathy across the world as the war consumes resources, energy and
hope and as people slowly destroy everything. Oblivion is not evil because evil has hopes and
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desires; it is a fact that everything will inevitably return to nothing. In Oblivion’s way, matter can
be destroyed, fortunately in the Ultimate’s way, matter can be created.

• Hopeful characters keep going when things are bleak. They are able to withstand a
million pressures because they know that something better is coming. The hope that drives
the character could be anything that their heart desires, we are not talking about the hope
to not starve the next day (unless that is an actual concern) we are talking more of the
desire to be king or the desire to save the world. These are often the people who are
always smiling, who cope with every problem. However some of the hopeful have no hope
for themselves and they can be very bleak, their hope is for their children, for the next
generation or for the world itself. Almost all hopeful characters have taken an active step
against Inritius and seek to destroy him and the void that he perpetrates.

• Neutrality is the most common step on the third axis, 95% of the people on Geos are
neutral or unaware of the new Great War. These characters go though their lives in a
normal manner, they do mundane tasks, but they live for their pleasures whether it is their
wives or a game of darts. Many of those who fight for or against Inritius are neutral.

• Hope-Starved characters find it hard to do anything active even take a step outside their
normal acts. They live their lives in a pall, they eat their food, drink their drink go to their
jobs and go through the motions of their lives, however they have no true passions or
desires. Obliviated characters would not kill themselves for suicide involves the hope that
ending this life would result in something better even if it just means nothingness. Hope-
Starved characters are almost completely apathetic.

• Those characters that have chosen Oblivion are called, in the parlance of the Alliance,
the Corrupted. They have welcomed Oblivion and while they have no true desires of their
own they serve Inritius and his dark shadow with a great passion and inner fire. They are
able to spring into action and hey can conceive great works. The Corrupted are also willing
to pay for things with their lives if it serves the cause. Many say that the Corrupted have
found faith in Inritius’s dark master.

Devotion to Hope or Oblivion almost always stems from a choice the characters made either
consciously or unconsciously. Those who consciously choose hope have pledged to stand
resolute against the spreading shadow caused by Inritius’s apparent ascension. Those who
have consciously chosen Oblivion either support Inritius personally or they believe that
Oblivion’s reign is right and just. Neutrality on the Hope-Oblivion axis is usually simply a middle
state, a state of not feeling compelled toward one side or the other. Many neutrals actually
have no idea of this axis. Most Animals and other creatures are Neutral, but animals have also
been known to become Hope-Starved.

Note: Dark and Evil Acts.


This is referee note, to save arguments later on. These are the moral views across Geos.

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Poison: The use of Poison is never a good act and the use of poison that causes death over a
long term is also an evil act. Many Neutral characters are very willing to use poisons that
cause sleep or unconsciousness.
Disease: The use of Disease as a weapon is an Evil act. It is never a good act.
Madness: The offensive use of Madness as a weapon is never a good act.
Fear: Inflicting fear on those weaker then you is rarely a good act. Terrorism, or using magical
fear as a weapon is never a good act; by this we do not mean using fear to deter highwaymen
or scaring children away from a dangerous path, we are referring to those who use magical
fear to torture and abuse others.
Domination: Choosing to take the freedom of choice away from somebody is seldom a good
act. Making a madman sit down rather than letting him slaughter people is one of those events
which would be acceptable, however there are very few events which would warrant brain
raping somebody.
Rape: Is always an evil act. Note: Anyone choosing to include a rape storyline should make
sure they are not offending anyone, especially not the participants.
Willfully inflicting Pain: The use of torture whether it is mental, physical or magical is never a
good act. Using prolonged torture is always an Evil act. Spells such as Wracking Pain are
almost never used by goodly characters.
Trafficking with demons: Until recently trafficking with demons was considered to always be
an Evil act. However, since the Alliance many demons have appeared offering their services
because they seek to oppose this new force that is robbing them of prey, servants, dark places
and pleasures. One must always be very careful when dealing with a demon and doing so is
not considered a good act.
Undead and Necromancy: Undead are created solely by Oblivion magic, they are almost
always evil and oblivion aligned. Undead are a relatively new horror to plague Geos, especially
in the numbers in which they can now be found. There are rumors of cabals of necromancers
who are experimenting with necromancy who want to use it against Oblivion, but most believe
that they are pulling Oblivion’s corruption into their bodies with every spell they cast. These
Cabals include those Necromancers who patrol the border between life and death seeking to
stop the dead crossing into the lands of life.

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Faith and Religion.
“Most witches don't believe in gods. They know that the gods exist ... it would be like believing
in the postman.” Terry Pratchett, Witches Abroad

On Geos, normal people don’t have faith, they have certainty. They know the Gods exist for
they have seen their works. They have seen the storm clouds boil across the skies, they have
seen the healing charms of the priests and they know in their hearts their gods are there. The
closest people have to atheism is the belief that the Gods are simply immortal, all powerful
demons, fairies, or angels (which actually isn’t too far from the truth). For people on Geos, not
believing in the Gods would be like not believing in the postman.

At character creation, the player should decide whether their character worships the standard
deity(s) for their race or whether they have taken to worshiping a different deity. Atheist or
Gnostic characters are very rare. Particularly pious or religious characters are expected to
carry a holy symbol of their god as a focus for the divine power they channel.

If a character wishes to actively engage with Divine worship and Divine abilities, they will
require a Faith rating. Under normal circumstances, the character would need to purchase
ranks of Faith, although ranks in certain skills, like Divine spell casting, provides free ranks in
Faith. Characters who select Faith as their minor access sphere at character creation gain a
plus one bonus to their Faith rating. Characters who select Faith as their specialist access
sphere at character creation gain a plus two bonus to their Faith rating [Note: Buying access to
the Faith sphere after character creation does not offer this bonus]. These bonus ranks. In
addition certain races start with automatic ranks in the Faith skill. Characters who manage
some work of divine importance such as creating a Cathedral, writing a work of divine
significance, converting a society, or recovering a lost divine relic may receive additional ranks
of faith or a permanent bonus to their faith rating. A Faith rating brings with it roleplay
requirements. Characters who fail to meet their Faith roleplay requirements will suffer an
experience penalty and if they continue to do so, they will suffer a penalty to their Faith score.

Argeads:
The Emperor: The Argead people worship their Ancestral Emperor; they believe that on his
death the emperor undergoes an apotheosis into a divine form. They also honour the living
emperor as he possesses divine blood and on his death he will ascend. Worship of the
emperor is usual and is favored by those interested in politics, the acquisition of wealth,
bravery and fortune.

Urbanus: The God of the Cities. The Argeads have always had a chief deity, but they seem
short lived; over time the god of thunder evolved into the god of buildings who evolved into the
god of armies who eventually evolved into the god of cities. Urbanus is a stable deity who
believes in slow progress and strong fortification. His worshippers only take calculated risks
and his temples are often huge. He is the god of cities, trade, wealth, buildings and civilization.

Keltoi:

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The Triple Goddess: The Keltoi people worship their triple goddess. A single divinity form
made up of three lesser parts. The trinity is comprised by the mother called the Cerridwen, the
maiden called the Blodwyn and the crone called the Morrigan. They believe that those three
deities they cover the entire cycle of life.

The Cerridwen: The Keltoi mother Goddess is a wise mother who protects her children. She
is known for her mirror of all seeing which allows her to see the past, present and future. She
is all-seeing in a real manner. She is a goddess of sight and of the senses, she is a protector
goddess and she is invoked before childbirth.

The Blodwyn: The Keltoi maiden Goddess is a voluptuous maiden who is the perfect image of
a woman. She is known for her chalice; a single drop of liquid from her chalice will cure all but
the most mortal of wounds. She is a virgin goddess, but she is much desired. She is a goddess
of fertility, beauty, love and healing.

The Morrigan: The Keltoi crone Goddess is a wizened hag and she is the goddess of death.
The Morrigan is also a warrior goddess and her skill with spear, shield and sword is well
renowned. The Morrigan is often followed and accompanied by a crowd of crows as they
swarm to feed on the dead that litter her path. She is a goddess of wisdom, death, battle and
fate.

Cerunnos: The horned son of the trinity, Cerunnos calls all three deities mother. This deity
goes through an interesting cycle of life and death, or birth and rebirth which results in him
being his own father. His image is that of the green horned man. He is said to favour hunting
with a bow and with an axe. Cerunnos is a god of the hunt, of nature and of stealth.

Barbarians:
Cult of the Strong: The barbarians worship a pantheon of warrior gods. Their pantheon is led
by Odin the All-Father and is made up of Loki, God of lies and trickery, Thor, God of thunder
and lightning, Freya the Goddess of fertility and love, Heimdall God of guardians and Hel the
goddess of death. The host of the cult of the strong is made up of several other lesser deities
and the Valkyries who follow the pantheon as the Choosers of the Slain. Very little is known of
the religion of the Northmen by outsiders because they believe that their Gods are strong
enough to look after themselves and they do not talk of them often in the presence of others.

Elves:
Eirlys: The elves worship Eirlys, their goddess of all. Eirlys is believed to be the mother of all
goddesses and she is a sorceress of unmatched power. Among the other races she is
worshipped as the Goddess of magic. She is believed to have woven the weave of magic
which connects all things. Her son Cerelleon is a noble and just archer and he is invoked
before the council sessions.

Elemental Deities: The elves also worship the embodiment of each of the elements. The
deities associated with the elements are as follows Ignatius, God of Fire; Aquatus, God of
Water; Terras, God of Earth; Aether, God of Air and Glacius the God of Snow and Ice. All of
the Elemental Gods are respected by their worshippers for their powerful qualities. The
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followers of each of the elemental lords respect the followers of the other elemental lords
although they often clash regarding the respective powers of their deities.

Melusine:
The Melusine worship their creator. She is a being of extreme purity that created her race far
away from the corruption that she saw in the land-walker races. The Goddess Melusine
named her people after herself; she is commonly believed to be the daughter of the sea and
the ocean. This Goddess is almost unknown amongst the land-walkers, although seafarers
have oft been known to worship the Lady Melusine before long or dangerous voyages.

Shirefolk:
Himtos: The Dwarves at their forge and in their underground caverns worship Himtos the
Lord of the Forge. He was a mighty dwarven warrior who used his hammer to forge the earth.
The dwarven god channels fire but recognizes the qualities of the earth. He is the God of the
forge of armour-smithing, blacksmithing, weapon-making and of iron.

Taylor: The Hobbits at their play and in their travels worship Taylor the Wanderer. He is a
young god dedicated to excitement and new exciting things. The elves believe that Taylor was
created in a flash of belief after an elven sage, describing the elemental lords to a Hobbit in the
throws of wanderlust, mentioned the element of surprise. Taylor is the god of surprise, shiny
objects, wanderings, and fortune. Taylor seeks to never grow bored.

Gizmo Fireflash: The Gnomes at their tinkering and inventing worship Gizmo Fireflash. He
was a mighty tinkerer who channeled the power of fire from the heavens to Geos for the use of
mortals. Gizmo is a god of trinkets, usefulness and of invention. His temples often have
trampolines to propel his faithful into the upper levels.

Beastkin:
Lord of the Hunt: The feral beastkin worship their nameless Lord of the Hunt. He is a horned
dark robed figure who can take on any animal form. Theologians have hypothesized that this
godform is the same as the Keltoi God Cerunnos during the dark phase of nature. The
beastkin worship him that they will be successful in their hunt or that they will escape from the
next hunters to seek them.

The First: The beastkin also often worship the ancestral spirit of the first of their race. They
believe that in a place called the Happy Hunting Ground the first wolf perpetually hunts the first
deer and so on. They believe that these first animals are what the animals themselves
worship. Beastkin feel that the totems that they work with are aspects of the divine first form of
the animal.

Others.
Gaea: Those individuals who worship nature, either through Druidic practice or Nature magic,
venerate Gaea as the creator. The belief that Gaea is the closest godform to the actual creator
is fairly common. She is a goddess of creation, birth, rebirth and life. Her magic includes the
light and dark sides of nature, the light and dark sides of nature are represented by the twisted
thorn and the mighty oak. Gaea is a goddess whose power shifts and changes with the
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passing of her seasons. Gaea’s daughters embody the seasons and are often prayed and
sacrificed to as the wheel of Geos turns. Gaea’s daughters are Autumn Willow, Spring Bud,
Winter Chill and Summer Bloom. Gaea’s druids have separated into a patriarchal and
matriarchal order called the Druids of the Moon and the Druids of the Sun; these druids
worship the deified form of the male sun Solaris and the feminine moon Luna.

The Ever-Changing One: In the wake of Oblivion’s attacks on the Creators world many
species of flora and fauna have been lost, many unique items are no more and countless
secret knowledges have been obliviated. The Cult of the Ever-Changing preaches that change
is the only way to survive and that stagnation and failure to evolve is what brought forward the
coming of Oblivion. This is only a small cult and cannot yet be truly considered a religion
because it is still in its youth.

The Ultimate: Some scholars and theologians, especially the Minerians, have suggested the
existence of an Ultimate deity. This genderless form comprises all of the divinity of all the gods
of all the peoples of Geos. The Ultimate rarely takes an active hand, but is likely to be the
creator. It is likely that the Ultimate itself sleeps and that the other deities are the dreaming
sleeps of the Ultimate deity.

Deities:
Note: While those Gods marked with a star are sometimes worshipped as individual deities,
they are normally worshiped as part of a collective. Collective deities are those above those
deities marked with a star.

Argeads: *Decima.
The Emperor [Collective]. *Morta.
Urbanus.
Minerians:
Keltoi: Ultimate.
The Triple Goddess [Collective]. Minera.
*The Cerridwen.
*The Blodwyn. Forgotten:
*The Morrigan. Horus.
Cerunnos. Osiris.
Isis.
Barbarians:
Cult of the Strong [Collective]. Elemental Deities:
*Odin. Ignatius [Fire].
*Thor. Aquatus [Water].
*Tyr. Terras [Earth].
*Loki. Aether [Air].
Glacius [Ice].
Romani: Shol [Light}.
The Weird Sisters [Collective]. Noctu [Dark].
*Nona.
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Shirefolk: Harsh People:
Himtos. HaGurrhk.
Taylor. Rhukdosh.
Gizmo Fireflash. Emolash.
Siguric.
Elves: Shanxcis.
Eirlys. Shi-Uurg.
Cerelleon. The Shadow. [Gremlins].

Drow: Nature:
Sharess. Gaea [Collective].
*Autumn Willow.
Melusine: *Spring Bud.
Melusine. *Winter Chill.
*Summer Bloom.
Amazons:
Great Mother Sun. Fae:
Titania [Seelie Collective].
Cathayans: Oberon [UnSeelie Collective].
The Saints [Collective]. Puck.

Beastkin: Others:
Lord of the Hunt. The Ever-Changing One.
The Runner. The Ultimate.
The First [Collective]. Oblivion.

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In the Beginning...
In the beginning there was nothing; literally nothing. There were no scraps of substance to
randomly collide and create energy, there was simply nothing; some might call it a void, an
abyss or oblivion. After an eternity of nothingness the Ultimate opened it’s eyes and within
them all of time could be seen. It had opened its eyes many times before, but nothing had
happened. This time it decided to act. The Ultimate shed a single tear and bled a single drop
of blood. The two drops of vital fluid collided and created a tiny spark. That spark slowly grew
until it became a flawless perfect jewel.

The jewel glowed with a dull light, pulsing with power and energy. This jewel contained the
infinite possibilities of the universe. The Ultimate reached out and stars flowed from it’s
fingertips littering the pitch black of the void with shining diamonds of light. The Ultimate
concentrated and the jewel span, the god-form conjured each element in turn into the spinning
jewel. Fire came first and it lit the darkness with a true brightness; the jewel absorbed the heat
and energy of life for an age. The Fire would energize the jewel for all of time and that fire
would fuel the spinning of the world. Then came Earth and the Ultimate spun the essence of
substance out from it’s fingertips, the spinning jewel collected the strands and they clothed the
jewel in matter. As the jewel spun the collected Fire heated the Earth bonding it into shapes
and hardening those shapes to form the body of the world. From the earthen encasement
sprang mountains and volcanoes, vents for the energy boiling beneath the surface. Dents and
depressions were created also, vast areas where the crust was thin, and the power could
reach forth into the void. The Ultimate rolled a drop of fluid around it’s mouth collecting the
divine nectar and then allowing the drop to run from its tongue onto the spinning world. The
element of water met the divine heat and mist generated around the world. The liquid filled the
furrows and hollows creating rivers, seas and huge oceans from the shapes caused by the
way Earth hugged the eternal jewel. The Water flowed from space to space linking each ocean
with rivers and streams and tributaries. The Ultimate concentrated and breathed, as it breathed
it created the winds and the rains and it expanded the swirling mass of mist until it shrouded a
vast area of the void. The Ultimate smiled and from it’s smile came a brilliance which was
reflected through the mists and from that brilliance was created the sun and the paired moons.

The Ultimate reached within the mists and concentrated, its ageless brow furrowed with effort.
It generated life and death and fed that into the forming, spinning world. As it did so, the mists
parted and the world burst forth life. With that act was created grass and trees, and all manner
of plant life. Majestic trees stretched into the skies, which were now filled with the boiling mists
of creation. The Ultimate wove matter into strands of light and darkness which the spinning
world used to generate the animals; thousands of species so diverse and unique in their own
ways were generated in a single moment. On the forming world the birds soared, the fish
glided, the wolves hunted and myriad lives ended and started. Then the Ultimate generated
Spirit and Force, and added them to the gestalt magics that made the world. With this final act
the sentient races were created. First came the Elves long lived and fair, wisest of all, masters
of great magics. From underground caverns came the Dwarves, sturdy and tough, long lived
and skilled. From the darkest places of the world came the Orks and their kin, Trolls, Ogres,
and Goblins, green skinned, brutal and maliciously clever. The addition of spirit to the animals
created a host of races blurring the boundaries between humanoids and beasts and with them
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came all manner of other races, too numerous and diverse to name. Lastly the Ultimate
created the Humans, as strong as they were short lived, adaptable, their lives like the burst of
a match flame, brief yet vivid. The Ultimate then settled back and faded away.

For generations the world settled itself. Its populations developed skills and trades, languages
and traditions. They built their homes, supported themselves with agriculture. They met their
neighbours and developed the matched arts of communication and warfare. Each race
blossomed in its own area and approached the other races to purchase or steal their specialty.
Each individual of each race developed their own hopes, dreams and fears.

One night when both moons were full a young Keltoi tribesman sitting on the rocks outside of
his village called out and asked the darkness where the Ultimate had gone, where had the
divine force that shaped the world gone? And somewhere above, the Ultimate stirred. The
Ultimate formed itself into a spiritual diamond, a creation so vast and diverse that every
individual that looked upon the Ultimate saw a different deity or a different interpretation of a
deity, even though each of these deities was formed of the essence of the Ultimate. Several
deities were formed to answer the pleas of man and they in turn grew strong from the faith of
their people. The Argead worshiped their Ancestral Emperor and Urbanus, the god of cities.
The Keltoi people worshipped their triple goddess the Cerridwen, the Morrigan and the
Blodwyn, as well as the horned son of that trinity, Cerunnos. The barbarians worshipped the
Valkyries and Odin the All-Father. The elves worshipped the embodiment of their element and
Eirlys their goddess of all. The Dwarves worshipped Himtos the lord of the forge. The feral
beast-kin worshipped their nameless Lord of the Hunt and the Harsh Peoples worshipped their
brutal Godz.

As the civilizations on Geos settled one rapidly became dominant. The race of man called the
Argeads soon mastered their own resources and went looking for more. For more than an age
Argea was dominant, they fought the other races and soon subjugated them. The other races
paid homage and taxes to the Argead Empire as the price for their continued survival. The
Elves withdrew into their hidden forest cities, the dwarves into their mountain fastnesses and
the harsh peoples pulled back into the wastelands. Argea was dominant because of its unique
military maneuvers, superior military equipment, superior training, military discipline and a
unique style of anti-magic.

During the fourth age of the Argead Empire, a wave of apathy spread across the world and
various undead and demons appeared. The crown prince of Argea, Inritius, a young general
and the leader of the Scorpion Legion encountered a dark force. He appeared to win the
engagement and pulled back to Argea in victory. Once back in Argea the prince and his legion
kept to themselves. They practiced hedonistic rituals and they started a new cult to honour
Inritius as a living god. As time passed the emperor’s priests and advisors persuaded him that
the new cult could be a threat to the empire. The high priests went to Inritius to inform him that
his cult was against the will of the Empire and that he was under arrest. The prince laughed
and he and his legion turned into black mist and vanished.

What followed has been called the Wars of Inritius and they lasted for four years. The Argead
legions were finally beaten because they did not know how to combat their own tactics.
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Inritius’s legions practiced necromantic, demonic and fell magics; they struck fear into the
hearts of the legions and pulled life-force from their very souls. Inritius approached various
groups and strengthened his hand. When the Argeads suffered a great slaughter they finally
sent emissaries to the subjugated kingdoms offering them an alliance. Each of the great races
had suffered as Inritius gathered to himself a great army of undead, demons and those with
few enough morals to serve him.

In 2007, the Argeads called a great conclave of all the civilizations they had contact with. They
called the races of man, the elves, the shire-folk and some of the beastkin tribes to a
discussion of how best to fight the growing threat posed by Inritius. The other races mistrusted
the Argeads and resented them for the years of mistreatment. During the forging of the
Alliance the other races achieved great concessions from the Argeads in the form of the
revocation of draconian laws, land grants and reparations. The Alliance cost the Argead
Empire dearly, but they needed the assistance of the other races. A few months later a major
battle was fought by the fledgling Alliance against Inritius’s army of Horrors. The Alliance
suffered for the majority of the first battle, but the tide was turned when unlikely allies offered
support. Some of the feral beastkin tribes, the Harsh peoples and even the Drow elves offered
their support in exchange for recognition and a place in the new world order that would follow
Inritius’s defeat. The final battle was impressive and many world shattering spells were cast.
Eventually Inritius’s legions found they could not stand against the wide variety of magics that
were used against them. Using the last of his magic, Inritius Shadow Gated the remnants of
his army to his planar fortress. Inritius left only the weak and those who had failed him to be
slaughtered by the Alliance.

Following that battle the Alliance reshaped the world. The darker races of the Alliance
benefited from trade and exposure to the Argead Empire. The Alliance flourished, but Inritius
was far from beaten. His minions, his undead, his demons, and his Scorpion Legion continue
to harass the Alliance. There have been clashes between ancient enemies as shadow elves
and high elves, orcs and Argeads, feline beast-kin and wolf beast-kin live and work together.

The characters start their adventures in this new world. The Alliance offers some protection,
but Geos is still under threat. Whether your characters save or damn the world is up to you
and your actions.

Timelines
Many years have come and gone since the beginning of the world of Geos. To the Ultimate
the world was created in a few instants, but as the scripture says “a million years is as the
twinkling in a Gods eye.” According to the Argeads scientists and astronomers 2009 years
have passed since creation. Making this the year 2009.

Note: As the characters learn more about the history of Geos the timeline will develop.

0: Awakening of the Ultimate.


20: Completion of Geos.
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25: Birth of the Elven peoples.
110: Birth of the other races.
180: Birth of the humans.
260: Man perceives God.
410: Elven Kin-Slayer Wars start.
422: Rose of Argean Empire.
462: Elven Kin-Slayer Wars end.
465: Ritual of the High Elves.
478: Completion of the Argead Empire.
572: Argea becomes a Republic.
791: Rise of the Great Unmaker.
800: Birth of Aaron Oblivion-Bane.
821: Forging of CallimVolk (Forged Lightning).
842: Defeat of the Great Unmaker.
872: Death of Aaron Oblivion-Bane.
874: Isle of Minera founded.
962: Large group of Dwarves leave the Shire lands alone.
1003: Dwarven civilization fails.
1213: Harsh peoples start campaign against Argea.
1217: Harsh peoples crushed by Argeads.
1218: Demon Lord Anharat banished by Keltoi knights.
1219: First Ork enlists with Argead army.
1314: Crossbow Invented.
1372: Assassins kill the High Elven Chairman.
1488: Principles of Alchemy developed by Gnomes.
1531: Argead scientists calculate the length of the year.
1599: Argead explorers sent to find the other continents. None ever return.
1641: Barbarian peoples come south.
1728: Argea becomes an Empire again.
1748: Anharat founds the ‘Middle Kingdom.’
1879: Corruption of the seas starts.
1952: Birth of Emperor Maximus.
1970 Evolving beastkin start to evolve from pureblood beastkin.
1981: Birth of Prince Inritius
1994: Minerian counsel debates the coming of Oblivion.
1999 Minera destroyed by Ritual.
2000: Gnomes fore-see the coming of Inritius.
2001: Prince Inritius leads an army against a cult of necromancers called the Cabal.
2001: Corruption of Prince Inritius.
2002: Inritius declared to be a living god by the Scorpion Legion.
2002: Inritius exiled from Argea.
2003: Wars of Inritius begin.
2003: Demons and Undead become common.
2005: Lands of Geos destroyed by Inritius’s armies.
2006: Demonic counsel of 13 formed.
2007: Forging of the Alliance.
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2007: Final battle of the Inritius Wars.
2008: Vote of no-confidence in Maximus is proposed and defeated.
2008: Demonic Counsel joins forces with Inritius.
2009: Return of the Forgotten.
2010: Death of Emperor Maximus.

Geography:
The world of Geos is vast; it is a huge place roughly the size of earth. Inritius Alliance takes
place on one of the continents called Antios. It is this continent that the Argeads dominate.
Antios has a wide mix of geography, it is a huge space about the size of Canada, but with a
more varied environment. The geography includes two sizeable mountain ranges, several vast
forests, several sizeable lakes, a huge area of swamp, and a noted desert. The Forest of
Talien is home to the remaining elves cities. The Plains of Dust make up the home of several
of the tribes of the harsh people and the nomad beastkin tribes.

The Argead people have sent out explorers but as such none have returned with anything of
note. The invading Northmen are the biggest sign of the existence of other peoples, they have
explained that they have come from the far north, a land where snow is present all year around
and that it is hard to farm, as such they have come here hoping to find a better life. The
Corsairs who sail the sea are rare on Antios as the Argeads have laws against piracy, but
those who have come abroad have told many tales of other lands and other peoples. Many of
the Corsairs tales refer to the Empire of the Rising Sun, a vast Empire to equal the Argead
Empire which is made up of an oriental people.

Chandlers Ford.
Chandlers Ford is a smallish Argead town that grew rapidly during the wars against Inritius as
it represented one of the major crossing points of the river Rom. It is believed that the town
used to be named for a Ford but that was dug out to better allow the barges to move up and
down the river; crossing the river is now done by the new stone, and older wooden bridge, that
span the mighty river. Many travelers stop to rest and purchase supplies in Chandlers Ford
before they cross the Rom and leave Argea proper.

The town has a fairly large and well equipped garrison and is designed to be easily defended.
The town has stout walls and even has a few arbalests designed for firing to the far side of the
river. The town itself only saw minor action during the Wars of Inritius, although it has recently
been having some difficulties with undead and feral beastkin.

The market place of Chandlers Ford is often an excellent place to shop as many craftsmen
who wouldn’t travel beyond the River Rom stopped there to trade and many even stopped and
made a life for themselves there. Now the canny shopkeepers make a practice of trading well
with travelers who pass through or trading with the boatmen who move their barges up and
down the mighty river. Chandlers Ford boasts several craftsmen of different crafts and
professions and one is usually to find what one needs in its market places.

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The town has two public houses of note. The first is the Drunken Rat, a low tavern which will
serve anyone with a few coppers; it is a den of scum and villainy. The drink is cheap and often
stronger than you would expect. The site is known for its skilled maidens of vice and it is not
uncommon for there to be a red paper lantern at the top of the stairs. While private rooms are
available they are almost always full and most who want a night’s sleep end up bedding down
on the rushes that floor the main room. The landlady of the Drunken Rat is a grisly and scarred
hobbit so ugly that many believe her to be half ork; she earned her gold adventuring and
retired to have fun. The second public house is the Honest Lawyer and it is designed to serve
those willing to pay its higher prices for better quality food and drink. This location is aimed at
gentlemen and ladies of rank. It boasts several excellent chefs and is believed to pay well for
exotic supplies and recipes. The bar is protected by several well armed and well trained
doormen who are kept sober and focused and who provide excellent protection for the bars
patrons. The Honest Lawyer has several well decorated, clean and safe suites for rent
although their prices are high. The landlord of the honest lawyer is an ex-Argead lawyer who
decided he wouldn’t make his fortune being an honest lawyer, so took a large bribe and bought
his pub.

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Geos: Continent of Antios: Map:

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Guilds:
The council of Guilds is a recognized force within the Argead Empire and almost all
neighboring civilizations recognize the council as it is how they source many of the masters
and experts they need to run their worlds. The church of each of the established religions also
functions as a Guild.

As time goes on more and more guilds will be added to the following guild register. In time, a
group of players may wish to start their own guild, which will be a series of challenges in and of
itself.

Joining A Guild:
During a characters life he may be invited to join any one of a number of Guilds, Orders,
Churches or organizations; the term guild can be taken to include all types of organization. By
joining such a group the character takes certain oaths and pledges his aid to the group. In
return he gains access to the guilds resources, libraries, knowledges and, often most
importantly, makes himself eligible for training. The character is often required to make a
regular donation to the guilds coffers; traditionally a guild due or tithe was 10% of what the
individual had earned.

Any given character may hold full membership in any two non-opposing guilds.

A character may also have honorary membership in up to six additional guilds.

Once a character has attained honorary membership in a guild, they can start working towards
guild rank, which can be granted as a reward or can be purchased with boons. Guild rank, like
Social rank, runs from one to ten; as with Social Rank, if a character has rank higher than their
Etiquette they will soon commit social faux pas and risk losing their rank.

Note: Characters do not start the game with membership or rank in any guild unless they have
spent the boons to gain this advantage.

There are three ways to join a guild:


1) Pay the boon cost.
2) Approach the Guild and pay the gold cost. There may be other challenges associated with
this method.
3) Receive a scholarship from the guild via roleplay or for some special service. [This is a
special reward that may be granted by a referee.]

Each guild’s public face has been is rated as being Common, Scarce, Rare or Secret.
Each guild has been rated on how difficult it is to join the organization: Easy, Tricky, Difficult or
Impossible.
For ease of understanding we have also recorded the average alignment of the guild based on
the public’s interpretation of their actions.

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The boon cost of Honorary Guild Membership can be calculated by adding a cost derived from
the rareness of the guild (Common 2, Scarce 6, Rare 10, or Secret 20) to a cost derived from
how difficult it is to join the guild (Easy 2, Tricky 6, Difficult 10, Impossible 20); if the guild is
illegal multiply the final figure by 10.

To calculate the cost of guild rank, take the cost to gain honorary membership and multiply it
by the rank you are looking to achieve. Please note that you must purchase each rank in
order.

Joining a guild will open up new avenues of roleplay and may offer cheaper training or even
training in guild secret skills.

Guild Type Gold Cost Boon Cost


Common, Easy guild: 2 gold. 4 boons
Common, Tricky guild: 4 gold 8 boons
Common, Difficult: 6 gold 12 boons
Common, Impossible: 11 gold 22 boons
Scarce, Easy guild: 8 gold 8 boons
Scarce, Tricky guild: 12 gold 12 boons
Scarce, Difficult guild: 16 gold 16 boons
Scarce, Impossible guild: 26 gold. 26 boons
Rare, Easy guild: 24 gold. 12 boons
Rare, Tricky guild: 32 gold 16 boons
Rare, Difficult guild: 40 gold. 20 boons
Rare, Impossible guild: 60 gold. 30 boons

Guild Register:

Boon
Guild Name Scarcity Difficulty Legality Align s
Adventurer’s Guild. Common Easy NGH. 4
Alchemist’s Guild. Scarce Tricky NNN. 12
Alliance Guard. Common Tricky Lawgivers LGH. 16
Archer’s Guild. Common Easy NNN. 4
Arms and Armourer’s Guild. Common Easy NNN. 4
Assassin’s Guild. Secret Impossible Illegal LEN. 400
Beggar’s Guild. Common Tricky Semi-legal CNN. 16
Bodyguard’s Guild. Common Difficult NNN. 12
Bounty Hunter’s Guild. Scarce Difficult CNN. 16
Brotherhood of Blood. Secret Impossible Illegal CEO. 400
Children of Grendel. Scarce Difficult CNN. 16
Covenant of the Flame. Scarce Tricky CNN. 12
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Cult of the Ever-Changing. Rare Easy CNH. 12
Dream Weavers. Rare Tricky CGH. 16
Druidic Counsel. Scarce Difficult CNH. 16
Elven Rangers. Rare Difficult NGH. 20
Explorer’s College. Scarce Tricky NNN. 12
Goldsmith’s Guild. Rare Difficult LNN. 20
Guild of the Scarlet Lamp. Common Easy Semi-legal CNH. 8
Guild of Strength. Common Tricky CGN. 8
Heartbeat Club. Rare Difficult CNN. 20
Herbalist’s Guild. Scarce Tricky NNN. 12
Imperial Assassins. Secret Impossible Lawgivers LEH. Special
Knights of the Old Code. Scarce Tricky LGH. 12
Leather-worker’s Guild. Common Easy NNN. 4
Mages Conclave. Scarce Difficult NNN. 16
Miner’s Guild. Common Easy NNN. 4
Mithral Aegis. Scarce Difficult LGO/H 16
Order of St David. Scarce Tricky LGH. 12
Order of the Bastard. Secret Impossible CEH. 40
Order of the Bow. Rare Difficult LNH. 20
Order of The Celestial Zodiac. Rare Difficult NNH Special
Order of the Shield Scarce Tricky NNH 12
Royal College of Engineers. Rare Difficult LNN. 20
Sawbones and Blood-letter’s. Scarce Tricky NNN. 12
Scout’s Guild. Scarce Tricky LGN. 12
Steward’s Guild. Common Easy NNN. 4
Swordsman’s Guild. Scarce Difficult NGH. 16
Tailor’s Guild. Common Easy NNN. 4
The Monks of Zen Harmony. Rare Tricky LNN Special
The Times. Common Easy. LNN. 4
The Unbroken Circle. Secret. Difficult. NNN. 30
Thieves Guild. Secret. Difficult. (Illegal) NEN. 300
Those that can, do. Common. Easy. LNN 4
Trapper’s and Furrier’s Guild. Common. Easy. NNN. 4
Urbanus’s Church Common Easy NNH 4
Zoologists Guild. Rare. Difficult. NNN. 20

Brief Description of Each Guild:


Adventurer’s Guild. Common. Easy. NGH.
The adventurer’s guild is probably the most common guild. They offer training in a huge range
of areas and have a renowned library. They are often able to assist adventurers about to go on
a quest.

Alchemist’s Guild. Scarce. Tricky. NNN.


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The Alchemists Guild is a collective group of potion and substance makers. They trade recipes
and ingredients between themselves. The guild is well known for its libraries and intricate
workshops. The alchemist’s guild-house moves regularly due to mishaps when guild members
mix a little too much of this with a little too little of that. The guild has been known to pay for
rare regents and ingredients.

Alliance Guard. Common. Tricky. LGH. (Law-Givers)


The Guards of the Alliance are made up of the various armed militia and law-keeping forces of
the nations that signed the Alliance treaty. They keep the general law of the Alliance treaty and
of the civilizations that they are defending.

Archers Guild. Common, Easy. NNN.


The Archer’s guild or the guild of marksman is a group of projectile weapon enthusiasts. They
favour the bow and the crossbow and believe that they are the true weapons of war. The Guild
has recently started admitting masters of war machines.

An Archer must be:


Keen of eye,
steady of hand,
fleet of foot
and cunning of mind.

Arms and Armourer’s Guild. Common. Easy. NNN.


The guild of arms and armourers is a simple merchant guild that focuses on the manufacture
of weapons and armour. Their members are required to have at least a basic mastery of
crafting skills. The guild has significant holdings including workshops, libraries and a dominant
place in the market.

Assassin’s Guild. Secret. Impossible. LEN. (Illegal).


The existence of an assassin’s guild is believed, but is not known. The only way to join the
assassin’s guild is by induction via another member. The assassin’s guild is always entitled to
25% of any guild brokered contract. It is believed that the assassins have found a special way
of stopping their secrets leaving guild hands; more than one assassin who attempted to tell the
secrets of the guild has died suddenly.

Beggar’s Guild. Common. Tricky. CNN. (Semi-Legal)


Among those with nothing there exists a certain brotherhood. The existence of an Beggar’s
guild is believed, but is not known. Meetings of Beggars are often smelly and chaotic things
which rarely achieve anything.

“One in tags and one in rags and one in a velvet gown.”

Bodyguard’s Guild. Common. Difficult. NNN.


Many adventurers earn extra money by protecting the weak. The bodyguard’s guild focuses on
fitting the correct guard with the correct protectee. The guild charges large fees for its services
and is rapidly becoming a wealthy guild. It is said that the guild are focusing on training its
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members to be able to put themselves in the path of an incoming arrow, dagger or even a
spell.

Bounty Hunters Guild. Scarce. Difficult. CNN.


The guild of bounty hunters is made up of those men who are given permission to hunt others
who have broken laws. They are only supposed to hunt those who already have a bounty on
their heads. It is believed that the guild teaches its members how to recognize the runic symbol
above the heads of those found guilty in a law court. The guild also has an agreement with
many of the churches and powerful bounty hunters can see the marks of divine disfavor over
the heads of those who have killed priests. Bounty hunters are required to be able to take their
targets dead and alive. The guild takes a cut of the bounties collected by its members.

Brotherhood of Blood. Secret. Impossible. CEO. (Illegal).


This guild is one of the dark guilds. It is rumored to be made up of blood elves and vampires.
They are believed to be working on cures to every disease; however most of the cures involve
becoming vampires. The more positive rumors include the possibility that the vampires of the
Brotherhood of Blood wish to oppose Inritius.

Children of Grendel. Scarce. Difficult. CNN.


The Children of Grendel are the oldest and most widely known beastkin pack. They are
believed to only accept questing or evolving beastkin. The tribe tends to hunt, eat and sleep
together. They are believed to practice cannibalism within the tribe. Beastkin who seek to join
the tribe are required to go through stringent tests to make sure they are suitable.

Covenant of the Flame. Scarce. Tricky. CNN.


The Covenant of the Flame is a religious order of pyromancers. They have made a lot of
money recently protecting buildings and stores against the threat of fire. The guild prominently
features priests, druids and rogues. Members of the guild are required to swear to never
extinguish a fire.

Cult of the Ever-Changing. Rare. Easy. CNH.


This small but growing cult venerates the nature of change. They believe that the only way to
oppose the forces of Oblivion is to keep the cycle of change flowing. The Ever-Changing one is
currently only a minor divinity form, but the stars suggest that it is growing rapidly as only
through evolution and creation can Oblivion be defeated.

Dream Weavers. Rare. Tricky. CGH.


The Dream Weavers are a guild started by the Eceni tribe of the Keltoi and the guild is based
on the Keltoi sacred isle at Yns Mon. The guild works on seeing the fates and dreamings which
surround each person. Many Keltoi quest to visit the dreamers in order to find their own
guardian dreaming. Since the alliance, the Dream Weavers have started considering
applications from non-Keltoi members.
Note: Membership in this guild costs double for non-Keltoi.

Druidic Council. Scarce. Difficult. CNH.

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The Druidic Council is made up of druids, rangers, nature priests and others who venerate
nature. The guild strongly opposes Inritius and despises undead. Membership of the guild
requires several dangerous tests. Members of the council are required to enforce and live by
the laws of the council.

Elven Rangers. Rare. Difficult. NGH.


The Elven Rangers are the military arm of the Elven Council. They defend the Elven nobility,
but they also venerate nature and choose to live in harmony with nature. All of the rangers are
required to be able to fight well, possess minor magics, to be able to track well and to be able
to survive well alone. The Rangers combat demons, undead, evil and the forces of Inritius.

Explorer's College: Easy, Scarce, NNN.


The Explorer's College seeks to map and catalogue the world. The guild’s ships sail all over
making accurate maps and recording everything they see. The world has profited greatly from
their efforts. The Guild brings back magic that other cultures have developed and maps from
everywhere. The Explorer's College has the most accurate maps of Antios, as they have
traveled over much of it.

Goldsmith’s Guild. Rare. Difficult. LNN.


The guild of goldsmiths is a merchant guild that focuses on the manufacture and sale of
jewelry. They are also the guild who crafts and mints coins for most civilizations. They are the
people to go to for the buying and selling of raw materials and finished jewelry. All members
are required to maintain premises and to appear as gentleman merchants in order to keep up
the reputation of the guild.

Guild of the Scarlet Lamp. Common. Easy. CNH. (Illegal).


This guild, while illegal, is easy to find. Its members are usually found on street corners under
red lanterns. Prostitution is illegal, but is generally accepted. The higher ranked members of
the guild focus on the acquisition of information for blackmail. No member of this guild retains
their virginity. It is believed, however, that this guild has the best set of cures for diseases of
the flesh. This guild requires a tithe of 10% of money earned through its trade, in addition it’s
members can work directly for the guild, earning a monthly stipend.

Guild of Strength. Common. Tricky. CGN.


The Guild of Strength is a large rowdy guild. They have very few organized plans, but Guild of
Strength members are often found on adventures. Their single absolute is that “Might Makes
Right.” Their numbers often include large numbers of beastkin, barbarians and orks. They
increase their strength through overcoming challenges and they often play large games of skull
ball (like rugby, but without the pesky rules) and armed cornerball.

Heartbeat Club. Rare. Difficult. CNN.


This guild is a gentleman’s club of sorts and focuses on doing risky things which truly make
one know one is alive. They all sit around and regale each other with tales of risky and
dangerous adventures. The Heartbeat club has in the past been outlawed after its members
did things which were viewed badly by the state, however the current emperor was a member
it his youth. Membership in this guild is very expensive and there are huge guild fees to pay.
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Note: Purchasing membership in this guild with gold costs triple.

Herbalist’s Guild. Scarce. Tricky. NNN.


The Herbalists Guild is a collective group of gardeners, horticulturists and concoction makers.
They keep extensive gardens and fabulous greenhouses and have been known to pay for rare
plants and herbs. The guild is said to charge high fees for membership.

Imperial Assassins. Secret. Impossible. LEH.


The existence of this organization, once called the Salice guard, is much discussed; mainly
because their seal is still found on the guild council’s charter. According to the stories they
served previous emperors as secret police and midnight agents. While they practice the skills
of the nocturnally aligned they are loyal to the Empire and oppose the insurgency of Prince
Inritius.

Knights of the Old Code. Scarce. Tricky. LGH.


The Knights of the Old Code are chivalrous knights. They forswear money, women, drugs,
alcohol and follow a strict code. They oppose Inritius and are resolute in the fight against evil.
The Knights do not require any fees from its members, but its members are expected to use
whatever money they acquire to assist others.
Note: Membership in this guild cannot be purchased with coin.

"Inside the circle of the table, under the holy sword, a knight must swear he will obey to the
eternal code, eternal as the table, a ring bound to honour. A knight is sworn to valor, his heart
knows only virtue, his blade defends the helpless, his might upholds the weak, his word
speaks only truth, and his wrath undoes the wicked. The right can never die, if a man still
remembers him. Words are not forgotten, if a voice pronounce them clearly, The Code always
shines, if a heart preserves it brightly."

Leather-workers Guild. Common. Easy. NNN.


The leather workers make many garments from different hardnesses of leather and hide. In
past times most of their work involved the manufacture of books and shoes, but in these times
of trouble most of their merchandise includes various forms of leather armour. The best
craftsman in the guild are believed to be able to craft dragon-hide armour.

Mage’s Conclave. Scarce. Difficult. NNN.


The Mages Conclave is the common link between all mages and wizards. It holds allegiance to
no court, religion or philosophy. The Conclave was originally crafted so that good and evilly
aligned wizards could combine their magic to achieve truly wonderful effects. The libraries and
resources of the guild are believed to be phenomenal.

Miner’s Guild. Common. Easy. NNN.


The miner’s guild is a guild made up of the thousands of men who pass their lives running
mining operations, most of the miners in the Argead empire are slaves, but the overseers are
free men who watch the miners who would attempt to take gold or precious resources from the
workings. The best miners in the world can track seams down hundreds of meters, can
recognize and differentiate ores and can smelt and release pig metal from ore.
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The Order of the Mithral Aegis. Difficult, Scarce. LGH/LGO:
Prior to the fall of Minera the Aegis was one guild, but it is now sundered into a version that
serves the Alliance and another that serves Inritius. The Mithral Aegis is a martial order
dedicated to protecting their less martially capable brethren. In addition to being the only group
of Minerians that are likely able to provide training in combat skills, the Mithral Aegis has
honed the exotic sphere known as Combat Mastery, which is designed to enhance the caster
in battle. The Mithral Aegis takes oaths of service to their fellows, forever forsaking the
opportunity to be a true leader of Minerians. In practice however, many members of the Mithral
Aegis become trusted advisors to the leaders they serve. Rumors exist of a suborder of the
Mithral Aegis that calls itself the True Aegis, the True Aegis serve Hope and attempted to stop
the ritual that destroyed Minera. There are many within the Aegis that wish to rebuild Minera
and are planning to lay the first stones.
Note: This is a Minerian Guild, the cost to join is normal for Minerians, but it is doubled for
other races. Note: Membership in this guild cannot be purchased with coin.

Order of St. David. Scarce. Tricky. LGH.


The order of St. David is a knighthood of old. They are honorable and chaste. They believe
they have been tasked to defeat Inritius and his creatures. They focus on sensing and
defeating the dark power of Inritius’s master and will never allow one to survive. They wish to
seek out the dark places where Inritius’s followers thrive and destroy them. This guild does not
require a tithe, but requires that its members spend their money on weapons and resources to
combat Inritius.
Note: Membership in this guild cannot be purchased with coin.

“Until the dying of the light, we will stand resolute against the Unmaker.
We will oppose the Unmaker wherever he moves.”

Order of the Bastard. Secret. Impossible. CEH.


The Order of the Bastard venerates the acts of men to mock and ridicule others in a cruel
manner. The guild is believed to teach its members dirty tricks and flicks of the tongue
designed to reverse the attacks of others. They take pleasure in mocking others.

Order of the Bow. Rare. Difficult. LNH.


Some archers take their craft to the next level, they become one with their bow and achieve a
Zen state before they launch their arrow. True masters of the order never shoot unless they
are assured that they will hit. Practitioners of the Way of the Bow are seen by some as
paladins of a sort, but they are equally akin to assassins. The Order of the Bow is a religious
organization who follow a doctrine similar to that of Zen Harmony.

Order of The Celestial Zodiac. Rare. Difficult. NNH.


The existence of the order of the Zodiac is in some doubt as some claim that it is merely a
rumor. The Celestial Zodiac as a philosophical group is very Oriental in basis. The Guild only
has twelve positions and twelve apprentice positions available. Membership in the guild
requires great sacrifice on the part of the member, but rumors suggest that the members gain
certain powers through membership.
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Order of the Shield. Scarce. Tricky. NNH.
This guild was formed shortly after the Keltoi broke free from the Argead's enslavement. The
purpose of the guild is to protect the races of the alliance from wandering dangers closer to
home and more apparent than the threat of Prince Inritius. This guild focuses on destroying
undead as they consider them to always be a threat. The guild’s members are fearless when
protecting any victims and are all willing to die to kill undead. Often members will find them
selves in situations that are not in their favor, but they must stand firm knowing they have the
backing of the guild and its allies.

Royal College of Engineers. Rare. Difficult. LNN.


The Royal College of Engineers often travel with the Argead Legions and they work to make
sure safe water sources can be found and that safe bridges can be made. The college
primarily looks into military fortifications and ways around them. They are the closest thing the
Argeads have to specialists in military science.

Sawbones and Blood-letter’s. Scarce. Tricky. NNN.


The Sawbones guild is mainly made up of military doctors. Of the general populace some are
willing to go to doctors, however, many others feel that dying alone is better than being killed
by a doctor’s administrations. The guild is working hard towards being accepted and they are
working towards sterile surgeries and towards stopping the common folk polluting wounds with
folk remedies. The guild has recently made the Hippocratic pledge to ‘First do no harm.’ The
head of the guild is Hippocrates, a Minerian doctor of note.

Scout’s Guild. Scarce. Tricky. LGN.


The scout’s guild was created by a young man eager to show the gainful side of the rogue’s
craft. They are not thieves and dreadfully punish any members of their guild who are caught
thieving. They practice tracking and trap disarming as well as balance and climbing. They are
often a lawful adventurer’s best friend.

Steward’s Guild. Common. Easy. NNN.


The steward’s guild or the servant’s guild is a common guild that has a great deal to do with
the running of the civilizations they are a part of. It is almost unheard of for anyone who
possesses any social rank to have membership in this guild. Stewards feel that by taking pride
in serving their masters they make themselves substantially better than the slaves who don’t
have a choice.

Swordsman’s Guild. Scarce. Difficult. NGH.


The swordsman’s guild is made up of champions and swordfighters. Membership in the guild
requires that the character be able to fight capably against the guild champion, they do not
have to win, but they need to survive the fight without getting embarrassed. It is only members
of the swordsman’s guild that have permission to initiate duels to settle disagreements and it is
common that others will hire notable swordsmen to settle their scores for them. The guild itself
has many masters of lost arts and secret swordsman tricks which are only taught to its ranked
members.

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Tailor’s Guild. Common. Easy. NNN.
The tailor’s guild is a merchant’s guild which specializes in cloth manufacture and the creation
and sale of cloth garments from basic tabards to the Emperor’s new clothes. The tailors collect
materials and cloth from all over the known world and have made wonderful things.

The Times. Common. Easy. LNN.


The Argean Times was Geos first newspaper; it became so successful that it has spread itself
across the known world. It is now known only as the Times as it requires that its members
write a piece for it each month. There is no guild fee associated with this guild and guild rank
comes to those who write the most successful pieces. The Times has a high number of
Minerian members and they do not have to double the cost to join this guild.
Note: The player is required to submit one piece for the newsletter each month. The higher the
rank of the character in the guild the more pieces and the higher quality work is required.

The Unbroken Circle. Secret. Difficult. NNN.


The Unbroken Circle is a guild of ritualists, they have powerful ritual circles, ritual tools and
they keep a record of almost all rituals that have ever been performed. They are without a
doubt the authority on ritual magic.

Thieves Guild. Secret. Difficult. NEN. (Illegal).


The existence of the thieves’ guild is believed, but is not known. They would be excellent for
fencing stolen property, purchasing illicit substances and items and would likely offer renowned
training in the secret arts. It is believed that the thieves’ guild severely punishes any non-guild
thieves. They require a tithe of 25% from any stolen goods that were stolen on a guild contract
or that are fenced through the guild.

Those That Can, Do. Common. Easy. LNN.


Across the school rooms and teaching institutes of Geos there is a brotherhood amongst those
who teach others. They battle against ignorance, stubbornness and against empty heads. This
Union of teachers meets often and discusses relevant issues; their numbers include some of
the best tutors and instructors in ever field known to the races of Geos.

Trapper’s and Furrier’s Guild. Common. Easy. NNN.


The brotherhood of hunters and trappers is well known, they make sure that the hunting lodges
throughout the woods are stocked with emergency rations, firewood and spare clothes. They
also teach hunting, skinning, trapping and more to their apprentices. The most skilled among
the guild hunt small magical beasts like baby dragons to sell their skins for huge amounts.

Urbanus’s Church. Common. Easy. NNH.


The Church of Urbanus is the largest Church across Antios. Urbanus, as the chief god of the
Argeads has been exported to all of the nations that conquered and every major city has a
church of Urbanus in it. Urbanus is probably the most worshipped deity across Antios, except
for the dark thing worshipped by Inritius’s armies.

Zoologists Guild. Rare. Difficult. NNN.

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The guild of zoologists is a guild of hunters and librarians. They are keeping records of the
beasts and creatures in the wilderness. They are extremely interested in the evolving forms in
nature. They have been known to pay rewards to adventurers who bring them evidence and
samples of creatures that are new to them. The guild requires that all of its members respect
breeding pairs and only kill creatures when it is evident that they are not unique.

Detailed Guilds:
As time goes on, according to player interest, the guilds will be described in more detail. In
order to understand the skills that the Guilds can teach their higher members please see the
Advanced skills rulebook.

Adventurer’s Guild. Common. Easy. NGH.


The Adventurer's guild is a rough alliance of adventurers. By far the majority of its members
are merely honourary members because for most adventurers this is enough, as it allows them
access to guild contracts and quests. Adventurers benefit from the existence of the guild, as do
those who need quests fulfilled. The Adventurers guild takes an active stand against oblivion,
sending out its Marshals and High Marshals to deal with adventurers that have aligned
themselves with Inritius. It also takes a dim view of evil acts committed by adventurers, and
sometimes punishes particularly heinous crimes.

Benefits: Contracts: Perhaps the biggest service provided by the guild is contracts, a huge
benefit for out of work adventurers. Those who want quests fulfilled approach the guild, who in
turn approach its members. A member looking for work only needs to go to the local guild and
see what is happening in order to find something to do.
Networking: The Adventurer's guild is an excellent place to meet fellow adventurers, which is
quite useful when you really need another warrior, or when you just don't have the skills you
know you'll need to get something done.
Training: The Adventurer's guild has experienced Adventurers able to train on nearly every
subject. One of the benefits of rank in the adventurer's guild is that you can offer your services
as a trainer, often gaining extra cash for teaching people a thing or three between adventures.
Advanced Skills: The Adventurers Guild is also able to offer access to a lot of Advanced
skills, it is often able to offer the Advanced Skills of other guilds, although these skills are not
available until higher rank is achieved.
Arsenal: The Adventurer’s Guild maintains an arsenal of magical items and equipment that
can be lent out to higher ranked members when they need it.
Tithe: These benefits are enough to make the adventurer's guild worth joining for nearly every
adventurer. The guild takes a 10% tithe of the payments made on guild contracts; these fees
go towards the running of the guild houses and maintaining an arsenal that can be lend to
guild members in need.

Gaining Rank: Adventurers are a diverse lot, no two adventurers are exactly the same;
consequently, rules of behaviour are very informal in the guild, and it's easier to hang onto rank
despite breaches of Etiquette. A character may consequently use any etiquette skill to

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maintain ranks one through five in the Adventurer’s guild; beyond that, General etiquette is
needed because of the diversity of the guild’s members.
Non-member: The Adventurer's Guild will take contracts from non-members. It will also offer
outstanding contracts to non-members, assuming no actual members have shown interest.
Occasionally, they will offer a taste of their other services as well, to encourage adventurers to
join.
Honourary Member: Most members of the guild stay at this rank forever. They can seek out
training, and the guild will attempt to put them in contact with an appropriate trainer. Contracts
are frequently offered to those that come seeking them.
Rank 1: True Member: True Members get first word of contracts, before Honourary members
do, and thus first crack at completing them. True members can expect to be actively informed
of goings on that the adventurer's guild knows of.
Rank 2: Reputable Member: The most obvious benefit to this rank is that when others seek
training, they typically come to you if you can teach others. Members of this rank frequently
earn money for teaching their skills if they are able. The ref may from time to time inform you of
money you made teaching skills. You must tell the guild what skills/spells you are willing to
teach. Petitions for use of the library are often accepted from Reputable Members.
Rank 3: Party Leader: Members of this rank are known to work well with others, and to be
good at organizing parties of adventurers. Recognized party leaders usually can find
adventurers of specialized skills to fulfill their needs for special missions due to the excellent
reputation they enjoy amongst their fellow adventurers.
Rank 4: Marshal: The Adventurer's Guild takes their most notable Adventurers and gives
them the rank of Marshal. Marshals keep guild halls in check when trouble arises. They are
given insignias of their rank, and when adventurers step out of line, they are the ones sent in to
deal with them. Being a Marshal is extremely prestigious amongst adventurers, as they are
usually very competent adventurers themselves. Most governments in Antios recognize the
authority of Marshals to deal with adventurers, and often utilizes them to capture adventurers
wanted by the authorities; some authorities even turn a blind eye to Marshals bringing in
adventurers for crimes that the state doesn't recognize. Marshals are also occasionally
employed by other guilds to deal with internal problems. Marshals are rarely denied petitions to
use the library and are sometimes granted access to the arsenal.

Rank 5: Hall Officer: At this rank, the character is in charge of an aspect of a guild hall. He
might be the treasurer, or the local magical expert, he might keep track of training requests, or
trainers. No two guild halls are quite the same in what positions are available to its officers.
Rank 6: Hall Warden: At this rank, a character is typically in charge of a guild hall in a town.
The character is probably well known amongst the populace in general. He handles the day to
day running of the guild hall, and often retires, living off what is essentially an income
generated for him by the guild. Hall Wardens are only denied petitions to use the library or the
arsenal in exceptional circumstances. Hall Wardens usually have extensive contacts in other
guilds.
Rank 7: Librarian: It is well known that the Adventurer's Guild maintains a stellar library in its
central guild house. Librarians guard, add and organize the library. Owing to the nature of the
Adventurer's Guild, librarians aren't expected to be on duty all the time, library duty rotates
frequently. Librarians have unfettered access to the guild's library.

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Rank 8: High Marshal: High Marshals are former librarians elevated to even greater standing.
They are no longer responsible for library duty; instead, they act as roving justices amongst the
adventurer's guild. These individuals are respected by nearly every government, and most will
simply allow the High Marshall to do what they need to do. There are few High Marshals, and
they spend most of their time hunting down extremely dangerous adventurers that have
caused considerable problems. High Marshals are also recognized by nearly every guild, and
when they aren't busy with Adventurer's Guild matters, are frequently employed by other guilds
to deal with other issues and are often trained by those guilds in exchange.
Rank 9: Deputy Guild Master: Currently vacant, this position is literally the second in
command of the guild. When the guild master isn't present, he does the guild master's duties.
Lartius is said to be looking for a deputy or ten.
Rank 10: Guild Master: The Guild Master participates in the council of guilds, and collects a
tithe from each guild hall. The position is quite lucrative. Currently, the head of the Adventurer's
guild is an aging Argead named Lartius. A former adventurer himself, Lartius is a famed name
through Antios whose exploits earned him grants of land and title. Lartius runs things free and
loose, but goes to great effort to ensure the guild maintains an excellent reputation. He is
known to travel to guild houses across Antios and listen to the tales of citizens regarding his
members and he often rewards groups of adventurers that have done well.

Alchemist’s Guild. Scarce. Tricky. NNN.


The Alchemist’s Guild dedicates itself to the learning of Alchemy, and the regulating of
alchemical prices; it has been immensely successful in both regards. The members of the
Alchemist’s guild are a diverse group, but they all share a passion for their craft. Many in the
guild are truly talented chemists and biologists and the majority of them are also magically
talented, this has lead the group to tend towards an arrogance that is rarely concealed. Few
Alchemists are good with people, and even fewer care.

The Alchemists guild is fairly wealthy, which means that, in most cities, the guild has at least
two guild halls and in the wealthiest cities they could have up to a dozen. The primary guild hall
is usually a bustling place. Experiments of all sorts are performed, and people's work spreads
throughout the entire building; usually it's a little disorganized, but everyone leaves everyone
else's space alone, unless specifically invited to help with something. The place often smells
awful. Guild members do their work here, and their training as well. The secondary guild hall is
usually as tightly guarded as the primary hall. This is where the guild library is kept, and no
experimentation is permitted whatsoever. Guild members leave their recipes and other things
of value here that they don't want to risk in the main hall (which has been known to burn down
or explode from time to time).

Benefits: The guild offers space, training and resources to its members. It also regulates
public potion and substance pricing to ensure that Alchemists make a lot of money. Alchemists
often sell to their friends at a discount, but to the general public they must charge guild prices.
Members are also offered a market for their wares as the public tend to come to the guild to
purchase alchemical substances. The Alchemists guild also offers considerable contacts;
Alchemy is often practiced by the wealthy, and even those that start poorer, soon get rich.
While most members are haughty and often boorish, many have Argead social rank and many
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are members of related guilds as well, most notably the Mage's Conclave and the Herbalist’s
Guild, though members of The Times, The Zoologists Guild, The Explorer's College and Those
That Can, Do are notably present as well.

Advanced Skills: The Alchemists guild offers training in Alchemical Resistance, Poison
Brewing, breaking addictions, brewing new substances, new schools of alchemy and Potion
making.

Gaining Ranks:
The Alchemist Guild has a peculiar culture. They tend to look down on non-alchemists, and are
extremely judgmental. However, once the Alchemist's guild considers you an Alchemist, you
are a colleague and a person worthy of respect. From the inside, trading favours is normal, but
from the outside it is hard to get anything from them other than business transactions. The
Alchemist's Guild uses Etiquette <Alchemy> as its etiquette requirement. General etiquette is
as usual also acceptable. This form of etiquette is a mix of Argead and Magical Etiquette, with
some of its own twists. Within the guild halls, only your guild rank matters, an Argead Lord is
expected to bow to a Commoner with more rank in the guild. However, Argead rank makes it
considerably easier to advance in the guild. The Boon cost is halved for each rank of
Alchemist's Guild rank you buy if you already have an equivalent rank or higher as an
Argead, or member of The Mage's Conclave, Herbalist's guild, The Times, The
Zoologists Guild, The Explorer's College and Those that can, Do.
Non-member: Non-members may purchase alchemical products from the guild, and may sell
reagents to the guild.
Honourary Members: The ranked members are watching honourary members carefully. They
will train them in the “common” alchemical paths and recipes, but nothing else. They might sell
reagents to the honourary members as well. Honourary members are called Aspirants by the
general membership.
Rank 1: Apprentice: Apprentice Alchemists are considered full members of the guild. They
spend most of their time learning from their fellows. They have few responsibilities, and a great
deal of opportunity to learn alchemy. However, they are rarely chosen to learn anything truly
“special”. Un-ambitious guild members can languish at this rank for a long while.
Rank 2: Senior Apprentice: The alchemist guild has recognised that the apprentice is making
significant headway in his studies. Senior Apprentices often enjoy the attention of higher
ranked guild members who take an interest in their work; they are often seeking a successor to
carry on their alchemical research. Senior Apprentices are also frequently the ones behind the
counter in the guild hall.
Rank 3: Journeyman Alchemist: Journeyman Alchemists are considered accomplished.
They have learned a variety of alchemical techniques and, by and large, are considered
competent enough that they no longer need supervision. Journeyman alchemists are often
able to share recipes with their colleagues and are often swap alchemical concoctions
amongst themselves.
Rank 4: Alchemist: A respected member of the guild who's knowledge of alchemy is
considered thorough and sound. Alchemists teach the newly initiated, watch honourary
members for potential to become apprentices and have strong influence over the affairs of a
guild hall.

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Rank 5: Master Alchemist: A Master Alchemist is an extremely skilled practitioner of the
Alchemical Arts. Typically Master Alchemists have mastered the Path of Matter, and have
diverse training in a broad area of alchemical paths, including one or more rare or secret
paths. Unless a higher ranked member happens to be in a particular guild hall, they are by
default in charge of a particular guild hall.
Rank 6: Specialist: A specialist has mastered an Alchemy path other than the Path of Matter,
and most have also mastered The Path of Matter. A specialist is essentially an advanced
Master. Specialists nearly always have a several prospective students looking to learn their
specialist path.
Rank 7: Researcher: A researcher has started to develop a previously unknown Alchemical
Path. Researchers enjoy profound respect amongst their peers, pushing the bounds of
Alchemical Research ever forward. Researchers can count on grants from the guild to
continue their research of their new path, so long as they pass on this knowledge to others. In
addition, traditionally upon successful creation of new Alchemical techniques the guild offers
them large cash rewards. Most researchers are not all that involved in the mundane affairs of
running the guild.
Rank 8: Mentor: Mentors run chapters of the Alchemist Guild. In a guild full of strong egos,
and potentially dangerous situations, Mentors are expected to hold it all together. Mentors
typically oversee several Guild Halls, though extremely large or important ones may have one
dedicated Mentor. Most Mentors are former Researchers, who have completed their research,
and are ready to let new blood carry the torch of discovery forward. They spend a lot of time
passing on what they know, keeping the guild houses calm, and being the “sovereign glue”
that holds the guild together.
Rank 9: Lecturer: Extremely senior members of the guild, whose presence in a guild house is
considered an honour. Lecturers are drawn from the ranks of Mentors and sometimes
Researchers who are amongst the most knowledgeable Alchemists across Antios. Every
lecturer has mastered multiple paths of alchemy, including some rare and/or secret paths.
Lecturers often have younger alchemists who follow them around, as they tour Antios
spreading their knowledge. The guild funds their trips and nearly any guild member would jump
at the opportunity to assist a Lecturer with a project.
Rank 10: Guild Master: Gaius Malthazor is the current head of the Alchemist’s Guild; he
occupies the Alchemist seat on the Council of Guilds. Gaius is an Argead Lord and much of
the guild culture of the guild is a result of his influence. He is also a ranking member of the
Mage's Conclave, though his primary focus is definitely his own guild. The guild pays for any
alchemy Gaius crafts and he is frequently able to make use of the guild to craft alchemy and
potions for him. Gaius was wealthy before becoming guild master and he is now among the
empires richest citizens. The Alchemist’s Guild is relatively inactive on the council of guilds; it
is largely uninterested on matters outside of its own brand of science.

Alliance Guard. Common. Tricky. LGH. (Law-Givers)


What is the Alliance Guard?
The Alliance Guards are recognized across Antios as an honourable organization, dedicated to
keeping the law, and protecting the citizenry from aggression. The guard force is composed of
many different races of many different skills and backgrounds. Always in need of more recruits,
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the Alliance Guard takes on nearly anyone of the right attitude and mindset, believing firmly
that one can learn the skills you need to defend Antios from Inritius' forces, but having the right
heart and spirit is not something that can be trained.

The Alliance Guard is a military organization, their ranks are very formal, and it is expected
that one obeys the orders of a superior; however, they are not an army. They are spread
across Antios and are recognized by every government that signed the treaty as law-keepers
and protectors of cities and towns, however being outside any one government's control. The
Alliance guards wear simple white tabards, emblazoned with their insignia, a circle woven of
ivy, representing the unity of the races that signed the Treaty.

The Alliance Guard does three primary things, and most members specialize in one of those
things. Firstly, the Guard defends villages, towns and some cities (though most cities have
enough defenders that they don't need the Guard, so they tend to focus on smaller
communities) from outside threats. Many guards are skilled warriors, and spend much time in
small communities as the sole defense force they possess. Secondly, the Alliance Guard
enforce laws; they have the power to make arrests and bring transgressors before the law
courts. The word of an Alliance Guard is typically considered to be worth the word of 10
ordinary citizens, though this varies from community to community (and with the rank of the
citizen). Higher ranked guards are virtually considered incapable of lying to a legal authority.
Thirdly, and perhaps most importantly, the Alliance Guard act as diplomats and treaty
enforcers. When the treaty is broken, aggrieved parties brings the issue to the attention of the
Alliance Guard, who listen to their concerns; the Guards then attempt to bridge the gap and
enforce the treaty.

Benefits: The Alliance Guard offers training in a variety of areas, however, some training is
more difficult to find than others. Martial skills are very common, as are Connection skills that
inspire, persuade and support others. Magic, Intellect and Agility skills are somewhat less
common, though the guard has its share of ranged combatants, and is known for it's ability to
teach DAC and Armoured DAC. Also, many of its membership can sense oblivion, as the
treaty that formed the guard was in response to this threat. Higher ranked members of the
guild undergo a ritual which robs them of the ability to lie.

Advanced Skills: It is rumoured that high ranking members have a way of determining
whether someone is guilty or innocent. The guild also teaches the diplomatic arts and the
ability to make ones authority known. It is believed that powerful guards are able to sense the
lies and intent of others. It is believed the masters of the guard have learned the parry skill
and others have learned the harms way skill.

Gaining Rank: The rank system, with the exception of Honourary status, is strictly hierarchal.
The benefits that come with rank include the ability to command lower rank members, and a
wider range of responsibility and trust. The only time someone may ignore a higher ranked
member's orders is if he is on orders from a higher ranked officer that would be hindered by
following other orders. In all cases however, if an Alliance Guard is going to ensure the treaty
is followed, the order is considered to have come from at least a Captain, even if there was no
Captain present to give the order (as not every region has Captains or higher).
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Honourary: Honourary members of the Guard are given the right to wear an insignia and do
not have rank. They are free to act as the please, so long as they uphold the ideals of the
guard. They are expected to follow the orders of anyone ranked Captain or higher, and are
often asked to do specialized tasks. Honourary membership is often bestowed on heroes of
exceptional moral character. They are often able to receive training from members of the
Alliance Guard, though they do not have rights to it. Attitudes towards honourary members
vary widely amongst the Guard themselves, though many higher ranked officers are glad to
have this reserve of people to call on who are not “full timers”.
Rank 1: Private: The rank and file of the guard. Privates are the face of the organization to the
common people. They follow orders and are expected to comport themselves with dignity at all
times while in uniform.
Rank 2: Corporal: Corporals have distinguished themselves in some way, whether through
length of service, special skill at arms or having a specialized and useful skill. Corporals often
lead small numbers of privates in battle (4 is typical) or on some mission or another. The term
corporal originally meant, chosen man.
Rank 3: Sergeant: Sergeants are usually in charge of a group of lower ranked guards called a
squad. They are always taught to read and write if they don't already know, so as to be able to
write reports, which is expected of them. They often make on the spot decisions and are often
the highest ranking member of the guard in places where numbers are small.
Rank 4: Master Sergeant: Master Sergeants are in charge of a large group of lower ranked
guards, usually 3-5 squads. Master Sergeants are very busy people, collecting many reports,
filing their own, and ensuring everything runs smoothly on a day to day basis. This rank is
often thought to be the most stressful.
Rank 5: Ensign: The rank of Ensign is almost invariably a very temporary rank. Ensign is the
rank of an officer in training. This rank involves receiving a lot of training in command,
bureaucracy and the realities of negotiating the various races and governments that make up
the Alliance. Ensigns never have a formal command, though they may take command of lower
ranked members of the Alliance Guard. Ensigns are transitioning from the day to day affairs of
running the local Guard to looking across the bigger picture. The two ways into this rank are a
normal promotion of a Master Sergeant to Ensign or, dedicated diplomats often begin their
careers as ensigns, and are more likely to languish at this rank for longer, owing in part to a
lack of martial experience. Either way, eventually most Ensigns will be promoted to Lieutenant.
Rank 6: Lieutenant: Lieutenants are expected to be able to make quick decisions about
matters that will affect more than just the immediate area. Most of the time, Lieutenants act on
the behalf of a higher ranked officer. They act as advisors and executors of decisions and
plans. A lieutenant's job tends to cycle between helping arrange plans that are far reaching
with a council of other officers and then going to take command of a local force for the purpose
of achieving a coordinated task, then returning to their home post to start the cycle again.
Alternatively, dedicated diplomats will travel across Antios working to smooth over relations or
may receive a permanent diplomatic assignment to an area that has frequent tension in order
to keep things in control.
Rank 7: Captain: Captains are the highest rank of the guard that frequently interacts with daily
affairs. Captains have obligations similar to lieutenants, only their projects are usually much
bigger or more important. Captains are often sent as diplomats to extremely important
destinations. Captains are some of the most valued and accomplished members of the
Alliance Guard. It's very common for members to languish at this rank indefinitely.
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Rank 8: Major: Majors are nearly entirely removed from the day to day affairs of individual
areas in the guard. They are concerned with strategies that stretch over the long term and
many places. Most Majors spend their time reading reports and issuing directives. Majors
rarely have to leave base personally. Even Majors that have come up through diplomacy are in
this situation, with the sole exception of Major Desmond Marcus who is the permanent
diplomatic posting assigned to the Argead Senate and Emperor; he is said to be the most
skilled peacemaker in all of Antios.
Rank 9: Colonel: Colonels are in charge of large regions of Antios, and tend to stay near the
treaty signing grounds, enacting directives through delivered missives. Colonels act as a
Council that steers the direction of the Guard, and who receives reports from various officers to
form a picture of the situation across Antios. The arrival of a Colonel is one of the most
stressful things commanding officers ever experience, and is usually an indication of a large
order, promotion to Captaincy, or disciplinary action handed down to a Captain or Major.
Rank 10: General: The current General in charge of the entire Alliance Guard is a High Elf
named Quarion Eversong. Following in the footsteps of his ancestors who gave up their
elemental affinity to bring peace to the elven peoples, General Quarion Eversong was one of
the most influential leaders of the elven peoples, who gave up his authority with his people to
take on a broader mandate of keeping the peace between the races of the Alliance. As
General of the guard he is one of the most important people in all of Antios and is a virtual
living legend in the world today.

Archers Guild. Common, Easy. NNN.


The Archer's Guild is known for its dedication to ranged combat. Archers may use bows,
crossbows, thrown weapons and, more recently, siege weapons to gain rank in the guild. Rank
is largely a matter of skill and the archer's guild holds frequent archery contests which serve as
informal guild meetings, and ways for Archers to connect, show off and attract mentors and
students. The guild highly encourages all archers to join, and tends to actively block non-guild
archers being hired.

What is the Archers guild?


The Archer's Guild is an organization with guild-houses in most major cities. They train archers
and provide them to mercenary groups, government and private armies, and even adventuring
groups. The Archer's guild exists primarily as a social club, but also as a way to get guild
members work. Consequently, they go to great strides to ensure that guild archers are always
hired first. They take 10% of any pay an archer earns through his/her occupation as an archer.
The archer's guild has considerable contacts in most military organizations; this helps them
achieve their goal. They also try to keep their prices up, which is why they block the hiring of
non-guild archers when possible. Their chief rival in this regard is the adventurer's guild and to
a lesser extent, The Order of the Bow (although many are members of both).

Benefits: The archers guild can also nearly always find an out of work archer employment in
an army, and usually at a better rate than a typical soldier, or even non-guild archer would
receive. The archer's guild can provide excellent training in all forms of ranged combat, and a
large number of archers are also known for their skill with a short sword specifically (a small
weapon that is useful when an enemy gets close).
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Advanced Skills: The Archer's guild teaches many exotic ranged strikes including making
arrows pass through armour and shields or of striking specific locations with great accuracy. It
is said that the higher ranked archers can learn secrets of archery that normally only melee
warriors are able to employ, such as disarming opponents from range, or disabling limbs in a
single shot.

Gaining Rank: Rank is mostly informal in the Archer's Guild. Seniority, connections and
wealth all factor into rank. However, of primary importance is the archer’s ranged skill. Skill in
multiple types of ranged weapons can help earn prestige, but a true master of one weapon
gains more respect than someone who is simply very good with everything. The etiquette skill
for the Archer's Guild is: Etiquette <Ranger>. The Archer's Guild has developed its own culture
over time.
Honourary: Paper Member: Honourary members pay their guild dues, and are officially part
of the guild. They can seek training through the guild, but aren't regarded as real members.
Still, it keeps them from blocking your hiring opportunities. Most honourary members are
merely honourary members to avoid trouble with the guild.
Rank 1: Regular: Regulars often participate in Archer's Guild events. They are familiar faces,
seen frequently by guild members. Regular members get preference over Honourary members
when looking for work, training, etc. Sometimes they are approached by more senior members
of the guild about a task particularly suited to them.
Rank 2: Noticed: A noticed member of the guild is someone that attends things regularly, and
stands out from the crowd a bit. Perhaps he is starting to become particularly skilled, winning
some of the lower ranked tournaments regularly. Perhaps he is often organizing or helping to
run things. In any event, those of higher rank are taking notice of the person, as well as regular
members starting to look up to such an individual. Noticed members usually have advanced
warning on anything happening in the Archer's Guild.
Rank 3: Rising Star: A Rising Star is starting to make a name for himself. Rising Stars are
definitely accomplished archers, and usually highly involved in making the guild run, organizing
archery events, and so on. Occasionally very talented archers who simply show up and keep
winning tournaments are considered rising stars, but such individuals need to be extremely
good to be so respected despite a lack of social contribution to the guild. Rising stars can
expect frequent job offers and favourable rates. Lower ranked members will often try to get in
good with rising stars, hoping to ride on their coat tails.
Rank 4: Master's Apprentice: At some point, a Rising Star is taken in by a Master Archer,
and taught some of the great secrets of Archery. Once accepted as an apprentice, the Archer
is known as that Master's Apprentice for the duration of his apprenticeship. Such
apprenticeships vary in length, until the master feels the student is ready to leave, or, in
extreme cases, the student proves he is superior to his master by beating him in a competition.
This nearly always results in the apprentice catapulting into a Master Archer in the eyes of the
guild. While an apprentice to the Master, the Master pays all archery training costs of teaching
his apprentice. Master's Apprentice's are viewed as extensions of their masters, and the
suggestion of a replacement apprentice often is taken. Consequently, lower ranked archers
curry favour with Master's Apprentices, sometimes outright with lavish gifts in order to attempt
to get such a recommendation.

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Rank 5: True Archer: Once the Master feels the student's time with him is complete, the
student is released. Such former students are called True Archers, and know secrets of
Archery lesser Archers only dream of mastering. True Archers can demand extremely high
payments for their services, and are also the best training people of Rank 3 or lower can hope
to learn from. True Archers often find multiple masters are willing to teach them to help them
become Master Archers themselves.
Rank 6: Hall Master: Hall Masters run guild halls. Usually a hall master is a retired archer,
someone who is getting a bit older, who can't keep up to the younger archers anymore.
Nonetheless, Hall Masters enjoy immense respect from their peers, as Hall Masters keep the
local guild halls running. They organize a lot of tournaments, keep tabs on non-guild archers,
and make sure guild archers can find work. They get to keep half of all the guild dues that are
collected, making it a lucrative retirement option. The Hall Master for Chandler’s Ford is
Kieran a Keltoi archer of note.
Rank 7: Master Archer: Master Archers are the elite of the Archers guild. They are
considered to have reached the pinnacle of their craft. Becoming a Master Archer is something
of an informal assent amongst the guild that one is a Master Archer. Master Archers frequently
have students vie for their attention and can count on nearly every lower ranked archer in the
guild seeking them out for training.
Rank 8: Guild Champion: Once per year the Archer's guild holds a grand tournament to
determine the Guild Champion. The winner of the tournament is paid a purse of 100 gold, and
is the Guild Champion for the year. The Guild Champion is the most famous and sought after
archer in Antios. Currently the Champion is an Air Elf named Aravil. The Champion is exempt
from all guild fees and can typically demand nearly any fee he wants in exchange for his
services. Former Guild Champions go one of two ways, either they are demoted to Master
Archers (regardless of their former rank), or, more commonly, they move on to the ranks of
Legendary Archers.
Rank 9: Legendary Archer: Legendary Archers are often former Guild Champions, that no
longer participate in the annual tournament to determine who the Guild Champion is, often
because winning the tournament amongst each other would literally come down to a contest of
luck, which archer first gets hit with a freak breeze, or bird flying in the path of their arrow is the
one that will lose. They are often aloof and distant, rarely seen members of the guild, and they
probably haven't paid any guild dues in a long while either. Nonetheless, a Legendary Archer
can show up in any guild hall anywhere and expect to be pandered to, and treated like a
visiting God.
Rank 10: Guild Master: The current guild master is a Brown Ork named Kilrig Bloodeye.
Technically still a member of the Horde, he spends most of his time away from others of his
kind, and attends and organizes a lot of tournaments. He is one of the truly great archers in the
Archer's Guild, having just won the title a year ago by challenging the previous guild master to
a competition for the title of Guild Master.

Arms and Armourer’s Guild. Common. Easy. NNN.


The Arms and Armourers guild is the major producer of weapons and armour in Antios. The
Arms and Armourers guild ruthlessly polices the sale of weapons and armour, those that are
not members of this guild can face stiff fines if they are caught selling their wares.

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What is the Arms and Armourers guild?
The Arms and Armourers guild is a coalition of merchants that sell weapons and armour in
Antios. The Argead government gave them the exclusive right to peddle such goods without
licenses (or, to be more accurate, guild membership grants an automatic license) and to police
the sale of weapons and armour through fines or even requests of imprisonment. The only way
to legally sell weapons and armour outside the guild is to obtain a special license from the
Argead government that typically is administered by the Arms and Armourers guild. Such
licenses cost a fortune.

Some of the higher ups in the guild have recently become very philosophical and mystically
bent in their views of making weapons, and getting in the truly upper tiers of the guild requires
initiation into this strange way of thinking. These philosophies regard the making of a weapon
or armour as a spiritual process, one deeply connected to the universe. This shake-up is
relatively new, and may have to do with the rise of the most recent guild master 5 years ago.

Benefits: The biggest benefit to joining the guild is the right to sell weapons and armour,
granted as soon as one becomes a member of the guild. Gaining rank allows more flexibility in
who you sell to, and the rights to take larger contracts, and get priority on customers. Training
is also possible in the guild, though as a coalition of merchants, stiff fees are often charged, or
large favours or contracts sought. The arms and armourers guild also has access to rare
metals and materials for those that have enough money, and the skills to work with them.
Members who are willing to work on other people’s projects can earn 1 silver per day they
have to waste, this represents them working under-someone else with the management skill;
this option cannot be used in conjunction with trading in your Effort to double your profession.

Advanced Skills: It is said the strange mystic minded Masters of the guild can create
Legendary blades with near magic properties that are bound to their wielder, resonating with
destiny. They can also teach how to harden substances, how to tailor objects to individuals,
how to perfect objects for individuals and how to manage others.

Gaining Rank: Gaining Rank in the guild is largely a matter of “donations” to the guild. In
short, rank is typically bought in the local guild hall. However, the highest ranks of the guild are
pulled in by the guild master and his disciples, by and large due to “promise” that a guild
member shows. The etiquette skill for this guild is Etiquette <Merchant>.
Honourary: Member: A guild member pays his dues, which is 10% of his annual sales or 5
gold/year, whichever is more. The member may sell wares to anyone with the right to carry
weapons and armour, as well as members of other recognized guilds. The guild may restrict
where such a character sells his wares, and many specific clients are off limits, being already
claimed by higher ranked guild members. He may petition for training, which may or may not
be accepted depending on the whims of the trainer and the popularity of the petitioner.
Rank 1:Specialist: A specialist typically works for a shopkeeper, and makes all of a particular
item for that shopkeeper. Specialists benefit from the territory of that shopkeeper and thus
often have more clients. A specialist will nearly always be trained by their shopkeeper, and if
the specialist is very talented, he may be able to demand high fees to stay with one
shopkeeper as others court him.

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Rank 2: Shopkeeper: Shopkeepers have obtained permission to open up a permanent shop
from the guild and no other shops will be opened within a certain radius. Other than in a
common marketplace, no-one else is permitted to sell within he domain of a shopkeeper.
Rank 3: Supplier: Suppliers have received exclusive rights to supply to a particular client.
Suppliers are typically very wealthy, they usually supply large clients with many needs.
Suppliers can also usually manage to get training, as getting such exclusive contracts
indicates a fair degree of favour with the guild.
Rank 4: Collector: A Collector is one of the Hall Masters personal agents. They collect guild
dues from a certain group of lesser ranked guild members. While technically not of any greater
rights than Suppliers, except the rights to examine books, Collectors often make substantial
bribes for under reporting a given guild member's income. Getting on the bad side of a
collector is a very bad idea.
Rank 5: Master: A Master is a very capable smith, able to work with more exotic metals, and
do custom fits that lesser smiths can not. They typically have a couple of supply contracts and
a shop of their own, and are able to muscle in on others territories when they are not capable
of completing an order. Masters may sell to any they see fit, so long as they don't violate any
contracts or territories.
Rank 6: Hall Master: Hall Masters manage all the affairs of a given guild hall. They don't pay
guild dues, they collect them. They keep typically half of all the money brought in by Collectors,
as well as managing their own contracts. Hall Masters handle the collection from Masters
personally, granting them great access to the up and comers.
Rank 7: Seeker: A Seeker is someone chosen by a Councilor or the Guild Master for
Apprenticeship. They pay no guild dues, and due to the enormous influence of the Councilors,
can sell anywhere, regardless of exclusive contracts or territory. These individuals are being
trained in the philosophy of the Councilors and Guild Master in the weapons and armour that
he creates are part of the web of creation of the world, and a reflection of the maker. Seekers
tend to make a lot of high quality weapons, funded by their trainers. They are receiving training
in all secrets of the guild.
Rank 8: Traveler: Travelers have completed their apprenticeship with one Councilor and are
now out in the world, looking for their “way”. Travelers have access to every Councilor, and no
Hall Master dares defy a Traveler's requests. Travelers tend to be selective about the weapons
and armour they make, and who they make them for, wanting to ensure that they are wielded
or worn by appropriate people for the right causes.
Rank 9: Councilor: The Councilors have perfected the arts, and have been invited onto the
Council. They enjoy all the rights of Travelers, and tend to be even more selective. They make
guild policy, and can replace Hall Masters at a whim.
Rank 10: Guild Master: The Leader of the Council, currently a dwarf named Broeghn Staraxe,
has brought new philosophies to the guild, and is said also to be accomplished in some sort of
mystic arts, though what exactly they are is unknown.

Assassin’s Guild. Secret. Impossible. LEN. (Illegal).


What is the Assassins Guild?
The Assassin’s Guild hires its services out as murderers for hire across Antios. While it is in
fact a small guild, when someone looks to hire an assassin, the guild makes its presence
known and demands a price.
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The Assassin's Guild is an organization of Assassins that is ruthlessly policed by its own
members. Assassins don't take kindly to non-guild assassins carrying out their contracts, and
when membership is offered, it is unwise to refuse it. The Assassins guild started as an
attempt by the Argead government to discreetly monitor and control the efforts of assassins.
The guild gave trusted citizens authority to bring all assassins under their control. Initially,
some success was achieved; however, as time went on, the guild broke away from its secret
masters as the old leadership was replaced by the new.

Joining the guild is a matter of invitation...and murder. Recruits are always picked in pairs, and
the two are set to kill each other quietly. The last man standing (without drawing attention to
himself) is given membership and, often, guild rank. In the event that attention is drawn to the
new recruit, the recruit is killed.

The Assassin's Guild is organized into two parts; there are the actual assassins themselves,
who do the dirty work of the guild and then there are the deal brokers who by and large make
the guild run. While technically the deal brokers are considered to exist for the sole purpose of
employing assassins and ensuring secrecy; they are by far the more important power within
the guild, and by far the most vulnerable part of it. Without the deal brokers the guild would
falter as the brokers are the ties that bind the organization together.

The Assassin's Guild is organized loosely into cells. The size of the cell varies from city to city,
and smaller towns might not even have a cell, or might more properly have a partnership of a
deal broker and an assassin. Larger cities have many more assassin's and a few deal brokers.
Assassin's often don't know each other, they operate primarily through deal brokers to ensure
secrecy within the guild. The deal broker takes care of everything for the assassin, arranging
training and arranging work. Deal brokers maintain contacts between cities, but even then only
to a limited degree.

Benefits: The benefits to joining the assassin's guild vary depending on whether one is an
assassin or a deal broker. Guild Assassins have the advantage of not being marked for death
by the guild, something which is assured if one turns down an offer of membership. Further,
Assassin's can expect to receive occasional contracts which are often high paying to end
someone's life. Training is also readily available for assassins. Deal brokers have a different
set of perks. They make a large amount of money ensuring the guild runs. Deal brokers tend to
make more money than actual assassins, though less per contract killing. They are more at
risk however, as they are expected to do all the negotiations on behalf of the assassin's.
Further, if they are arrested by the authorities, they can expect that if they don't escape within
a couple of days that they will be killed by the very men they arrange work for. The very
highest ranked members of the guild tend to start their careers as Assassins, but being
ambitious become deal brokers themselves.

Advanced Skills: Rumours persist that higher ranked members of the Assassin's guild are
able to utterly conceal their motives, and even deceive magical truth telling abilities. The guild
also contains masters of the poisoners art. Some master assassins have also learned how to

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Gaining Rank: Gaining Rank in the Assassin's Guild is quite difficult. By and large, the guild is
anti-social, at least with each other, and therefore advancement is difficult. It is also a double
edged sword. Assassins with rank have a reputation amongst their peers, and sometimes
outside of them as well.
The etiquette skill for this guild is Etiquette <Assassins>. By and large this skill is about
knowing when to keep your mouth shut in the guild, and when it is allowable to talk. Breaches
in etiquette can be fatal. Note: While etiquette <General> can suffice in the Assassin's guild,
other guild members have a marked preference for dealing with members with Etiquette
<Assassin's>. Most deal brokers have ranks in both skills.
Honourary: Member: Recruit: This rank is always extremely temporary. A recruit is watched,
and once two are selected, they are set on the task of killing each other without drawing
attention to themselves. Passing this trial promotes an Assassin to rank 1. This is true even of
deal brokers, who are not themselves assassins. Deal broker recruits often pay others to kill
for them, usually someone outside the guild. This one time indiscretion is overlooked, and the
successful hireling is usually made a recruit in the guild as well.
Rank 1: Member: This is where most members of the guild languish forever, particularly the
actual assassin's in the guild. Assassins can expect to get the odd job here and there, which is
likely to pay well, and let the assassin live a comfortable life. Deal brokers develop some
contacts and keep an ear out for people that are looking to hire, as well as get to know
anywhere from two to five assassins to do work for them, and one other deal broker.
Rank 2: Respected: Few assassins achieve this rank. Those that do are highly successful
killers that are usually sought out for more difficult (and thus higher paying) work. Deal Brokers
tend to achieve this rank eventually, if they survive long enough by building up a larger web of
contacts, and often at this point have a couple of key clients that have semi-regular need for
their services. They also typically know more assassins at this level. Respected members may
initiate new members into the guild.
Rank 3: Sought out: Rare is the assassin at this rank, such an assassin is one of the very
best in their field, and they make a lot of money. Deal brokers at this rank know multiple other
Deal Brokers, and in many ways are the biggest danger to the guild. These Deal Brokers are
very successful, and occasionally people “in the know” seek out these people to make people
disappear.
Rank 4: Renowned: In a sense, this rank is almost a failing, or would be if the individuals at it
weren't so successful. Assassins and Deal Brokers alike at this rank are heard of. People know
their names throughout the guild. Their success causes a stir, multiple and temporary identities
as well as a dizzying degree of deceptions put in place to conceal themselves are necessarily
in place. Renowned Assassin's and Deal Brokers alike are often requested by whatever their
name is that they go by for guild business.
Rank 5: The “Guild Master”: There is one person ever at this rank, currently an Argead that
represents that Assassin's Guild at the guild council. This individual is one of the most out of
the loop people in the guild...sort of. The official guild master almost never knows anyone
personally, they receive anonymous messages frequently, and large sums of money are
mysteriously found in the person's home. The “Guild Master” has a pretty good deal, no
assassin will ever take a contract on him, and he makes a lot of money to essentially tell the
guild council what the guild wants him to tell them.
Rank 6: The Dreaded: The Dreaded are all Assassins, some may exist as deal brokers as
well, but The Dreaded are in the employ of he Death Council. The Dreaded assassinate within
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the ranks of the Assassin's guild and are the only guild members that have permission to do so
(with the exception of the initiation trial). The Dreaded's identities are unknown to any except
the Death Council. Their usual targets are renegades or Deal Brokers that are believed to have
given up secrets. Entire cells have been wiped out by The Dreaded at the decree of the Death
Council.
Rank 7: Council Agent: The ultimate goal of most Deal Brokers, Council agents are Deal
Brokers that represent the Death Council. They know a lot of inner workings of the guild, and
are the internal public faces of the Death Council. Reaching this rank is a stopping point
however. Council Agents will never be Councilors, or at least that's how the story goes.
Rank 8: Council Apprentice: Entirely unofficial except to the Death Council, most members
of this rank aren't even aware they have it. The Death Council is grooming Council Apprentices
to become Death Councilors
Rank 9: Death Councilor: The highest ranked members of the guild form a council. The
council rarely, if ever meets in person, exchanging messages through agents. Nearly everyone
at this rank was once an Assassin and became a deal broker. The Death Councilors are the
most influential and important Deal Brokers in the Assassin's guild. Membership is by
invitation, and no one really knows who the Death Councilors are except the Death Councilors
themselves. They direct the guild, make demands of lesser guild members and it is extremely
unwise to ignore them.
Rank 10: Master Assassin: The true guild master of the Assassin's guild, little is known about
this person, even amongst his colleagues. It is unclear if this person even exists, or if it is
merely a figment perpetrated by the Death Council. The Master Assassin's authority is
absolute, trumping even the death Death Council.

Bounty Hunter’s Guild: Scarce. Difficult. CNN.


The legal system across Argea makes use of bounty hunters to apprehend those who attempt
to escape from the law. Legal Bounty Hunters are those who have permits to apprehend
criminals; they are only supposed to hunt those who already have a bounty on their heads.
Bounty hunters are required to be able to take their targets dead and alive; those who have
already been found guilty can be taken dead and those who haven’t yet been condemned or
tried should be brought in alive.

Regions: There are posters in almost every community regarding different bounties, they can
be found in taverns and inns that are friendly to the guild. There are very few actual guild halls,
most of which are in the major cities; the main base of this guild is hidden and only high
ranking members know of its location.
Entrance: A fee is charged for initial entrance and a 10% tithe of bounties is also charged.
Sometimes, a prospective member can capture a wanted man and bring him to the guild, he
will be granted membership in lieu of the bounty (as long as the bounty is high enough). Guild
members are often required to assist with guild tasks; these can vary from a simple bounty to a
guild task that needs to be completed. All kinds of people who are looking for quick cash or the
thrill of the hunt join the guild; this leads to the guild having a wide variety of members.
Advancement: Bounties are listed by rank and only certain members are able to accept or
take certain “hunts”. The higher the rank of the bounty, the higher rank you need to be to
accept it. After so many bounties are completed with that rank you gain renown as well as
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access to the next rank above. The guild keeps track of your accomplished bounties and posts
them within the known guild halls for possible customers to examine. Bounty ranks range from
1 to 10, with 1 being the lowest. Higher ranked bounties obviously pay higher rewards.
Benefits: The main benefit of membership is access to guild contracts. The guild has a lot of
contacts and influence across the legal system of Argea. High ranking guild members are able
to use the guilds trained hawks for quick messages between places. The guild is also believed
to have a stash of powerful tools to aid in taking down dangerous criminals.
Advanced Skills: It is believed that the guild teaches its members how to recognize the runic
symbol above the heads of those found guilty in a law court. The guild also has an agreement
with many of the churches and powerful bounty hunters can see the marks of divine disfavor
over the heads of those who have killed priests. The guild is also able to teach advanced
tracking procedures and advanced techniques to apprehend criminals.
Relationship with members: Members are not allowed to kill one another for bounties but
competition for the bounty is always welcome; it is not uncommon for hunters to wake up right
after accepting a popular bounty feeling very ill, but they are at least not dead. Hunters
compete for the reward, renown and bragging rights that come with bounties.
Symbol: A hawk’s feather is the crest of the guild. Higher ranked members earn a specialized
variant of the hawk’s feather. For example, a hawk’s feather overtop of a crescent moon.

Imperial Assassins: Secret. Impossible. LEH.


Common Knowledge: Most people believe that the Salice Guard is a myth, although, the
existence of this organization, once called the Salice guard, is much discussed; mainly
because their seal is still found on the guild council charter. According to the stories they
served previous emperors as secret police and midnight agents. While they practice the skills
of the nocturnally aligned they are loyal to the Empire and oppose the insurgency of Prince
Inritius.
Regions: There is a hidden guild location on every main trade route as well as in every city
with a significant population. Guild locations are well hidden within logging encampments,
shacks or even villas.
Entrance: To be considered for membership, candidates have to successfully steal an item
from the imperial treasury (without being noticed) and hand it to a known member of the Salice
Guard. Upon entry, new members are given a vial and a medallion which appears to be a
regular coin from the treasury; if a member needs to prove membership they must show both
items. Higher ranked members are also taught an incantation to receive messages through
their medallion. When a message is ready to be received the medallion feels much heavier
than regular. The medallion continues to feel heavier until the message is received. The rate in
which the medallion gains its weight is every two or so hours. This in time will make the
medallion unbearable to carry.
Advanced Skills: The advanced skills offered by the guild include most of those offered by the
assassins guild but also include the ability to display authority and to cause weapon strikes to
kill without leaving a wound.
Advancement: The ranking and advancement system of the Imperial Assassins is very similar
to that of the Assassin’s guild. Higher ranking members are able to gain access to poisons,
herbs and alchemies. They are also able to take advantage of a discount when in a guild hall
or when buying goods from other members. Higher ranking members are given a medallion
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that is bound to their very person; the effects are the same as the original medallion. Guild
members are also known as the Emperor’s Eyes. The etiquette for this guild is Etiquette
<Argead> and Etiquette <Assassins> which must both be possessed to maintain rank.
Relationship with members: Most members do not know others within the guild.
Symbol: The symbol of the Salice Guard is a black and blue skeletal bird with an eye at the
centre of its body. Higher ranked members are rewarded with variations of this crest.

Monks of Zen Harmony. Rare. Tricky. LNN.


Who are the Monks of Zen Harmony?
Zen asserts that the universal nature of inherent wisdom and virtue of all sentient beings is
nothing other than the nature of the mind itself. The aim of Zen practice is to discover this
nature within each person through meditation and mindfulness of daily experiences. Zen
practitioners believe that this provides new perspectives and insights on existence, which
ultimately leads to enlightenment. The Order believes strongly in hands-on experience and
encourages its Brothers to travel throughout the lands in order to obtain further life experience
with the belief that contemplation on these experiences will bring enlightenment.

Several hundred years before the Wars of Inritius turned the lands upside down, a traveler
came to the lands of the Argeads. He was traveling simply but he possessed many deep
insights and knowledges. Judging from his yellow skin, the traveler was clearly from a far off
foreign land, but he was polite and friendly, so he was accepted. This traveler quickly learned
the language and even managed to shake off his old accent. As the traveler settled down, he
began to gather around him a few people who felt disenfranchised by their lives and who
desired something more. Inspired by their visionary leader, this group of contemplative
individuals came together to form the Order now known as the Monks of the Harmonious Zen.
With the funds supplied by some of the wealthier converts, the fledgling order established a
small chapter house in a quiet section of Argean ranch-lands where they thrived for many
years. The Mandate of the order directs them to learn as much as they can, practicing their
new found skills with a hands-on approach, meditating on their findings in order to achieve
enlightenment. With this key concept in mind, the Monks directed their brothers to spend time
outside of the Monasteries learning about the world around themselves. Each monk would
spend time in the outside and return to contemplate all that they had learned in their travels,
spending their lives teaching the others of the order, training their body to focus and stilling
their mind through meditation and song.

With the rise of Inritius and the wars that tore through the lands, the home chapterhouse of
Order was severely damaged and many of its roving monks were lost. This prompted the order
to seek out a new location for their order where they wouldn't be troubled by instability in the
region. Since finding a new location for their chapterhouse, the order has been slowly been
rebuilding their ranks, accepting members who are devoted to their ways and willing to support
the monastery and bring new knowledge to their home.

The self-sufficiency of the Order means that it is fully capable of supplying itself with all the
food it needs for the year, but guests are encouraged to share their supplies in order to defray
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the cost their visit places upon their hosts. When not engaging in quiet contemplation in the
garden, the monks work hard to make their monastery self-sufficient. Many professions and
trades are performed in the workshops of the order, notable among which are the quality goat-
hair blankets and cloaks they use as trade goods for supplies. In addition to the textiles, the
monks also produce incense, small talismans and trinkets that they take with them on their
travels, for there is rarely a marketplace that does not have a demand for such things. Long-
term visitors are either encouraged to stay indefinitely and join the order, or to contribute to the
monastery in some way. Visitors that contribute nothing or who disturb the daily life of the
monastery are encouraged to leave as soon as possible. All guests are welcomed as long as
they abide by the rules of moral conduct and hospitality, and as long as they never disturb the
monks during Contemplation. Because of the isolated nature of the Monastery, visitors are rare
and they are usually welcomed for the new experiences they can share with the monks.
However, the loss of their original home site during the war left many bitter, so those aligned
with Oblivion are watched carefully.

The Order of the Harmonious Zen has always been a very small sect, but since the loss of
their chapterhouse during the Wars of Inritius, the Order has become even more scarce, and
harder to find. Those recruits that the order does receive they guard jealously, although, they
ask for great devotion from them. Fewer monks range across the countryside, the order now
tends to stay closer together where they can spend their time in contemplation and where they
can focus on training their recruits. The Order also accepts lay, or honorary, members as well;
these are those members who are unwilling to completely devote themselves to the intensely
contemplative lifestyle, but who help to perform the mundane duties about the monastery so
that the others can focus on their inner selves. Those who wish to join the order must
undertake oaths and prove themselves to be worthy of joining, but in return they gain access to
a number of techniques which baffle and amaze the rest of Geos.

Harmonious Zen Masters say that important aspects of their life include: a life of humility; a life
of labor; a life of service; a life of prayer and gratitude; and a life of meditation. When asked
about their practices, Monks often respond: "A day without work is a day without food." Zen
training emphasizes daily practice, along with intensive periods of meditation. The amount of
time spent daily in Zazen (sitting meditation) by practitioners varies, and can be as little as five
minutes a day. The key is daily regularity, as Zen teaches that the ego will naturally resist, and
the discipline of regularity is essential. Practicing Zen monks may perform four to six periods of
Zazen during a normal day, with each period lasting 30 to 40 minutes, though meditation as a
practice can be applied to any posture. Walking meditation is called Kinhin. Successive
periods of Zazen are usually interwoven with brief periods of Kinhin to relieve the legs.
Whenever idle, a brother of the Order can be found in various states of meditation. Practicing
with others is considered an important part of Zen practice, and the Brothers of the Order
engage in regular Sesshin or "gathering the mind" sessions. Sesshin is a period of intensive
group Zazen meditation in a Zen Monastery, and may be harnessed or coupled with rituals
designed to accomplish tasks impossible with mundane magics such as communicating with
their members traveling the far reaches of the globe. While the daily routine in the monastery
requires the monks to meditate several hours a day, during a Sesshin they devote themselves
almost exclusively to Zazen practice. The numerous 30-50 minute long meditation periods are
interleaved with short rest breaks, meals, and sometimes, short periods of work; all performed
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with the same mindfulness. Even nightly sleep is kept to a minimum, 7 hours or less. During
the Sesshin period, all visitors are forbidden to disturb the intense meditation and are usually
asked to leave for the duration. The only interruptions permitted are the occasional public talks
given by a master and individual direction given in private meetings with a Zen Master. Most
Sesshin are held in the Garden of Contemplation.

Because the monastery itself is completely self-sufficient, the monks are need very little in the
way of trade goods. In fact, two shipments of spices, salt and other essentials are usually all
that are requested by the monks throughout the year. Those monks on expeditions often bring
home strange and exotic products, this ensures that the pantries and laboratories of the
Monastery are always well stocked. The Order does not budget for visitors so visitors are
encouraged to provide gifts, a goat and a feast are the most common gifts. The Monastery
does have several workshops, but the monks are not able to produce everything they need in
the way of artisan tools and specialized goods, so they often require such things. Expensive
inks and high quality papers or vellum for the transcribing of informative texts are always in
demand. The Monks of the Order produce quite a number of blankets, cloaks and robes from
the wool from their goats; these are of high quality and quite warm, so the monks often trade
them for other goods. The monastery maintains a flock of goats from which they obtain a
significant amount of their foodstuffs. Milks and cheeses are produced in abundance by their
goats, as are the thick blankets they weave from their hair. The loss of a goat from the herd is
unfortunate and can cause pressure on the food supply, so the occasional death due to
disease or from wild animals must be replaced from outside, and so goats are always
welcomed as trade. Young chickens are also accepted, as a fresh supply of eggs is never a
bad thing. Monks will never turn down gifts or payments in gold, for they are not so isolated as
to spurn it. Specialized tradesmen or repairs must usually be paid for in Gold, and it is not
likely to spoil over time.

The Monks of the Harmonious Zen Order are mandated to learn and achieve enlightenment
through hands-on learning and meditation, and are dedicated and attentive learners. Their
members travel the world looking for new knowledge and skills to bring back to their
monastery. In return for new skills or lore, they will often teach something of equal value in
return. Alternatively, the extensive (albeit eclectic) research materials in their library are often
consulted for various purposes, and the Order will ask for an addition to their library, ink or
scribing supplies or some nominal fee for accessing it. Brothers of the Order always teach
each other what they have learned after returning from an adventuring trip, and are willing to
teach others as well, especially if the student has some knowledge to share in return, however,
the way of the Harmonious Zen is a lifestyle the monks want to preserve, and the monks are
secretive with all but the smallest of their techniques.

It is widely known, however, that the monks contain among their members many who are
specialists in the spheres of Mind, Faith and Personal Perfection. Other skills relating to
strength of will and bodily control are also found in high quality amidst their members. The
monks contain the best teachers of philosophy, lore, willpower, meditation and physical
perfection.

After the war of Inritius, the monks of the Harmonious Zen order sought for a place where they
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would be able to isolate themselves from the troubles stirring in the world outside. Searching
far and wide, they eventually located a flattened mountain peak in a small range near the
northern border of Argean territory where they could build their lives anew. With their
penchant for hands-on work, the Order quickly established their chapter house and moved on
to complete the first of the residences using the wood and building materials available on their
new mountain home. Further expansion proceeded slowly however, as the small winding track
that provided the only access to up the mountainside made importing materials difficult at best,
and utterly impossible as winter snows piled high on the ground. Under the leadership of their
council, construction proceeded slowly but surely and the monks soon had their new home.
With sufficient grazing lands on and around their mountaintop retreat to support a small flock of
goats and a sizable farm plot, the Monastery is fully capable of producing enough food for all of
its members through even the toughest years. In addition, a large cistern was constructed in
the ground deep beneath the monastery by Brothers skilled in the arts of plumbing and mining
which collects the spring snow-melt to provide the monks with cool water for their crops and
personal uses all summer long.

Benefits: Members of the guild benefit from the guilds specialized training and from a feeling
of inner peace and wisdom.

Advanced Skills: The Masters of the Order have learned meditations which restore Halo,
Mana, Will, Con, Loc or Chi, these special meditations are rarely taught outside the upper
echelons of the order. The Order have also learned the ability to master the flesh, to
strengthen the will and to become more than human. The Order also teaches the Monk
template and some oriental fighting techniques.

Gaining rank: Rank in the Order is almost always earned through time and dedication.
Although Monks who undergo quests on behalf of the order or who bring new understanding or
philosophies are often rewarded. The etiquette skill for this guild is Etiquette <Oriental>. The
guild doesn’t have a rigid rank system.

The Order of the Mithral Aegis [Minerian]. Difficult, Scarce. LGH/LGO:


The Order of the Mithral Aegis has existed for a long, long time. Prior to the fall of Minera, the
guild was the most likely contact an outsider would have with Minerians. This was because
they guarded the libraries and observatories that were situated off Minera and they protected
other Minerians exploring the world. On the odd occasions when Minera needed to unleash
violence the Aegis was the violence that was unleashed.

The Order of the Mithral Aegis was an extreme minority before the sinking of Minera and many
of them lost their lives when the island was destroyed. However, as many members of the
order were off the island defending important sites they became less of a minority after the
destruction of the island. Partially because of this many of the surviving Minerians have
dedicated themselves to protecting each other. The Modern Mithral Aegis continues its
mandate, but it is now much more active and much more open. The Aegis still guards the
remaining Minerian and protects their fellows wherever they may be. Though the Aegis
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technically fights Inritius, their actual focus is defending their comrades against the fear of
actual genocide.

Minerians in the Mithral Aegis are rarely charged for training when they come across another
member of the Aegis who has the skill they are looking to learn, however, because members
of the Aegis are so rare in game terms Aegis members only benefit from the same training
discount as members of other guilds. The Mithral Aegis does not practice ritual magic, for that
was the skill of the Minerian nobility. Unlike other guilds the Mithral Aegis was, and to some
extent is, functionally a military organization, because of this members of the Mithral Aegis who
are able to display the full extent of their prowess to high ranking guild members are often
awarded field rank increases, however, because members of the Aegis are so rare in game
terms Aegis members must still pay for ranks gained between games in boons in the same
way as members of other guilds.

Honourary Members: Initiate: Becoming an honourary member of the Mithral Aegis is


relatively easy. Firstly they must prove competence in the field to a member capable of
granting rank. The member must then swear to protect their fellow Minerians and abide by the
rules of the Mithral Aegis. Further, they must swear to obey the orders of any higher status
Minerian, unless they contradict with the tenets of the order, or the orders of a Master of it.
Traditionally Initiates are heavily supervised by their Masters; however, this luxury has been
stripped away by the reality of the day.

Rank 1: Apprentice: Apprentices are full members of the Order, but they are not yet proven.
They are still supposed to maintain heavily contact with their Master. In order to become an
Apprentice, one must prove competence in their field with multiple weapon types; they must
also be able to cast some magics.

Rank 2: Disciple: At this rank, a member traditionally goes his/her own way for a while before
coming back to training. Before being named as a disciple, the member must be able to
function on their own at this point. In order to possess this rank the character must be able to
fight well and cast a number of spells. The character must also have a healing ability of some
description.

Rank 3: Adept: Possessing this rank means the character is moving into the upper ranks of
the Mithral Aegis. Adepts are considered senior members of the order, and they provide much
of the training for the Initiates and Apprentices. Adepts are frequently used to protect relatively
important Minerians and Minerian items. Adepts, as important guild members must also be
able to comport themselves in society, they must also be able to teach a range of skills.

Rank 4: Mithral Knight: Mithral Knights are the elite soldiers of the Order. They frequently go
on missions either on their own, or leading a small group for the good of Minera. Mithral
Knights are extremely well regarded. In order to attain this rank, a member must be a potent
warrior able to deliver and withstand devastating blows and cast and defend against a wide
range of spells.

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Rank 5: Teacher: Teachers are required to instruct those of any rank lesser than Mithral
Knight. Consequently, no member is allowed to attain the rank of teacher until they are able to
teach the majority of the skills needed by lower ranking members of the order.

Rank 6: Seeker: Seekers are those members on the path to becoming a Master; they are
required to step off that path to prove themselves worthy. Before a member can be named as
a seeker, they are expected to learn who they themselves are. When a Seeker has actually
attained true balance with themselves they name themselves as Masters of the Guild. Seekers
face a peculiar conundrum, they are expected to become masters, and bend all their efforts to
becoming so, yet must not delude themselves into promoting themselves before they are
ready, fortunately, by the time one is a seeker, such a mistake is rare.

Rank 7: Master: Masters of the Order dedicate themselves whole-heartedly to the mandates
of the Mithral Aegis. By and large, they function as teachers to higher rank members, but they
also help shape policy, and deal with the matters of greatest importance and danger. Masters
must be masters of multiple types of magic and masters of multiple types of martial attack.

Rank 8: Grand Master: Much like achieving the Master station, achieving Grand Master is
largely a matter of self-promotion, though the Order may deny such a promotion. No Master
has ever proclaimed themselves ready before they really were. Grand Masters must be the
best of the best in terms of survival, weapons, magics and skills.

Rank 9: Mithral Sage: Mithral Sages are living libraries. They are so valuable to the Order
that they almost never undertake missions themselves because their loss would simply be too
devastating to the Order. Only the most direly grave task is handled by them. Mithral Sages
are incredibly powerful and knowledgeable individuals. All of them have completely mastered
arcane casting and martial skill. Becoming a Mithral Sage typically is the result of the gradual
realization by those in the order that the individual is simply too important to lose for almost
any reason. Mithral Sages usually spend most of their time instructing others or acting as
consultants for the order. In an order that tends to be populated by people that act, reaching
such a rank is something of a sacrifice.

Rank 10: The Grand Sage: The Grand Sage is the unofficial head of the guild. The current
Grand Sage, Kikeru, is an Ancient Minerian of astounding power and he was one of those that
formed the Mithral Aegis centuries ago. Kikeru is one of the most knowledgeable and powerful
men in the world, but he spends most of his time running the Order. He is also known to be as
good and as merciful as he is powerful. Kikeru was the only member of the order to have
known ritual magic prior to the fall of Minera, and only then because he was a Minerian King
before he formed the order. Since forming the Mithral Aegis, Kikeru has never used ritual
magic, and he bows his heads to Minerians with as low a rank as Lord.

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Appendices:
Bestiary:
The Undead: Unnatural undead are created by necromancy from the bodies of the dead.
Natural Undead are those creatures who at the moment of death had a stronger shadow halo
than their halo. When fighting undead it is worth remembering that most are immune to
poisons, subdue effects, mind affecting spells, fear, sleep and disease. The more common
forms of undead include Skeletons, Zombies, Wraiths, Ghouls, Wights, Banshees, Ghosts,
Mummies, Vampires and Liches. Legends discuss some creatures that are between life and
death that retain their halos.

Demons: These are creatures from the various Hells. They tend towards evil alignments. They
tend towards combat or social forms. Specific forms of demon include Imps, Succubae, Incubi,
Maralithes and Balors. Demons are almost always evil, but they are not necessarily oblivion
aligned.

Angels: These are creatures from the Heavens who directly serve a deity. They function as
the voice of their deity. They are often a shining beacon to those of their faith. Seeing an angel
is a major event. Angels serve a deity, their alignment almost always reflects the deity they
serve, evil gods have evil angels and goodly gods have goodly angels.

The Hopestarved: The Hopestarved are those followers of Inritius who are without hope. They
are immune to fear and many mind affecting spells. They have desires but they do not put any
power or passion behind their desires.

The Scorpion Legion: The Scorpion legion was the legion led by Prince Inritius before he
turned against the Argead Empire. They were considered the best of the best and officers from
other legions would surrender their rank for a chance to enlist as a grunt in the Scorpion
legion. They were always the first into a conflict and they were usually the last men to leave
the field. When Prince Inritius led his rebellion and started his new religion the Scorpion Legion
were his first recruits. They can be recognized by their Argead blue uniforms with a heraldic
scorpion emblazoned on the chest. It is safe to assume that their weapons are poisoned.

Vermin Beast-kin: The first group to pledge loyalty to Inritius was the vermin-beast-kin. They
had long been seen as the lowest of the low by the other creatures of the world. They were
quick to realize that they had been living without hope all along, they know that hoping not to
starve to death wasn’t the type of hope that Inritius was preaching against, plus it’s hard to
starve when you will eat anything that you can chew.

Glossary:
Boons: A currency used by players to persuade the refs to allow them special abilities, races,
templates, spells or characters.
Constitution: A character’s Constitution is used to resist physical effects. A characters
constitution is often targeted by poisons and diseases.
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Experience: A character will earn experience points as they develop. Experience points can
be spent on new skills for the character.
Global: Global hits are almost like a force protecting your character. They are effectively a
safe zone. It doesn’t matter whether your character is struck in the arm or the torso all hits
come off the Global hits before going through to your armour and locational hits. DAC, ADAC
and magic auras are good examples of Global hits.
Halo: A characters Halo represents his link to the world halo and is used to fuel supernatural
and extraordinary abilities.
Joining: A child of whose parents are from different races.
Level: A characters level is calculated by dividing his spent experience characteristic by
twenty-five.
Location: Each character will have a locational value assigned to each location. When that
value is exceeded they can no longer use that location. The key locations are two arms, two
legs, torso and the head.
Mana: A caster has a reserve of magical power used to fuel his spells.
Multiplier(s): A characters multipliers often shape the type of character he can become. The
multipliers are Might, Agility. Intellect, Connection and Magic.
Willpower: A characters Willpower is used to resist mental effects including spells, social
interactions and torture.

Abbreviations:
AC: Armour Class.
ADAC: Armoured Dexterity Armour Class.
BV: Blade Venom.
CON: Constitution.
CP: Copper Piece called a farthing.
CV: Contact Venom.
DAC: Dexterity Armour Class.
EXP: Experience. Earned every game and spent to buy skills.
GAWD: General Assistant World Designer.
GOD: Game Over Designer (General of Death).
GP: Gold Piece called a sovereign.
IV: Ingested Venom.
LOC: Location.
MAC: Magical Armour class.
PAC: Physical Armour class.
PP: Platinum Piece.
REF: Referee
SP: Silver Piece called a shilling.
STR: Strength
TEM: Time, Effort and Money. A crafting mechanic.
WF: Weapon Finesse.
WM: Weapon Mastery.
WP: Weapon Proficiency.

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Player: __________ Character: _______ Race: ___________ Age: ___

Stats:
Loc Con Halo Will Mana
Base
Total
Perm Mana

Experience:
Gained Spent Unspent Boons

Skill Multipliers:
Might Agility Connection Intellect Magic

Agility Rank Cost Rank Cost Rank Cost

Connection Rank Cost Rank Cost Rank Cost

Intellect Rank Cost Rank Cost Rank Cost

Might Rank Cost Rank Cost Rank Cost

Magic Rank Cost Rank Cost Rank Cost

Flaws:

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Version: March, 2009
Contributors
Adam Elm, Mark Charke, Emily Dueckman, Tiffany Fox, Chris Glascock,
Johanes Huver, Jeff Sandison, Kevin, Michael Hickson, Michael Sugden, Mark Dollar, Shane
McRae, Helen Moore, Nathan, Alex Nixon, Will Power, Richard Coles, Vince, Bart, Will and
Charlie Rivers,
Thank you!

Photo and Art Contributors


Mark Dollar, Tamsin Lambert, Will Power
Charlie Rivers, Mark Charke, Will and Phil Shuttlewood
And thank you too!

© Intellectual Copyright Phil Shuttlewood and Kane Makowski, 2008

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Version: March, 2009

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