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Races 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
RACES OF GEOS..........................................................................................................................................5
MANKIND:......................................................................................................................................................5
SHIREFOLK:...................................................................................................................................................32
ELVES:......................................................................................................................................................... 44
MELUSINE:....................................................................................................................................................81
FAE:.............................................................................................................................................................87
BEASTKIN:.................................................................................................................................................. 102
THE HARSH PEOPLE:....................................................................................................................................114
RACIAL STATISTICS TABLE:...........................................................................................................................143
TEMPLATES:............................................................................................................................................ 145
THE CHOSEN: LIMITED ACQUIRED TEMPLATE..................................................................................................146
DEATH TOUCHED: ACQUIRED TEMPLATE.........................................................................................................150
FAITHFUL ACOLYTE: ACQUIRED TEMPLATE..................................................................................................... 153
BLESSED CREATURE: INHERITED OR ACQUIRED TEMPLATE.................................................................................155
HEROIC KNIGHT OF THE CHAMBER: ACQUIRED TEMPLATE:................................................................................161
CHURCH KNIGHT: ACQUIRED TEMPLATE:........................................................................................................164
PRIEST: ACQUIRED TEMPLATE:...................................................................................................................... 167
SAMURAI: ACQUIRED TEMPLATE: ..................................................................................................................171
MAGE: ACQUIRED TEMPLATE........................................................................................................................175
SPELL-SWORD: ACQUIRED TEMPLATE.............................................................................................................180
FOREST WARDEN: ACQUIRED TEMPLATE.........................................................................................................182

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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,

How charged with punishments the scroll,

I am the master of my fate:

I am the captain of my soul.

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Races of Geos
Geos is populated by countless races. In this chapter you will find a record of the most
common races, along with a touch of their history and culture and some hints about how to
best play a typical member of that race.

Note: The racial advantages, disadvantages and statistics are solid, they cannot be swapped
around. It is sometimes possible for a character to opt out of something, but nothing is gained
outside of story/roleplay development.

Note: Powerful Races Rule: If a character possesses Races or Templates that have a Boon
cost, you should keep a running total of how many boons have been spent on races and
templates for that character. When determining whether or not your character can participate
in low level games, if your character has more than 50 boons worth of races and template
them they are not considered a low level character.

Mankind:
The race of man was the last created by the Ultimate. It was designed to be a balanced race,
capable of true beauty, true good and true evil. The Ultimate designed the human race to be
able to rapidly adjust and imbued in them the ability to change; the Ultimate believes that
humans are able to rapidly develop towards the perfection that they were capable of achieving.

After the creation of the flighty Elves, the grounded Shirefolk, and the harsh peoples of the
barren wastes, the Ultimate created Man. Man was built to be able to burn brightly and develop
rapidly. Man was designed to be superior, above the other races, or at least, so believe the
scholars of mankind.

The race of man is scattered across the world and is far more numerous than any of the other
races. Men have formed their own tribes, cities and civilizations across the earth. There are
very few places in the world where mankind has not been able to settle. In this part of Geos
the lands are dominated by the Argead Dynasty and men from the Keltoi tribes are common.
There are other races of man all over the world; these include the Barbarian Tribes, the
Shaman-Kin, the Orientals, the Amazonians and the Corsairs.
The Argead Dynasty:
One of the first cities of man was created in an excellent position; it was immensely successful
and it used all of the nearby resources well. Certain scientists within its confines developed
weapons, armour and military techniques that allowed Argea to rapidly become the dominant
city on the continent. As the centuries passed, Argea spread; it created colonies and new cities
across Geos. In order to obtain additional resources they challenged their neighbours in
combat and warfare using both magical and mundane methods; they soon dominated and
controlled almost all of the other cities of man. They also challenged the civilizations of the
other races using a combination of military techniques, powerful magic and null-magic.

The Argeads venerate their emperors, living and deceased, believing that the emperor
assumes a divine mantle on his death. The current emperor is the Emperor Gaius Maximus.
Each of their older civic religions has been subsumed by a new one. Their civic priests drew
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the power of the old gods together to create their new one. Their present Chief God is a god of
wealth and civilization called Urbanus.

The majority of mankind in this area count themselves are Argead citizens and trace their
lineage back to the holy city of Argea. The other races on Antios fell back to their own ancient
lands, but have a working peace with the Argead civilization. The Argeads have now calmed
their actions in the name of civility and are working to make themselves masters of academic,
social and civil pursuits; however, their military might, when riled, is still unparalleled.
The humans of the Argead dynasty and type place their focus on the gaining of wealth and the
building of their civilization. Their universities are studying the sciences, philosophy and
geography of the world and they make regular new discoveries. The citizens of Argea judge
others as lower, they believe that humans were designed to rule the world and while they
understand that the other races have knowledges and abilities that they lack they still consider
them to be lesser races. The culture of Argea is still based on a slave culture although many of
their slaves live well and are educated; although the fact that some are pampered is to many
no achievement at all while others are used as gladiators or miners.

Note: Argeads are based closely of the Roman people and can be considered to follow
Roman practices and procedures in most cases.

Role-play Hints:
• Judge others by appearance.
• Desire wealth and possessions.
• Speak well and attempt to retain courtesy at all times even when speaking to your
enemies.
• Seek knowledge.

Costuming Hints:
• Fine armour and shields are your best defense.
• White, red, crimson and gold are rich colours; purple is an imperial colour.
• In a combat situation the more richly dressed you are the more likely you are to be
captured and ransomed, instead of being killed.

Equipment Hints:
• Carry the correct piece of equipment for each task.
• Crossbows and fine swords are gentleman’s weapons.
• Bows, axes and large double handed weapons (except swords, spears and staves) are
for savages.

Costuming Requirements:
• A good quality costume. Your costume must reflect your status.
• Your costume should bear your family or personal crest.
• A slave character needs to bear a two square inch brand of his master and a slave
collar. Please see the slave flaw. A slave collar could be as brutal as a ring of iron or as
delicate as a fine silver chain.
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Racial Benefits:
• Increased starting funds: An Argead character in good standing starts the game with
a bonus of thirty silver pieces.
• Increased starting skill points: An Argead character starts the game with an
additional ten skill points, this means that the starting skill points for each Argead character
is 35 rather than 25.
• Ability to read and write the common Argead language.
• An Argead character starts the game with Rank One General Etiquette and Rank 2
Argead Etiquette.
• An Argead citizen can also use an ability called “Word of Honour” this allows an
Argead to speak the truth and to be believed. An Argead citizen in good standing can use
this ability at will; use of the ability costs ten halo plus one Halo per person that the Argead
is attempting to convince.
• Due to military service and Argean military education, all Argeads gain proficiency in
one handed swords for free. Argead characters can opt out of this option.
• Right to Vote: An Argead citizen, who has never been condemned or enslaved, has
the ability to speak in law courts and to vote in the assembly.

Racial Disadvantages:
• Past mistakes: Argead characters will often be doomed by the actions of their
forefathers. In times past the Argeads have attacked, slaughtered and wronged all of the
other races. The Argead’s new-found policy of peace and cooperation is not trusted by
those of the long lived “lower races” who remember their atrocities. The Keltoi especially
hate the Argeads for everything they have done to their people.

Keltoi People:
The only civilization of man that successfully avoided assimilation into the Argead Empire was
the Keltoi. They lived in the high mountain valleys and the glens in the great forests. They are
an intensely religious people and they protect their freedom with all that they have. The Keltoi
worship a powerful triad of female deities who are most commonly named the Morrigan (the
Crone), the Blodwyn (the Maiden) and the Cerridwen (the Mother); each possesses great
treasures and powerful magics. The Keltoi also honour the son of the triad; a great horned
hunter called Cerunnos.

The Keltoi raise large numbers of warriors, scouts and priests. There are very few Keltoi
knights who they see as heroes and even fewer Keltoi mages who are seen in a mix of respect
and dread. The Keltoi farm huge hordes of cattle and steal cattle whenever they can, seeing it
as a game. Many Keltoi men write songs for the cattle they wish to steal to lull the beasts into
being stolen. The Keltoi are led by a great clan chief who has temporarily united the clans.
Each Keltoi has two names, a usual name for common use and a soul name given to them at
their coming of age ceremony. A Keltoi’s soul name represents who he is and how he found
his name. Examples are Wind Speaker, Errant Spirit, Path Finder and Dawn Child.

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The Keltoi nation is divided into many different clans, although, after their ages long conflict
with the Argeads there are very few clans remaining outside of slavery. The current clans are
the Dumnoni, the Eceni, the Siluries, the Cornovii, the Caledonii and the Trinovantes. The
current Bretwalla (king) of the Keltoi is of the Dumnoni. The Eceni live on the Sacred Isle of the
Keltoi called Yns Mon and are seen as the spiritual authority of the Keltoi. The Eceni work to
interpret the words of the Gods and they adopt dreamers from other clans.

Note: No Keltoi character may start as part of the Eceni tribe. The Eceni can be found as a
separate race in the Races of Geos Rulebook.

Role-play Hints:
• The Keltoi way involves respect for the spirits and the spiritual. They have a great
respect for the living and consider the undead to be a true abomination.
• The Keltoi are extremely noble and will often not commit acts that are deemed as
cheating, unless it is done in jest; although, stealing cattle is an honorable thing.

Costuming Hints:
• Tattoos are often used to show key events in the character’s life.
• War paint and Celtic swirls are common, if not uniform.
• Kilts are commonly worn by the strongest of Keltoi characters. The wearing of tartan
was forbidden by the Argeads, but the Keltoi people took back the right to wear a tartan as
part of the Alliance concessions.

Equipment Hints:
• Axes and large swords are common, as is mastery of the bow.
• Excessive armour is a sign that you believe that your fighting skills are poor.
• Crossbows are a weak man’s weapon.

Costuming Requirements:
• A Celtic aspect to the costume such as tartans or kilts.
• The character is required to mark his face and body with woad and paint in Celtic
patterns.

Racial Benefits:
• Ancestral Spirit: Each Keltoi has an ancestral spirit which follows and protects him.
The presence of this spirit allows the Keltoi to ask Ref team to answer questions that the
spirit may know the answer to, each use of this ability costs the Keltoi ten Halo, and the
Keltoi can choose to expend additional Halo in order to obtain a more detailed answer.
• Weapon Proficiency (Sword, Large Sword, Axe, Unarmed, Bow and Throwing
Axe): These skills are free to the character.
• Increased starting skill points: A Keltoi character starts the game with an additional
ten skill points, this means that the starting skill points for each Keltoi character is 35 rather
than 25.

Racial Disadvantages:
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• Non-Eceni Keltoi may not purchase Ritual Magic. The Eceni alone have mastered ritual
magic.
• Keltoi characters are forbidden by their Gods to cast any of the great spells [the level
eleven spells].
• Keltoi are almost always willing to die to destroy undead.

Barbarian Tribes:
No matter how many tribes of rough north-men were challenged, enslaved and eventually
destroyed by the Argead dynasty, more came. The north-men were looking for the softer lands
to the south and longing for an easier life away from the harsh cold that had bred strength into
their frames and fury into their hearts. The Argead explorers that met the north-men could not
understand their speech, they listened to them, but could not find words in the fast, burbling
“bar, bar, bar” words that they uttered and so, the Argead diplomats named the rough north-
men barbarians.

Barbarians tend to live in huts and yurts made of stretched skins and bulky timbers. Their diet
tends to focus on meats as the only grains and vegetables they eat are those taken from their
enemies. The home land of the barbarian peoples is a tundra. However many barbarians have
come south to the softer lands which the Argead’s dominate. The barbarians on the Argead
continent live in small colonies. They are veracious and can be a serious drain on their
surroundings. The barbarians on the Argead continent do not speak the common tongue and
tend to feud with those near them as they are rarely willing to respect boundaries or
ownership. They expect each member of their civilization to prove themselves to be of worth
otherwise they are cast out of the camps. The Barbarians live by the mottos “might makes
right”, “better to die on your feet than to live on your knees”, and “dare all and fear nothing.”

The Barbarians are based on real world Norse invaders and are very male oriented, although
their legends tell of powerful witch women who unite the tribes and hold them together; their
legends also tell of the Valkyries, powerful female swordsmen who serve the cult of the strong
and are known on the battlefields as the ‘Choosers of the Slain.’

The Barbarians tend to shun magic, although they are deeply religious in their way, most
barbarian shamans are closer to being priests than to being wizards. The barbarians worship
an old tribe who they refer to simply as the Cult of the Strong, some barbarians choose to
single out and worship individual tribe members such as the chief Odin, the champion Thor,
the first wife Freya, the tribe sorceress Hela and the tribe scout Loki.

Role-play Hints:
• Barbarians believe themselves to be stronger than others, even than much larger foes
until proven otherwise.
• Barbarians respect those who can do things that they can’t through non-magical means.
This includes chirurgens, crafters and diplomats. They tend to view farmers as weak,
although many are jealous of the calm and quiet life that they life.
• Barbarians tend to fear nothing and to dare all.

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• Barbarians feel that might makes right, whatever they can do and get away with is
acceptable. This does not replace a characters alignment.
• Barbarians feel that it is better to die on their feet than to die on your knees. They are
very likely to charge out numbering foes regardless of the odds or chances of survival.

Costuming Hints:
• Barbarians wear layers of furs in order to keep out the cold.
• Barbarians mark themselves with runes and glyphs to show their focus and status.

Equipment Hints:
• Barbarians favor crude large weapons like axes and clubs.
• Barbarians tend to shy away from shields and metal armour.
• Barbarians use bows to hunt, but rarely for war and they never use crossbows.
• Barbarians to not tend to carry fiddly things or complex tools, for barbarians a crude
smashing weapon is preferable to fiddly lock picks and broad climbing daggers are
preferable to flimsy ropes.

Costuming Requirements:
• Barbarians are required to wear fur; they should have fur present on every part of the
body.
• Barbarians are required to wear runic symbols and glyphs on their faces and skin.
Historic Viking runes should be used.

Racial Benefits:
• Inner Rage: Barbarian characters start the game with Rage Rank 2
• Bred for Strength: Barbarian characters start the game with Strength Rank 2. In
addition, Barbarian characters start the game with a Might multiplier of 2 which can be
reduced normally.
• Channeled Strength: Barbarian characters know how to hit hard; they start the game
with Brutal Strike Rank 1.
• Fight or Flight: A Barbarian, when afflicted by a fear spell or effect, can choose
between running away, or charging the caster/source of the fear.
• Layered Furs and Leather: Barbarian characters can benefit from five sets of fur or
leather armour.
• Born to War: Barbarians start the game with proficiency with ALL forms of axes and
clubs. They are also proficient with unarmed attacks. These proficiencies make a
barbarian eligible to purchase the Master of Arms skill.
• Inbuilt Fear: Barbarians are bred to fear their Gods; they know that their gods could
destroy them immediately. This fear is a symptom of their natural Faith. Barbarians start
the game with Faith 2: Cult of the Strong.

Racial Disadvantages:
• Limited Language: A Barbarian’s control of the Common tongue is extremely limited
and they are only sure of a handful of words. A character begins with a list of twenty words
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they are able to use in conversation, and they are the only ones his character can use until
they learn more. A Barbarian character automatically learns a new word after each game
played, although Barbarian characters can choose to buy extra words with experience
points at a rate of 2 experience points per word. Some Barbarian characters may choose
to ‘learn’ new words during the course of the game to enhance roleplay although this takes
at least 20 minutes and they cannot exceed their quota. If a Barbarian wants to purchase
the ability to speak a non-Norse language fluently then the cost to do so is multiplied by
ten, and even then they cannot learn common.
• Arcane Fear: Barbarians fear magic. Even the magic of their own sorcerers, the
shamans of a tribe are often hated or feared. It is common in Norse myths for barbarians
to slay their own sorcerers when they are not needed. Barbarians almost never allow
spells to be cast on them. Barbarians will normally seek to hurt those who cast spells at
them.
• Magical Incomprehension: A Barbarian’s Magic multiplier starts at 5 rather than 3
because they have absolutely no understanding of magical concepts and skills. This
multiplier can be reduced as normal.
• Thinly Veiled Rage: Barbarians are rarely in complete control of their temper. If
provoked, a barbarian character will almost always attack. A Barbarians Willpower is
considered to be half what it would be normally to resist effects designed to incite rage.
• Crude and Brutal: Barbarians are naturally crude and rarely focus on the finer things in
life. As such, their Connection multiplier starts at 4 rather than 3. This multiplier can be
reduced as normal.
• Limited Armour: Barbarians are not allowed to wear any armour other than leather,
hide or fur.
• Reduced Etiquette: Barbarian characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.

Minerians:
The View from Outside: Minerians hail from the island nation of Minera. The Minerians are
human by race and physically appear totally human although they have a strange glyph like
script across their bodies. Yet Minerians are so mysterious to most of the people of Geos that
many suspect that they are something other than human. Members of other races were rarely
permitted to visit the island sanctuary and those that returned, came with tales of the fabulous
wealth and knowledge that the island contained. The legendary wealth of the island has
historically lead to many attempts to conquer Minera, however, no would be invader has ever
even managed to make it to the island.

Most of what people know of the Minerians comes from the occasional exploratory force that
the Minerians sent out. For the most part, Minerians would only be seen in ports, small groups
of them arriving into town only to depart within hours. The Minerians tendency towards
isolationism has made most people mistrustful of them. Many doubt the Minerians allegiance,
as a large number of them support prince Inritius. It also doesn't help that the Minerians seem
to favour the darkness of the night over the radiance of the day.

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The View from Inside: According to their own carefully documented history, several groups of
mostly human settlers from various regions across the world were drawn to the island by
visions. No conflicts were recorded between the groups of settlers, but rather they were quickly
integrated into a whole. The name Minera was a name all the settlers recognized from the
dreams they had, and they all agreed this to be the name of their new home. The island itself
had a strange, surreal quality, similar to the energy within a ritual circle. It is written that many
of the first settlers had more dreams and more visions, and from these they learned to shape
the energy on the island to suit the people who lived there, erecting buildings and shaping the
land to fit their needs. The energy of this place began to infuse into the people that lived there,
altering them forever.

Minerian culture was steeped in magic and technology; they were easily the most
technologically advanced culture on Geos. Magic provided them with literally everything they
need. Because of this, Minerians leaders were powerful magic users and social rank is almost
directly equated with magical power and skill. Scholarship was also highly valued and
Minerians traveled the world to map it and catalogue it. Ultimately however, their interests were
mostly academic; they simply did not need anything from anyone else in normal
circumstances. Exploration is, however, quite valued; after all, exploration was how they all
came to Minera in the first place.

Minerians literally look to the stars for guidance. The first of their people are said to have
followed the stars to the island, and they have followed them ever since. The stars guide their
lives, tell them of things in the world and can predict changes to their world. Because of this
the Minerians thus tend to be active in the evening by preference, when they can see the stars
above them. The Minerians don't quite view the stars or even the Celestial field as gods or a
god, but rather venerate them as the language of The Ultimate. Most Minerians liken the stars
to a map or note book created by The Ultimate, a path for them to follow and this is the source
of their faith.

Exploration aside though, the Minerians rarely had any reason to interact with other people as
even the most advanced civilizations were comparatively primitive. As the Minerians had no
standing army, and because they appeared weak and scholarly, the rulers of many other
nations decided that Minera would be a soft target. These repeated invasions have resulted in
the Minerians having to sink more than a few invading ships, so they have learned simply to
avoid contact with other civilizations.

Shortly before the rise of Inritius the Minerians became worried. The stars showed signs of the
coming of Oblivion, and there was great debate over what to do. Most Minerians wanted to
stay away from the conflict; however, others argued that they had been brought to Minera for a
purpose, that they were the best hope of stopping this calamity. Perhaps most devastatingly
though was the fact that some of the most influential Minerians saw the coming of Oblivion as
inevitable, the signs were clear that it was coming and, they even suggested that it was part of
the Ultimate’s cosmic plan.

When Inritius left Argea many Minerians went to join him, intending to bring Inritius back to
Minera, and offer the island to his service. Fearing that such a thing would guarantee
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Oblivion's total victory, some of the other Minerians performed a ritual to destroy their
homeland, killing many of their ritualists on both sides of the divide in the process. The loss of
their home sent many of the survivors into a deep depression, who ultimately became hope-
starved or committed suicide. Of the survivors, those who didn’t travel to join Inritius aligned
themselves strongly with Hope. The sacrifice of their nation was painful, yes, but it gave their
people conviction on both sides of this struggle.

Since the rise of Oblivion most Minerians have recognized similarities between slaves and the
hope-starved. Thus the Minerians tend to be suspicious of both slaves and their owners; this
has further alienated them from the Argeads.

Note: All Minerians are either Oblivion-aligned or Hope-aligned; none are neutral in that
respect. The statistics below represent hopeful Minerians.

Boon Cost: There were relatively few Minerians before the loss of their homeland, many died
during the disaster and more than half of those that remained joined Inritius. This race is, to
say the least, rare. As such playing a Minerian has a boon cost of 25.

Role-play Hints:
• Minerians always look up when thinking. They still look to the stars for guidance.
• Minerians are normally confident in their decisions, particularly ones on which they have
been able to seek astrological guidance.
• Minerians tend to take a long time to make final decisions.
• Minerians tend to be somewhat reserved around other races, particularly the more
primitive ones. They aren't sure how they'll react to Minerian ways.
• Minerians of Oblivion alignment are traitors to your race and cannot be trusted.
• Minerians almost always seek knowledge, technological advances and magic.
• Minerians do not trust any slaves unless they are willful and trying to escape, nor slave
owners. Slavery reeks of Oblivion.

Costume Hints:
• Minerians tend to favour lose fitting clothes that don't restrict spell-casting. However,
their civilization has been effectively wiped out and as such they are adapting as best they
can.
• Minerians carry interesting gadgets, particularly ones useful for figuring out where you
are or measuring things. The Minerians had technology that far exceeded the rest of the
world, while most of that is lost now; most of the survivors carried many small items with
them such as compasses, sextants, magnifying glasses and the like. Remember that you
will need to buy any special items and you should consult with referees for prices.
• Initially at least, Minerians tend to lack basic equipment. It doesn't tend to occur to
Minerians to carry things like Shovels, hammers, torches and other "simple" tools, since
they are used to either having something more advanced to do the task, or simply having it
accomplished through magic.
• Minerians favour light weapons and armour, avoid burdening yourself with unnecessary
weight.
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Costume Requirements:
• Minerian Glyphs: Unknown to them, Minerians themselves are part of a ritual written by
the Ultimate. The ritual is represented on the Minerians bodies by a series of Arcane
looking glyphs. The Minerians have literally been changed by the energy of Minera and
mystic marks have appeared on their bodies. At least one appears prominently on the face
of every Minerian; it must be immediately apparent that you are Minerian. Minerian glyphs
are not part of the Minerian language nor are they part of any known language. It is
assumed that one of the glyphs, usually the forehead rune represents the individual’s
parent sphere of magic. The other runes have been known to change during the life of the
Minerian, especially if the Minerian ever loses their halo, memory, or mana. On Mineria,
there used to be seers who specialized in telling the future from the sigils on a persons
face, but that art was lost with Minera. Minerian glyphs are usually black and/or. Red
glyphs typically signify that the target has no halo and Green runes typically signify that the
Minerian has been poisoned or diseased for a long time. Minerians must have at least four
glyphs painted on them, even if their clothes obscure the glyphs.
• Journal: Minerians must always carry a journal and a writing implement.

Racial Benefits:
• Kinship: Minerians take care of their own, especially now. Hopeful Minerians stick together
and often can be expected to be very helpful. They will often teach you their spells and
magic skills without charging more than the minimal fees, they will usually provide food,
shelter and generally be as helpful as possible. It is worth noting that most Minerians are
not doing so well in terms of physical resources these days, however, they are likely to be
very valuable as teachers.
• Writing Supplies: All Minerians start the game with three free journals and a supply of
writing utensils including ink, charcoal, chalk, paint and a stylus; these items are free and
are in addition to the other equipment and funds a character starts with. A Minerian would
never sell his writing supplies unless he was starving.
• Magic Infused: All Minerians start with a base Magic multiplier of 2 rather than 3. Their
multipliers can be reduced normally.
• Arcane Knowledge: Minerian culture teaches Minerians a lot about magic as such
Minerians start the game with Lore: Arcane Magic (Secret) Rank 2.
• Varied Casters: Minerians tend to find it easier to learn new spheres of magic. As such a
Minerian character starts the game with One Specialist sphere and three minor spheres
chosen from the fundamental sixteen spheres of magic.
• Educated: All Minerians are highly educated. All Minerians start the game with the ability to
Read/Write common and Minerian.
• Star Reading: During the set-up phase of each game, a Minerian character can approach
the referee and ask what the stars foretell will happen this day. The Minerian may choose
to be given a general reading or may elect to know what the stars suggest about a certain
topic.
• Minerian Technology: The Minerian culture was more advanced than the other human
cultures of the same period, only the Gnomes are more technologically advanced that the
Minerians were. If a Minerian character wants to acquire a piece of technology, then the
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boon cost for that piece of technology will be halved assuming that piece of technology was
present on Minera.
• Minerian Echo: Unknown to them, Minerians themselves are part of a ritual written by the
Ultimate. This Minerian Echo can be tapped into to cause a ritual to repeat itself. It is
believed that the Minerians themselves are the reverberations of the original ritual used to
create the island of Minera. No Minerians know how to tap into the Minerian Echo.

Racial Disadvantages:
• Outsider: Minerians are generally not trusted by normal people trusted. Normal people
will view a Minerians word as dubious and Minerians may have trouble bartering for basic
goods and lodgings. Boon cost for membership in a non-Minerian guild is doubled and
many guilds will not allow Minerian members. It is difficult for Minerians to gain social rank
or guild rank outside of Minera and Minerian guilds, the boon cost for such rank is also
doubled.
• The People Come First: While the Minerians are slowly gaining more acceptance
within the Alliance, they have had a rough start in Alliance Lands and still tend to stick
together. As a result, no Minerian may have any etiquette skill, [not even general etiquette],
higher than their rank in Minerian Etiquette.
• Suspicious Until Proven: Members of the Alliance has figured out that all Minerians
are either with, or against, Inritius. Further, the number of Minerians allied with Inritius
seems to outnumber the number of Minerians loyal to the alliance. Minerians who are not
well known by a ranked member of the Alliance are met with extreme suspicion until they
prove themselves.
• Traitorous Friends: Minerian culture was split between the support or the
condemnation of Prince Inritius. Families and friends were often split by this issue and the
civil war that threatened would have pitted brother against brother. As such, all Minerians
know several people on the other side of the divide; these people were their teachers, their
friends, their family or their lovers who simply disagreed fundamentally over whether it was
the Ultimate's Will that Oblivion come. Encountering these friends is extremely difficult for
the Minerian.
• Weak of Body, Strong of Mind: Minerians start with a Might multiplier of 4 rather than
3; they can deduct points from this as normal.
• Non-Military: Minerians do not focus on feats of arms; Minerians are unable to
purchase Strength above rank 4 or Weapon Mastery above rank 8.
• Obligation: You are expected to aid other Hopeful Minerians. You should never charge
them to learn spells, although you can reasonably expect them to pay the cost of raw
materials, you need to share with them anything they need, including providing food,
clothing and shelter.
• Journal: All Minerians are required to write up a full journal article describing the day’s
adventure. The article should focus on portents and omens and they need to be described
in great detail. Failure to submit this to the referee team within one week of the game will
result in your character not receiving any experience points for that game.
• Minerian Echo: Unknown to them, Minerians themselves are part of a ritual written by
the Ultimate. This Minerian Echo can cause a ritual to repeat itself, or cause ritual like

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effects to occur randomly around the Minerian. The more rituals a Minerian participates in
the stronger this flaw becomes.

Amazons: Daughters of the Sun’s Spirit.


Around the campfires of Argea the conversations of bored soldiers often turn to the stories of
the warrior women of the Amazon. The stories tell that these fierce women clad in tight leather
and showing off the female form are at least the equal of a man in combat. The dirtier versions
of these tales tell of the ferocity of enjoying an Amazon slave, or titillating stories about them
pleasuring each other.

The origins of the original Amazon tribe are unknown; they were a tribal race of warrior women
who worshipped the Great Mother goddess in the form of the sun. They were a purely
matriarchal society who kept men as virtual slaves and only used them to create more Amazon
women. The original Amazon tribe was all but extinguished by the patriarchal societies that
they so openly challenged. The women of the Amazon were aware that the female form was
one of man’s greatest weaknesses so they alternated between showing off their lithe bodies
and disfiguring themselves so that men would have no wish to own them; this disfigurement
often ran to cutting off one of the Amazon’s breasts so that she could practice archery with no
hindrance. Many of the Argead men fantasizing about Amazons do not realize that most of the
Amazons were disfigured, breast-less barbarians who smelt because they were unwilling to
squat to urinate, so they did so while riding or running.

During the rise of the Argead Empire, a warlord called General Lividius was storming his way
through a series of Keltoi settlements killing and slaving all he found. He found in one village a
group of willful women who he intended to keep as concubines. He managed to keep them for
around a week, he offered them to his officers and for that week they were raped, tormented
and beaten. However, on the eighth day something changed, while the young women were
being abused something washed over them, some have since postulated that this was the will
of the great goddess or the spirits of fallen Amazons. Whatever happened, the twelve girls
rose up and grabbed the items they were being tortured with and turned them upon their
tormentors; the eldest girl, Brunhilde, even bit off the manhood of the General and kicked him
to death as he lay there bleeding.

Those twelve women, bolstered by the other female survivors armed themselves, took what
they needed from the camps stores and escaped across the hills. For several days, the group
of women ran and hid from the Argead patrols until they were able to seize a large fishing
vessel and make for one of the unpopulated islands off the coast. The women wound up
making a temporary camp in a deep forest beside a waterfall. While the other women were
learning to live in their new home by hunting, fishing, building shelters and gathering fruit and
berries Brunhilde climbed to the top of the waterfall. When she was up at the top of the
waterfall Brunhilde stared into the setting sun and cut herself several times deeply, as the
sunlight burned her eyes and the blood ran down her arms, Brunhilde made a vow to
Cerridwen [The mother goddess of her Keltoi faith, that the New Amazon’s interlinked with the
Amazon Great Mother Goddess of the Sun.] that she and her sisters would not rest until all
women were freed from the tyranny, domination and madness of men, no matter what it took.

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The Great Mother Goddess watched the plight of her daughters and bound the restless spirits
of the original Amazons into these fiery young women. Following this combining of spirits the
New Amazons experienced strange visions and strange memories of places they had never
been. Following these visions, the New Amazons travelled until they found the remnants of
the old tribe, a ruined settlement on a great river populated by weak women suffering from
disease and malnourishment. The New Amazons settled into the ruined settlement, they
moved into the old buildings and unearthed old weapons and caches. The New Amazons were
welcomed by the remnants of the original Amazon civilization as god-sent saviors. Brunhilde
pulled together the Amazon women and rebuilt the settlement, when her task was done she
took on the crown of an Amazon queen.

The Amazon people were reborn from the remnants of the old, the spirits of the old and a band
of female slaves who were desperate to be free. The old Amazons had hated men because of
their despoiling ways and the New Amazons hated men because they had been tortured and
raped by them. No males are permitted entry into the Amazon city, children come in-to being
when the mother ventures out to another locale, mates and procreates; female children born
from these unions are welcomed into the society, but male children are either left for dead or
left abandoned with other civilizations. The Amazons quest to free women from slavery
continues and since their second founding other converts have came to join the Amazons
when they realized that they had another option. Over time the Amazon high priestesses
learned how to tie the spirits of past Amazon heroines into the bodies of these converts and
the Amazon civilization grew rapidly and successfully. The Amazon’s next step is to form a
guild to help new sisters join the cause.

There are tiny cells of Amazons scattered across Geos, with one central city located an island
several hundred miles from the coast of Keltoi lands. Each cell answers to the Amazon Queen
as the ultimate authority. Most leaders are born into the title; however, the Amazons have a
rite of challenge which allows heroines to challenge each other for position, the challenge
almost always takes the form of a battle to the death. Brunhilde and another spirit simply called
She, embody the Queen at all times. Social rank among the Amazons is based on three
things: The number of men killed in fair combat; the number of women freed from slavery and
by the bonds an Amazon holds to her race and her family.

The oldest tradition of the Amazons involves wearing a full face mask into battle; originally only
the civilizations guards and scouts wore mask in order to scare off anyone who got too close to
the settlements, but they soon learned that the masks were scaring the people nearby, so,
after that the Amazons also used the masks when they made raids on cities and caravans.
Explorers eventually got through to the Amazon city and returned to Argea with unique items of
worked bronze and gold. The new Amazon culture included wearing the masks as a mark of
respect to their past and in acknowledgement of how these simple masks allowed the Amazon
nation to secure itself.

The Amazons are also craftswomen of some skill; they craft everything they need from the
resources the wildernesses they live in can provide. They are very skilled when crafting from
animals, plants and stone. The Amazons are very linked to the sun and solar energies and
because of this the only metals they are willing to use are Copper, Gold and Bronze; they
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especially dislike Iron and it’s variants for iron does not hold solar heat, but instead holds onto
the chill of the night.

The New Amazons, like those that came before them, do not practice magic. Amazons reject
magic as unnatural and believe it to be unclean, especially when that magic is practiced by
men. The only Amazons who are able to cast spells of any kind are their druidesses and
priestesses and they can only cast while wearing the ritual masks of ancient druidesses and
priestesses. As with any thing that is not used, eventually that resource withers and dies and
that has happened to the Amazon’s mana. The priestesses practice a brand of sorcery
allowing them to cast divine spells from their halo reserves. The magic of priestesses is
acceptable to the Amazon women because it is magic from the earth and from the sun. Some
Amazons have mastered ritual magic, although they tend to see that magic as a last resort. If
the Amazons wish to perform a ritual they usually find free non-Amazon women and enlist their
aid.

Note: Any player who chooses Amazon as their race is playing someone who was born as an
Amazon. Playing an Amazon has a boon cost of 75. If someone wants to play a member of
another race who recently joined the sisterhood, they should explore the Amazon template.

Role-play Hints:
• For an Amazon, it is better to die by the hand of a man then to be his slave.
• To an Amazon, all men have done something to earn their punishment; even those who
seem nice have left a string of battered women behind them and even male children bully
their sisters and drain their mothers.
• Amazons have a strong distaste and distrust for all men. In their eyes, the sole use for a
man is to procreate. The idea of male slaves is something that Amazons have toyed with
for many years, but they do not wish to sink to the level of their oppressors.
• Amazons should show respect to all women. Although, for those women who choose to
remain the slaves of men, mix your respect with pity and even a little disgust.
• Amazons tend to be very cautious around casters; magic is not natural and as such the
Amazons frown on it and shy away from it. Priestesses and Druidesses of the Great Mother
are not an exception to this rule.

Costume Hints:
• Because of their isolation from the world Amazons tend to make their equipment,
clothing and armour out of natural materials. Most Amazons dress in tight leather that uses
the female form to distract male opponents.
• The clothing of Amazons tends to be fitted well; Amazons are proud of the female form
and have no problems displaying it.
• Some Amazons disfigure their own bodies to make themselves less attractive, they also
want to make themselves better warriors. Such women often remove a breast, scar their
faces, ruin their clothes and cover themselves in foul scent. These Amazons never choose
to mate.
• Amazons do not use Iron or Iron derivatives, as such; it is preferable to make all metal
props appear to be made of a sun metal (bronze, copper or gold).
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Costume Requirements:
• All Amazons have an intricate and detailed tattoo on their right arm in black which
represents their social rank and clan. The tattoo also represents the nature of the Amazon
spirit which shares their body.
• All Amazons are required to wear painted ritual masks when they are away from home,
unless they have gone out for the purpose of fornication. These masks honor one of the
older traditions of the race. Some Amazons also see the need to protect their faces.

Racial Benefits:
• Perfect Warriors: An Amazon’s might and agility multipliers start at two rather than
three. These multipliers can be reduced normally.
• Ethereal Strike: Amazons have learned how to allow their spirit to strike out when they
are facing incorporeal or ethereal foes; essentially the Amazon spirit inside the character
swings on the Ethereal plane and causes harm to the spirit in that plane. Use of this ability
has a cost of ten Halo.
• Strength of the Sun: The strength of an Amazon is tied to the sun, when the sun is
high in the sky and it is bright and warm the Amazon gains two free ranks of strength, one
free rank of brutal strike and two free ranks of DAC.
• Trained Agility: Amazons train fiercely and as such they start the game with DAC
Rank 1, Balance Rank 2 and Climb Rank 2. Amazons also start the game with proficiency
in daggers and bows.
• Ancestral Memory: Due to the spirit inside them all Amazons have Lore 3: Secret:
Ancient Amazons.
• Ancestral Spirit: Each Amazon has a spirit inside them of an older Amazon warrior.
The presence of this spirit allows the Amazon to ask Ref team to answer questions that the
spirit may know the answer to each use of this ability costs the Amazon ten Halo, the
Amazon can choose to expend additional Halo in order to obtain a more detailed answer.
• Wealth: Amazons start the game with an additional ten gold pieces; this is because the
Amazons make many basic objects in their civilization from gold.

Racial Disadvantages:
• Decreased Magic: An Amazon’s magic multiplier starts at six rather than at three.
Some priestesses and druidesses have made a pact with the Goddess to balance their
physical form with a magical reawakening.
• Withered Mana: All Amazons have the absent mana flaw for which they gain no points.
Amazons may not take the No Casting flaw.
• Seasonal Affective Disorder: When there is no sun in the sky, when it is grey and
dreary, or worse, when it is raining, the Amazons DAC and strength scores are halved.
Amazons suffer from Solar Lunacy; their mood is often totally dependant on the state of the
sun. On days where it has been sunny the Amazon is still happy at night, but on dreary
days the Amazon is still depressed at night.
• Cold Metal: Amazons find it impossible to use iron or steel items and armour. The spirit
inside the Daughter of the Sun writhes uncomfortably when Iron or steel is in the
possession of the Amazon.
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• Increased Hindrance: Whenever an Amazon chooses to use armour heavier than
leather or hide the hindrance is tripled. Amazon golden ritual armour is designed to protect
the Amazon’s physical body and the spirit inside and as such is unaffected by this.
• Male Prejudice: Amazons hate and distrust men. This often poses a serious
disadvantage to them during the scope of their careers. Amazons will rarely join guilds
which have a male guild-master. Amazons will rarely accept training from a male.
Amazons will rarely purchase things from male sellers. Amazons will almost NEVER allow
a magical spell to be cast upon them by a male.
• Breach of Etiquette: Amazons are almost incapable of maintaining Etiquette when
there is a man in the room. If there is a man in the room then an Amazon’s Etiquette rank is
reduced by three. This MUST be role-played at all times.
• Veiled Hostility: Amazons start with a connection multiplier of four rather than three.
This multiplier can be reduced normally. Because of their inability to communicate with
males, Amazons generate free etiquette skills at half the rate their Connection modifier
suggests. Normally a character generates one free point of etiquette skill per X games,
where X is their Connection modifier.

Shaman-kin:
Shaman-kin are a rare race of humans based on real world native Americans. Shaman-kin are
distinguished from the other human races by their strong spiritual beliefs and by their lack of
any modern technology. The few remaining Shaman-kin tribes inhabit the near-endless
sweeping planes far to the east of the Argead capitol. Despite their general non-involvement
with Argea state affairs, the elders of the Shaman-kin tribes have signed the Alliance against
Prince Inritius. All members of a Shaman-kin tribe are trained as powerful ritualists and the
entire tribe gathers together to perform rituals to preserve their homelands, to bolster crops
and to conjure beneficial weather.

Shaman-kin society is tribal and nomadic, often moving based on the migration of the herds of
animals they depend on, live off, and protect. The Shaman-Kin are very spiritual, believing that
the spirits of the animals of Geos are the most powerful force in existence. Shaman-kin often
pray to these spirits for guidance, luck, protection, and strength. They hold a great reverence
for all animals, and while this does not stop them from hunting to feed and cloth themselves,
they are sure to put every part of the animal to use in order to honour the spirit of the slain
animal. The Shaman-kin have become so spiritually devoted to the animals that during their
ritual of adulthood each tribe-member goes through a spirit quest and creates a lifelong bond
with a single animal spirit. The spirit quest sends the Shaman-kin into the realm where totem
spirits reside; this quest is not undertaken lightly for Shaman-kin are aware that many totems
are not benevolent. These totems are the same as those sought by the Evolving Beastkin, but
the effects of the bonding are drastically different; while the Beastkin’s physical form
incorporates the aspects of the new totem, the outward physical appearance of a Shaman-kin
is unaltered by the binding of a totem. By allowing their totem spirit spiritual dominance a
Shaman-kin is able to fully transfigure his body into the shape of the beast whose totem they
possess.

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Shaman-kin can only bond with mundane animal spirits whose mass is similar to that of a
human. Almost all Shaman-kin bond with a single totem for life, however there are tales of
Shaman-kin heroes who have changed their totems, or who have bonded with totems who are
more than mundane. In order to maintain the link between the Shaman-kin and the spirit
within, the Shaman-kin must wear some physical representation of the totem he has bonded
with; examples would be the feather of an eagle, the tooth of a lion, or the tail of a rat.

Boon Cost: 100: Due to the rarity of the race, the extreme rareness that a tribe-member would
leave the tribe and the power their animal forms grant them, all Shaman-kin have a boon cost
of 100 to play. Any player who chooses Shaman-kin as their race is playing someone who was
born as a Shaman-kin. If someone wants to play a member of another race who recently
joined a Shaman-kin tribe then they should explore the Shaman-kin template.

Role-play Hints:
• To a Shaman-kin, all natural animals are sacred, and should be treated with reverence.
To them, killing an animal is only permissible in self defense, or when necessary to survive.
When killing an animal is necessary the Shaman-kin should grant the animals spirit a
suitable send off and use as much of the animal’s physical form as they can.
• Shaman-kin tend to be very wise, and to think their actions through thoroughly before
acting. They often consult with their animal spirits prior to making crucial decisions.

Costuming Hints:
• Shaman-kin should wear primitive clothing; in the style of a plains dwelling people.
Simple suede garments that are fringed and tasseled are perfect.
• For a Shaman-kin, earth tones, such as browns and tans are appropriate.
• Beaded jewelry made from polished stones, antler, wood and bone are common. Such
strands of beads are often used to for trade.

Equipment Hints:
• Shaman-kin use primitive weapons such as stone knives, flint headed wooden spears,
flint headed hand axes and simple wooden bows.
• Shaman-kin tend to come equipped; they normally carry a water skin and dried meats
and fruits to prepare for long journeys.
• Shaman-kin prefer cloth or leather satchels to backpacks or belt and pouch
combinations.

Costuming Requirements:
• Bestial Form: While in their animal form, the Shaman-kin is required to fully costume
the fact that they are now an animal. This change in costume should be drastic. The burden
of carrying a second costume on an adventure is part of the template drawbacks.
• Talismans: In order to maintain the link between the Shaman-kin and the spirit within,
the Shaman-kin must wear some physical representation of the totem he has bonded with;
examples would be the feather of an eagle, the tooth of a lion, or the tail of a rat.

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• Totem Snares: Shaman-kin use small spiritual trinkets to help their totem spirits to stay
within their bodies. These snares are sought after by the Eceni and by Argead
noblewomen who use them to ward off bad dreams. A Shaman-kin’s garb must include at
least one dream-catcher.
• Tribal Paint: As a tribal people, the Shaman-kin tend to display tribal makings on their
face. These markings are drawn on before hunts, quests, and war parties.

Racial Benefits:
• Mantle of the Shaman: Entire Shaman-kin tribes are trained to lead and contribute to
ritual since childhood. All Shaman-kin begin play with Rank 2 Contribute to ritual, and Rank
1 Ritual magic.
• Nature’s Friend: A Shaman-kin is considered to be a neutral or positive force by all
mundane natural creatures in their natural environment. Because of this, a Shaman-kin will
rarely be attacked or targeted by a feral creature, even one that is raging. However, rabid
animals or those who are being affected by drugs or spells can still attack the Shaman-kin,
but they will not attack the Shaman-kin if there is another viable target.
• Speak With Animals: While in their beast form, Shaman-Kin lose the ability to speak in
their usual tongues, thereby making it impossible to cast spells even verbalized spells.
However, they may freely communicate with other members of the same general type of
animal. In either form, a Shaman-kin may spend 10 halo to speak with any single class of
animals for 10 minutes per use.
• Totem Sense: Shaman-kin are adept at communicating with the spirits of the animals
and are often able to sense whenever a totem or similar spirit is nearby. For 20 halo, a
Shaman-Kin may activate a more focused form of totem sense in order to determine details
about nearby animal spirit totems.
• Totem Form: All Shaman-kin know how to transform their bodies into the form of the
beast. Every Shaman-kin takes a spiritual quest on the day they reach adult hood and
during their quest they are chosen by their beast totem. For 50 halo, a Shaman-kin may
change their form between their bestial form and their human form. A Shaman-kin is able to
hold their bestial form for as long as they wish which has led to many Shaman-kin going
native and forever leaving behind the world of men.

Racial Disadvantages:
• Humane Heart: Shaman-kin feel a strong bond with all animals, and have a serious
problem with animal cruelty. Even the use of beasts of burden, such as plow oxen is
difficult to overlook. Their opposition to the abuse of animals must be role-played. The
Shaman-kin do use and farm animals, but they always treat their animals as family
members rather than tools. Shaman-kin ride, but they never kick or saddle their horses.
• Totemic Dependence: If the Shaman-kin ever loses his totemic talisman, he cannot
access his spirit totem until after he and his totem craft another and ritually bond to it. While
the Shaman-kin is without his totemic talisman his halo is considered to be half what it
would be normally. If the Shaman-kin is without his dream-catcher then the spirit within
finds it difficult to stay within the Shaman-kin.
• Primitive Equipment: Shaman-kin come from a tribal society, and have yet to develop
or adapt to modern technology. Armour and weapons must be non-metallic. Shaman-kin
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will are not permitted by their totem spirit, by his tribe or by the referees to use ‘modern’
weapons.
• Unhindered existence: As a nomadic people, the Shaman-kin remain unburdened as
a way of life. No Shaman-kin may wear armour whose hindrance exceeds 4.
• Socially Inept: Shaman-kin rarely leave their tribal homelands, and as such the social
structure of most other cultures is difficult for them to grasp. Shaman-kin must pay double
the normal number of boons to join or advance in any guilds. Because of this social
ineptitude, Shaman-kin generate free etiquette skills at half the rate their Connection
modifier suggests. Normally a character generates one free point of etiquette skill per X
games, where X is their Connection modifier.
• Vulnerable Transformation: Changing form from human to beast and vice a versa is
difficult process. Changing form takes one whole minute and during that time the Shaman-
kin is almost totally defenseless. During the agonizing transformation, the Shaman-kin’s
bones break and shift, their muscles spasm, stretch and adapt, their skin expands and
retracts. Roleplay during the transformation is essential or the transformation will fail. While
transforming, the character may not attack, cast spells, leave their current spot, or even
defend themselves from incoming blows. If rendered unconscious during the
transformation, the transformation continues regardless.

Rules for Bestial Form:


• Shaman-kin can only choose for their Bestial form an animal that is of similar mass to that
of an adult human. Some tribes tell of members who bonded with smaller or larger animals
who were never able to shape-shift.
• When a Shaman-kin adopts their animal form, they become a standard version of their
animal totem including its size, natural forms of attack and movement, as well as other
abilities such as water breathing, flight, etc. All Shaman-kin begin play having bonded to a
single totem of their choice, as approved by plot. The exact advantages and
disadvantages of a form will be balanced and modified by the referee.
• While in their animal form, the Shaman-kin is treated as having Rank 1 Strength
(minimum), as well as five additional LOC, a minimum Constitution of 16, +1 Defensive
Willpower, Rank 3 Heightened Senses (minimum), Two Weapon Fighting (natural
weapons), and Weapon Proficiency: Natural Weapons. These skills do not carry over into
their human form, even if they are on a multiplier list in which the human form and animal
forms share the same multiplier. They represent the inherent physical superiority of the
animal form.
• When a Shaman-kin adopts an animal form, all equipment and possessions merge into the
form and become part of the bestial form until the Shaman-kin returns to their natural form.
[However it is still the responsibility of the player to bear their own equipment].
• Assuming the bestial form is a process that takes one minute to achieve, and during the
process the Shaman-kin is wracked by the change and may not attack, move, speak, cast
or defend themselves.
• A Shaman-kin’s animal form has it’s own multipliers. These are exactly the same as those
of a normal character; they begin at x3, have 3 reducers, and can raise 2 multipliers by 1 to
earn an additional reducer. For example: A Shaman-kin may have Might 4, Agility 4, Magic
1, Intellect 1, and Connection 3 in their human form, but their wolf form might have Might 1,
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Agility 1, Magic 4, Intellect 4, and Connection 3. Shaman-kin may purchases skills using
their human or beast multipliers. However if a skill is purchased at a multiplier value that is
lower then that of one of the forms, then that ability cannot be used in that form. Using the
example above: In human form, the Shaman-kin could not use any of the skills bought by
the wolf form at its Might or Agility modifiers of x1; however the wolf form could still use any
Might or Agility skills the human form bought at x4. The opposite is true for Magic and
Intellect; the wolf form cannot use any of the human form bought skills at x1, but the human
could still use the wolf form skills bought at x4. Both forms could use all of the Shaman-
kin’s Connection skills, as they share the same multiplier.
• Due to problems in physiognomy certain skills cannot be used in an animal form, these
include, but are not limited to: Ritual Magic (can still contribute) , Disarm Trap, Open Lock,
Pick Pocket, Use Rope, Profession (any), Craft (any), Chirurgery, Casting (off all types
including Arcane, Psionic, Priest and Druid casting and all other dependant skills), Counter-
Spell, Weapon Proficiency (in anything BUT natural weapons), and Weapon Mastery (in
anything BUT natural weapons). Due to an inability to communicate, other skills cannot be
used, although, if the Shaman-kin is able to communicate these skills can be used: Bardic
Performance, Break Will, Calm, Embolden, Enrage, Enthrall, Etiquette, Incite, Persuade,
Teach and Support.

Cathayans:
1599: Argead Explorers are sent to find other continents. None ever return.

Far beyond the seas that surround the Argead continent of Antios there are other lands.
Because maritime science has not yet developed to a degree which allows ships to safety
move across seas and between continents these other continents are largely unknown by the
Argeads. One Empire that the Argeads have only a vague knowledge of is the “Empire of the
Rising Sun.”

“The Empire of the Rising Sun” is based on an island off the continent of Elentian many
hundreds of miles to the west of Antios. The continent is generally rainy with a high degree of
humidity, although, Elentian is a sizeable continent with many different climates. On Elentian
there were several notable civilizations, including tribes of men, Elven cities and colonies of
Shirefolk. The cities and farms of men included the great meadows and prairies of the west,
the elves lived to the north and the Shirefolk made their homes under and around the vast
mountain range in the south. For years beyond number, the three kingdoms grew separately,
occasionally trading, but never intermingling. Not because there was a high level of avarice or
animosity between the races, but rather, because no race felt comfortable in the homes of the
others. The men and Elves were uncomfortable underground, the men and the Shirefolk did
not understand the ways of the Elven forests, while the Elves and the Shirefolk found the
humans dreadfully lacking in maturity and focus.

The three kingdoms were culturally advanced for their time. The Cathayans lived in peace, a
peace of accepting one’s place in life and striving to do your best. The Cathayans were divided
into four castes, the Aristocracy (rulers, mages and courtiers), the Warriors (generals, samurai,
high ranking soldiers), the Merchants (including sailors, traders, mercenaries, socialites and
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spies), and the Peasants (farmers, low-ranking soldiers, and menial craftsmen). Caste follows
the patrilineal line. During the rise of the Middle Kingdom the castes were used against the
Cathayans and as such they do not hold as much sway today as they once did, but they are
still a vital part of Cathayan society. Cathayan society does not include slavery, because
having relegated two thirds of their populace to the caste of peasants they have no need of
slaves.

The Cathayans have no cultural ‘Gods’, but they follow a pantheon of saints and ancestor
worship. During the exodus from the Demon War they lost their halos, but now they have
developed a kind of spirituality that fills that void and makes them feel whole again. Having
committed dreadful sins, the Cathayans now work to repent and to reforge their spirituality.
The Cathayans believe that Chi runs through every living thing and many Cathayan ritualists
are working on a practice called “Chi-Gong” which they believe will turn the war in their favour
by achieving amazing feats which border on true magic.

In the kingdom of men, one man arose; he was a philosopher of great distinction and a scholar
of repute. His name was Kong-Zi; his philosophy was that one should aspire not for greatness
in the eyes of others, but for greatness of self in everyday life. He also taught that one should
accept what life has given one, and to do one’s best to fulfill that. This philosophy transcended
racial barriers, and was found to be acceptable to individuals from all the races of the land and
as such the philosopher’s teachings spread far and wide, even some of the beastkin and harsh
people adopted some of his ways. However, peace was not to stay long…

The Demon War.


1218: Demon Lord Anharat banished by Keltoi knights.

After an age of treachery and corruption, the Demon Lord Anharat was forced into the sea by
the Keltoi knights. As the years passed the ebbing salt water robbed Anharat of much of his
power and focus, although his ability to taint others and his treacherous ways remained un-
affected. Eventually, after many years of drifting he arrived on Elentian. He was unfamiliar with
that land and, for the next few decades, Anharat wandered that land learning about it. He
walked through all three kingdoms, over the mountains and through the woods. During his
journeys, he was put off by the honour of the dwarves and the good heartedness of the elves,
but he found the same weaknesses and vices in humans as he had on Antios. Anharat found
that the humans were jealous of the advantages of the other races and, despite the great
achievements of the other races, the humans mocked their neighbors for being lazy and slow.
Anharat, The Great Betrayer, took this as a great boon, and began to sow the seeds of hate
and distrust amongst the humans, while slowly building an army of demons and the corrupted
far from prying eyes.

Anharat presided over many meetings with the nobility of the tribes of men. He trained his
army and he built a great defensive wall around the cities of men. He took counsel from the
great general Sun-Tzu, and he gathered the aid of several powerful demons. After decades
spent in preparation, Anharat started a great war across the three kingdoms. Anharat twisted
the suggestion that everyone should be happy with their place in life and should aspire to be

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the best that they can be in their role, the Betrayer twisted the minds of the humans so that
they thought that their place in the world was to rule, and that the non-human races should
bow before them, or be slaughtered like vermin.

The war comprised several massive campaigns and during them many heroes rose and fall. In
the end the Elves, the Shirefolk, the Harsh peoples and the Beastkin simply not withstand the
might of the humans and their demonic allies. In the aftermath the forests were cut down,
burned to feed the growth of Anharat’s army and the fastnesses of the Shirefolk were strip
mined to provide resources. Wherever Anharat’s armies went, corruption and death followed;
the other people across Elentian lost hope and many fell to Oblivion. After decades of war,
Anharat had won. He established what he called the “Middle Kingdom”, and all was his. As of
1748, Anharat had succeeded on Elentian where he had failed on Antios. Almost…

The Ultimate watched Oblivion nearly succeed so soon after the defeat of the Great Unmaker
and the tears of the Ultimate fell onto the humans of Elentian. After the rains stopped the
Cathayans found that they were no longer connected to the world halo and that their own halos
were fading. Around one third of the humans serving Anharat felt this mark of the Ultimate’s
displeasure and elected to leave. Anharat was furious and ordered his demonic legions to
watch the people closely and didn’t let them leave. However, people are like sand, the tighter
you grip, the more they will slip through your grasp, and such was true throughout this time.
During the months that followed the Ultimate’s curse there was a mass exodus, many of the
refugees fled across a nigh-impenetrable mountain range to the northeast, to a land which they
called “The Land of Morning Calm”. The rest of the people made exodus to an island and
founded the “Empire of the Rising Sun.” These two civilizations are the last strongholds of
good and hope on Elentian.

The “Land of Morning Calm” was a place of peace and many there sought harmonious lives
and many took monks orders. Those in the Calm lands know the power of The Middle
Kingdom and so don’t enter it. Some of Anharat’s armies have attempted to assault the “Land
of Morning Calm” but they have always failed to cross the mountains. Those in this land
developed meditative techniques to restore their Halos through a ritual made substitute that
they call Chi. “The Land of Morning Calm” is a safe zone protected by divine power, but no-
one knows for how long it will remain safe.

The “Empire of the Rising Sun” was made up of the strong willed, the hopeful, the hateful, and
the angry who couldn’t live under Anharat. Most of the island is militarized in order to respond
to, and launch attacks against, the Middle Kingdom. The “Empire of the Rising Sun” is led by a
powerful Empress, the only descendant of the previous royal family of the Cathayans. In the
Empire, the lessons of Sun-Tzu and the teachings of Kong Zi are memorized in schools and
the Samurai, the key figures of the Warrior caste enforce martial law. The territory between
The “Empire of the Rising Sun” and the “Middle Kingdom” is a constant war ground, however,
on two occasions when the Middle Kingdom’s navy has gotten too close to the Islands of the
“Empire of the Rising Sun” a divine wind has risen and has torn apart the boats of the invading
demonic navy. The monks of the Calm Lands have taught the Samurai the ways of Chi and
many Samurai have learned how to channel their new-found chi against their demonic
opponents.
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Now is a time of war, not of diplomacy, and any envoys from the east would surely have been
swept up in the conflict, never to return again.

Religion in the Cathayan Lands.


The Cathayans do not “worship” their ancestors in the same sense as the Argeads or the
Keltoi; Revere and Respect would be better words to use. Cathayans believe that their
ancestors still watch them. Cathayans make the effort to not dishonour or offend their
ancestors. Most Cathayans will visit the graves of their ancestors on special days and they will
often burn incense and bring gifts. An individual’s ancestors carry the wisdom of centuries past
and they know of the ways before the Demon War. For the Cathayans, the most common form
of divination is communion with one’s ancestors. Cathayans seek the blessings and guidance
of their ancestors to help with their daily life.

Cathayans respect the dead; allies may die, but if they are treated well their spirits may
continue to provide assistance. Cathayans are not obliged to bury their foes nor are they
prohibited from robbing the dead, although, doing so makes most Cathayans uncomfortable; it
is very rare for an Cathayan to steal the primary weapon of a fallen foe. If an Cathayan,
especially an Cathayan Warrior, has fought an enemy champion or an enemy of great status
then they usually treat the corpse as if it were that of an ally. Cathayans will never grossly
violate or mutilate a body, nor will they allow such to be done in their presence, although, those
whose death was due to their own cowardice will be left in the dirt. Cathayans generally treat
their foes in the manner they would like to be treated. Cathayans do take trophies for they feel
that being made into a trophy shows respect. Many Cathayans, especially priests, refuse to
ever touch the bodies or the possessions of the dead.

Throughout the long history and wars of the Cathayan Lands, many legendary heroes have
transcended into sainthood, they take on an almost divine mantle. Cathayans rarely devote
themselves to a particular saint, but most will seek blessings from the patron saint of a domain
before going on a venture which would fit under that saint’s domain. In the Cathayan lands,
small shrines are everywhere each devoted to different saints. Of the myriad minor saints there
are several who are held above the others.

The Jade Emperor was the last Emperor of the Cathayan lands before the arrival of The
Great Betrayer. The Jade Emperor was virtuous and wise, he was so wise that The Great
Betrayer traveled the lands for many years, waiting for the death of the Jade Emperor before
making his move on the minds of the people. In the chaos surrounding the death of The Jade
Emperor, Anharat rose to power, convincing the people of their superiority. The Jade Emperor
is venerated as a symbol of the greatness that was the Three Kingdoms, before the Middle
Kingdom was born. He is venerated as a saint of wisdom, justice and virtue. The Jade
Emperor was believed to have been an all-knowing benevolent leader.

Kong-Zi was a great sage, whose teachings permeated the Cathayan kingdoms before the
fall. His philosophies transcended racial bounds and were widely accepted by all the people of
the land. His work included the basis of the caste system and the desire to fulfill ones duty,
along with humaneness. Kong-Zi lived by his words and many of his teachings were scribed by
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others. The philosophies of Kong-Zi were evaluated in many ways, for example: “On returning
from court, Kong-Zi was informed that the stables were burnt down he asked "Was anyone
hurt?" He did not ask about the horses. Although the lives of common stablemen were worth
far less than the horses, Kong Zi showed compassion to people above property. However, the
same scripture was twisted by Anharat to suggest that one should only care about your equals
and not those below you.

Sun Wu-Kong also known as the Handsome Monkey King, was king of the beastfolk before
the fall. After his traditional homeland of “Flower-Fruit Mountain” was destroyed, he fled, along
with others to the “Empire of the Rising Sun.” Sometime after this, he gathered up a party of
fellow beastfolk, as well as a priest from the “Land of Morning Calm”, and he and his party
went on an epic Journey to the West, to try and recapture their homelands. It is unknown
whether or not he was successful, but occasionally, scouts find Anharat’s known strongholds
to be deserted or previously charted castles to be in ruins. Many explorers in the Middle
Kingdom, have found the familiar footprints of the Monkey King and his allies. Due to his
almost mythical exploits, and his Dragon-Gifted armour and weapon, Sun Wu-Kong is prayed
to as a saint, even though he may still be alive.

Guan Yu is followed by warriors and merchants alike. He is the saint of Brotherhood, Loyalty,
and he is the closest thing the Cathayans have to a God of War. He was a great dwarven
warrior, who was believed to have slain thousands of his foes. He is the epitome of dwarven
hardiness, having said to have undergone surgery while playing Go, without even blinking.
Records indicate that he himself slew several greater daemons, and thousands of lesser
opponents. In the end however, he was slain when he, stood with a handful of brothers-at-
arms in defense of a city while its inhabitants evacuated across the ocean. As the people
sailed away, the last thing they saw was Guan Yu and his men atop a mountain of bodies,
fighting so they could escape. It is said the “Divine Winds” that protect the Empire of the Rising
Sun is a manifestation of the divine wrath of Guan Yu.

Bushido Code.
The Cathayans live their lives according to many codes of ethics and conduct. Those who do
not live by the code find they lose their ability to generate Chi; it is believed that those
Cathayans who follow Anharat have found an alternative to Chi to fuel their abilities. Of those
who follow the code, priests, monks and samurai adhere to the code most avidly. The Bushido
code is an internally-consistent ethical code, grounded in the spiritual approach of real-world
Zen Buddhism. In its purest form, it demands of its practitioners that they look effectively
backward at the present from the moment of their own death, as if they were already, in effect,
dead.

The Seven Virtues of the Bushido code are as follows:


• Gi: Rectitude
• Yu: Courage
• Jin: Benevolence
• Rei: Respect
• Makoto: Honesty

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• Meiyo: Honor
• Chugi: Loyalty

Boon Cost: Cathayans come from across the sea and as such are extremely rare in the lands
of the Argeads. As such, playing a Cathayan in Argead lands has a boon cost of 50.

Note: Chi is an inferior, man-made version of Halo. It was created in an attempt for the
Cathayans to continue to be aware of their own existence despite the displeasure of the
Ultimate. The forces of the deceiver have created a form of Demonic Chi which is very similar
to the Shadow Halo of Inritius’s forces.

Role-play Hints:
• Cathayans follow the theory of ‘A place for everything and everything in its place.’
Understanding this is important to understanding Cathayan philosophies.
• Cathayans believe strongly in their cast system. They should always role-play as befits a
member of their caste. Peasants should be humble, Nobles should be proud, Merchants
should be confident and Warriors should be brave and strong.
• Cathayans should follow the Bushido code.
• Cathayans tend to beware the denizens of the Middle Kingdom. Cathayans are, generally,
cautious around demons and undead.
• While Cathayans are on Antios, they are far from their own lands and far from their own
people. As such Cathayans are normally quiet and cautious.
• Cathayans work hard to maintain their own code of honour.

Costuming Hints:
• A Cathayan’s clothes should always reflect their status, their caste and their standing.
• Cathayans usually wear hats, especially those that ward off sunlight. Some theologians
have suggested that the practice of always wearing hats stems from the fact that they are
hiding from the Ultimate, but this is unlikely.

Equipment Hints:
• A Cathayan’s equipment should reflect their status, their caste and their standing.
• Most Cathayans only own a few objects, although, those objects are extremely important to
them and are normally passed down from father to son. Cathayans will often fight to the
death to save one of these items.

Costuming Requirements:
• The Cathayans live far away from the Argeads, they eat different foods, drink different
water and the sun shins on them with a different intensity. More importantly, the Cathayans
have spent the last centuries fighting a war against demonic hordes and they have had
their halos stripped from them by the Ultimate. As such Cathayans have a drastically
different complexion from that of the Argeads. Normal Cathayan complexion is pale with
darker eyes, although many have a green or yellow tinge to their skin and purple green or
yellow veins are often visible on their face and hands.
• All Cathayans must wear costume which is noticeably Cathayan in appearance at all times.
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Cathayans may not disguise themselves as non-Cathayans for this would be out of place
although, they may hide their faces. If a Cathayan chooses to wear foreign clothes then he
must maintain a generally Cathayan appearance.

Racial Benefits:
• Ritual Affinity: All Cathayans start the game with Contribute to Ritual Rank 2. This is
because they have been taught the basics of ritual but often lack understanding.
• Military training: All Cathayans are proficient in the use of a one handed sword and in
unarmed combat. The Samurai ensure that every man, woman and child are able to fight
to defend the “Empire of the Rising Sun.”
• Tai Chi: All Cathayans have been taught the Tai Chi ritual in order to regain their Chi in the
hours that follow the dawn. This ritual restores the character’s Chi, the ritual takes twenty
minutes to restore up to fifty Chi, forty minutes to restore up to a hundred Chi and an hour
to restore up to two-hundred and fifty Chi. This ability cannot be used ore than three hours
after dawn and may only be used once per day. If a Cathayan does not complete the Tai
Chi ritual on a given day, then they have zero Chi for that day regardless how much Chi
they had remaining from the day before.
• Chi Strike: Because of the nature of the Cathayan’s Chi they are able to wrap it around
their weapons to strike foes from the Middle Kingdom. For 10 Chi, a Cathayan can imbue
their next strike with energy, this changed the damage code of the blow to Magical.
• Cathayan Etiquette: All Cathayans are taught the rigid laws of their own society, as such
all Cathayans may choose to start play with Etiquette (Cathayan) Rank 2 for free.
• Resist Pain: Due to the hard lives they have led, Cathayans have learned how to not react
to pain. The start the game with Resist Pain rank 1. The Resist Pain skill allows a
character to feel a minor amount of pain without reacting. The amount of pain they can
resist is equal to one point of damage or the amount of pain caused by the Cause Pain
spell (level 1).
• My Father’s Sword: All Cathayans have access to the Ancestral Blade ability of the
Samurai. Normally those Cathayans in possession of an Ancestral Blade are Samurai, and
as such the Ancestral Blade ability comes with the Samurai template, but all Cathayans
pass weapons from father to son and as such any Cathayan can purchase the Ancestral
Blade advantage for 100 boons.
• Caste Advantage: Cathayans of different castes have different advantages. Cathayan
Peasants start the game with Profession Rank 1 and Craft {Specific} Rank 1, which apply
to a suitable peasant trade. Cathayan Nobles start the game with Cathayan status Rank 2.
Cathayan Warriors start the game with the Master of Arms skill for free, regardless of
whether or not they meet the prerequisites. Cathayan Merchants start the game with
Appraise Rank 2.

Racial Disadvantages:
• Absent Halo: The curse of the Ultimate weighs heavily on the Cathayans and they all
suffer from the Absent Halo Flaw. The Cathayans have learned how to replace their Halo
with Chi, however, each morning within three hours of dawn they must go through a series
of rituals or they will have no Chi for that day. Cathayan characters start with no Halo, but
they gain 10 Chi per level as per normal. Chi works in exactly the same was as Halo for
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purposes of things which deal Halo damage and abilities which are fueled by Halo. Chi
cannot fuel psionics.
• Halo Addicts: The Cathayans have convinced themselves that their Chi is the equal of
Halo, but they are completely wrong. If a Cathayan is ever gifted Halo, or drinks a Halo
potion they are immediately intoxicated as if they have taken strong liquor and drugs. Once
a Cathayan has been exposed to Halo they develop an addiction to Halo which grows more
and more severe the more Halo they are exposed to. Cathayans cannot use the Halo they
gain in this way and it usually lasts for one hour before it fades. If a Cathayan ever holds
more Halo than their normal maximum chi they die.
• Cannot Purchase Halo/Chi: Cathayan characters generate free Chi whenever a different
character would generate free Halo (every level). However, they may not purchase
additional Chi with skill points.
• Touch of the Dead: The Cathayans tend to avoid touching the dead or the possessions of
the dead. The exception to this restriction is handling items which were promised to the
Cathayan by the dead person while the person was living. They believe that touching the
dead or stealing from the dead invited haunting.
• Honour Bound: The Cathayans are a very honourable people. To them losing face is
tantamount to losing an arm. They work hard to show off and to gain respect, while doing
everything in their power not to lose it. Out of respect, they often try not to make another
lose face either, even if it means lying.
• Superstitions: The Cathayans are extremely superstitious people and as such any
Cathayan player must select eight points of superstitions from the flaw list for which they
gain no benefit. These flaws must be suitable for a Cathayan character and usually involve
ancestors, honour or the dead. If a character wishes to take more than eight points of
superstitions then they may do so, they simply count the other points of superstitions
against their flaw limit.
• Language Barrier: Cathayan Characters start the game with knowledge of the Cathayan
tongue, they do not start with mastery of the Common tongue although they can learn this
relatively easily, at triple the normal cost. Due to the difference in languages Cathayan
characters will never gain perfect fluency in the Common tongue, this means that Cathayan
characters tend to speak halting common with a heavy Cathayan accent.
• Limited Armour: Cathayans cannot wear Armour above hindrance three without seeking
special training. Heavy armour is almost unknown among the Cathayan peoples and even
the armour of the samurai is made of many small pieces strung together and as such
provides little hindrance.
• Caste Disadvantage: Cathayans of different castes have different advantages. Cathayan
Peasants start the game with no money rather than the usual 10 silver pieces. Cathayan
Nobles are afraid of the diseases that afflict the poorer castes and start the game with a
minor phobia of disease. Cathayan Warriors are compelled to answer any challenge;
slights and insults are offenses and must be answered. Cathayan Merchants start the
game with a minor phobia of thieves and of being stolen from.

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Shirefolk:
The Shirefolk are rightly one race, but when they are born their gods determine their rightful
place in the world and this manifests in one of three different forms and personalities. The
Shirefolk, do not normally differentiate between the races. Shirefolk society is structured
around the three divinely mandated groups; all three groups are individuals, but they function
as a part of a bigger whole. Apart each group has specialized skills, but when the three skill-
sets are bought together their skills harmonize. Even in their pastimes the groups can meet
harmoniously; during Shirefolk festivals the nights are filled with Dwarven drums, Gnomish
woodwinds, Hobbit strings and a chorus of surprisingly talented singers.

A child born to Shirefolk parents who are of the same subrace is more likely to be of that
subrace, but it is not uncommon for two dwarves to produce a hobbit child. Because of the
nature of Shirefolk childbirth, it is common practice for the child to go to a family who is known
by the counsel to be ready to have the child; although the parents may elect to keep their own
child. The nature of childrearing in Shirefolk society leads to a situation akin to fostering where
the community as a whole raises the child. It is common for Shirefolk to have close
relationships with their birth and rearing parents. Shirefolk do have an abnormally large
number of still born babies, because of this when the mother is starting to show the priests
have developed a spell to tell if the child will be still-born and if so they abort the child. The
aborted children are treated as part of life for the Shirefolk, but their unformed cadavers are
taken to special temples to guard their unformed souls.

The Shirefolk are known for their craftsmanship and earthly passions. Fabricating, inventing,
parlaying, trading and business are the purview of these peoples. They are artisans and
artists, and true children of Geos in their temperaments and traits. They complement each
other and inter-group trust is almost automatic. Each subsection has their own ways of
interacting with other races and the outside world, but they will almost always support each
other. Normally this means that each subrace of the Shirefolk only interact for extended
periods of time with the other races when they’re under contract, traveling, or seeking
business. With the Inritius situation, however, the Shirefolk changed their usual rule of non-
interference due to the urging of the Gnomes.

Approximately three years ago, Gnomish astronomers and astrologers were reading the stars
for omens and mathematical theories when they found a new set of stars. Not only had these
stars never been seen in the sky before, but their alignment was unnatural and a few of the
stars in the cluster even overlapped. The portents the astrologers read from the new
constellation were terrible and brutally nonsensical, although they displayed a consistency that
suggested a hidden message. Even the specialized Gnomish measuring tools could not
translate the message properly, though perhaps they were the only ones with a chance of
doing so. The Gnomish Council of Peers, the wisest of each “trade” (the general headings of
Technicians, Scientists, Alchemists, Mages, Astronomers, and Tradesmen) met and discussed
this puzzling and worrisome phenomenon. During their meeting, the sky slowly drained of
colour and tinted the world an ugly violet. The Council looked up and realized they were
watching an unscheduled lunar eclipse. Doing an augury and reading the stars, the message

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they had been attempting to interpret had suddenly been made clear; it read, “Darkness is
growing. Fight for light or everything is lost.”

Alarmed into quick action, the Gnomes called the Hobbits and Dwarves in to a grand council.
They told them of the forewarning and confirmed the Dwarves and Hobbits had been
approached over the last few years by other races, mostly the Argeads, to help them with a
war. Shirefolk usually have a ‘live and let live’ philosophy, and viewed this as a human
problem. Now, however, there was no mistaking that the Gnomes were probably the only race
who could have interpreted the eclipse’s message. All three groups agreed that to attempt to
derail the dark fate portrayed in the stars, they must add their lot to that of the humans and
help defeat the ‘darkness.’ For this reason the Shirefolk have, for the first time in any memory,
united together while allying themselves with other races for a greater goal.

Each Shirefolk subrace brings valuable skills to the Alliance against Inritius. Allowing them to
work together, of course, makes them much more valuable, and since each subrace balances
out the other two, the Shirefolk are fairly self-sustaining as a resource.

Note: While Shirefolk are looked down upon for being short in stature they are actually not
much shorter than the other races. The description of the Shirefolk as ‘half’lings comes from an
old racial stereotype which is no longer true. As such there are no height restrictions on playing
a Shirefolk.
On Shirefolk Genetics:
This completely OOG section describes the current day logic behind the Shirefolk genealogy.
None of the topics discussed in this section are known in the world of Geos. Many Shirefolk
scholars have catalogued Shirefolk births but none have deciphered the real reason.

The type of gene that the Shirefolk have is very rare, but is not pure fantasy. The gene is
based on the genetic condition known as imprinting which is the cause of Angelman syndrome
and Prader-Willi syndrome in the real world. These two conditions are caused by the deletion
or inactivation of certain genes. The Shirefolk condition is a theoretical addition or extra
activation of certain genes. Angelman syndrome is caused when the deletion happens on the
gene that is passed down from the mother. Prader-Willi syndrome is caused when the deletion
happens on the gene passed down from the father. The deletion is exactly the same, but the
outcome is extremely different and depends completely on which parent the aberrant gene
comes from.

This is the Shirefolk gene during reproduction.

It is essentially blank.
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If the gene is present within cells growing in a male’s reproductive tissue, it will take the
“Hobbit” form.

If the gene is present within the cells growing in a female’s reproductive tissue, it will take the
“Gnome” form.

If this gene is passed to the offspring and there is no partner for it, the Shirefolk gene will
display dominance and the offspring’s phenotype will be of the gene type.

If both parents pass the Shirefolk gene, the genes will amplify and the offspring’s phenotype
will be “Dwarf”.

A Dwarf parent will always pass on the Shirefolk gene, since it has no blank gene to pass on.

A Hobbit or Gnome parent has a 50% chance of passing on the Shirefolk gene and a 50%
chance of passing on the blank gene. If by chance both parents pass on the blank gene, the
result is lethal. This is the reason for 25% of non-dwarf pairings to result in a still birth.

Here are the probabilities of Shirefolk breeding.

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Mother\Father Gnome Hobbit Dwarf
Gnome 25% Gnome 25% Gnome 50% Hobbit
25% Hobbit 25% Hobbit 50% Dwarf
25% Dwarf 25% Dwarf
25% Lethal 25% Lethal
Hobbit 25% Gnome 25% Gnome 50% Hobbit
25% Hobbit 25% Hobbit 50% Dwarf
25% Dwarf 25% Dwarf
25% Lethal 25% Lethal
Dwarf50% Gnome 50% Gnome 100% Dwarf
50% Dwarf 50% Dwarf
The sex of the offspring is not connected to the Shirefolk gene so there is a 50% chance of girl
or boy as with all mammals.

Note: This is a scientific explanation; however, in a world of arcane and divine magic, science
is not an exact, erm… science.

Dwarves:
Dwarves are the keepers of tradition in Shirefolk society. They are the master craftsmen,
priests, and law-keepers of their kind. They are the only Shirefolk who are commonly able to
grow beards, and their beards are extremely important to them. Dwarves are the embodiment
of the stability of the Earth, therefore they are slow to anger, but they can erupt like a volcano if
antagonized for long enough. They have a natural distrust of new ideas, foreign ways, and
experimentation. They have developed their methods and techniques over millennia, and each
piece of craftwork they make is of unquestionable quality; this is also why Dwarves don’t
haggle; the price of an item is firm.

Dwarven etiquette is hierarchal, and any challenge to a Dwarf of higher station must first follow
the proper lines and rules. A Dwarf who wishes to challenge the word of one of higher station
or rank must first acknowledge that Dwarf’s station, rank and accomplishments. To not do so is
not only an insult to the Dwarf, but to his line and house as well. Dwarves have an
unshakeable sense of honour and an unimpeachable word (they see absolutely no cause to
lie.) Based on this, they expect to be treated as the trustworthy people they are. Those who
question a Dwarf’s word do so at their extreme peril. Slights to a Dwarf’s honour are a sure
and immediate way to earn their wrath. A Dwarf will never forget a slight and an angry,
vengeful Dwarf will fight like a well-trained machine until all foes are vanquished. Dwarves will
never promote war or strife, but will see it to its end, until there are no more opponents or
engineers of war against the Dwarves. Their creed is “War to the death,” for Dwarves are
sworn to fight until their enemies are destroyed. Picking a fight with one Dwarf means picking a
fight with ALL Dwarves.

Despite this part of their nature, Dwarves do not go looking for violence, nor do they start wars
with other races, preferring to be left alone. Generally calm, lucid and reasonable, their warring
attitudes are merely a reaction of resolution to extreme threats. The Dwarven demeanor can
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best be described as coming off as taciturn, curmudgeonly and cheap. Dwarves are
practicalists and see no reason to beat around the bush or embellish; they talk straight and can
be rather tactless. In Dwarven society, however, speaking plainly and honestly is a valued trait.
Races who specialize in flamboyant words and pretty phrases are less likely to be trusted by
Dwarves, the High Elves, as Elven politicians, are rarely trusted and bards are appreciated for
skill but not for humour.)

Dwarves may seem cheap, but they are in actuality just frugal (although to most other races
that is merely a matter of semantics). Despite their parsimony, Dwarves appreciate and value
well-made goods and have a special love of gems. Seen as the embodiment of the perfection
of Earth and time together, Dwarves do not value gems merely for their monetary cost, but for
their rarity, quality and cut. They are true connoisseurs. Metalwork goods are their other
specialty, one they take a painstaking amount of time and effort in that few others would be
able to perfect. Dwarven armour, weapons and luxury items are of unsurpassed quality and
beauty, proving that, despite how gruff or practical they may be, Dwarves are true artists.

Dwarves view other races with at least a slight bit of suspicion. Other Shirefolk races are given
much more leeway than any others. A Dwarf will always trust a Shirefolk’s word over someone
else’s, unless it is quite proven that the Shirefolk was lying (which they almost never do when it
comes to Dwarves, since they know the consequences). For their part, Hobbits and Gnomes
rely on the Dwarves’ stable natures and enduring strength and loyalty. These are the traits that
the Dwarves bring to the group known as Shirefolk.

Historical Note: In ages past some dwarves pulled away from the other Shirefolk and created
their own civilizations deep under the mountains, they found that by avoiding contact with the
other Shirefolk they started to have almost all dwarven children. The dwarves of these ‘lost’
cities started to believe that the dwarven line was stronger than the line of the other Shirefolk
and they had a very fascist attitude with this belief; however, without the sense of the gnomes
and the lightheartedness of the hobbits these cities fell to enemy invaders, civil war or the
forces of Inritius. Some of these Dark Dwarves have survived and now serve Inritius, for more
information on the Dark Dwarves please see the Races of Geos Handbook.

Role-play hints:
• Be reserved.
• You have little patience for stupidity or silliness, unless it comes from a Hobbit and even
then do not encourage it.
• You are resistant to change and should place serious weight on tradition.
• Automatically be on guard should someone attempt to sell you something.
• Be gruff and make your answers to questions as to-the-point as possible.
• Only offer help to other Shirefolk; only offer help to other races if asked first.
• Respect your race’s elders and your betters by status.
• Be more patient with Shirefolk than they probably deserve by Dwarven standards.
• Take good care of your belongings, which should be well-made.
• Do not lie.
• Do not haggle.
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Costuming Hints:
• Wear simple and practical but well-made clothes, though they should denote your rank
and station in some way (quality, design, ornamentation.)
• Dark earth tones tend to be favored.
• For combat dress, heavy armour is your preference, again functional over decorative,
but very well-made with some denotation of your rank and station.
• You should have a long beard; the older you are and the higher your status, the longer it
should be.

Equipment Hints:
• Always, always carry whatever tools you need for any trades you practice.
• Make the highest quality of everything that you use, or purchase it from another Dwarf.
• If you are a warrior, carry a hammer and an axe.

Costuming Requirements:
• Your PC must have a beard. It must have a beard length equal to 3 x your social rank in
inches. Having a beard longer than you are entitled is an extreme offense to other
Dwarves. This is even true for women.
• Beards are often highly adorned and braided. Those knowledgeable about Dwarven
braids will be able to tell your role, guild, etc.
• Dark earthen tones are a must. A dark knapsack for your equipment and smaller bags
for other necessities is also required.

Racial Benefits:
• Dwarves start with Craft Arms and Armour at Rank 2 for free.
• Dwarves start with Craft Generic (Gems/Blacksmith/Jeweler/Stonemason or Tanner) at
Rank 2 for free.
• In regards to production skills, when a dwarf is working alone on a project the effort
required to create the item is halved in regards to metal working and stone-crafting.
• In regards to stacking armour dwarves can stack an additional medium and an
additional heavy layer.
• Dwarves are very resilient to poison and disease. For usual terms the effects of these
things are halved, for instance a usual poison causes one constitution damage per ten
minutes for dwarves it does 1 constitution damage per twenty minutes. See the referee for
the effects with unusual poisons and diseases.

Racial Disadvantages:
• All dwarves find it hard to be nimble and dexterous; their agility multiplier starts at 4
rather than 3.
• Dwarven movement is significantly slower than that of other races; this must be shown
by the character. Dwarves rarely run and never run first. Their movement must be plodding
and methodical.
• Dwarves will get “short-tempered” when people mock them or their heritage.
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• The effect of all potions, poisons, herbs, drugs and spirits is halved on a dwarf.
• Once a dwarf has been affected by a substance he is twice as likely to become addicted
to that substance.
• Dwarves may not purchase additional mana.
• Dwarves should not lie. This is not the same as the flaw cannot lie, but the referees are
likely to penalize Dwarves who make a habit of lying.
Hobbits:
Hobbits are the explorers and adventurers of Shirefolk society. Many other races think them to
be stupid, but this is untrue; they are merely insatiably curious, to the point that it overwhelms
their common sense. They are childlike, innocent, light-hearted and fond of practical jokes.
Music and artwork are the only things that they are truly passionate about. Everything else falls
under the “Que sera sera” category to them. They go through life with a light heart, and regard
those who don’t do so with well-balanced and gentle humour. They love new objects, things of
interest and pretty items, especially pretty items in the possession of others. Hobbits aren’t bad
by nature, but they have an equally liberal view of ownership to complement their easy-going
philosophies. Hobbits often ‘acquire’ things during the course of their lives, these are things
that interest or entertain them that they gather to examine later; Hobbits rarely steal for
malicious, greedy or jealous reasons. Anything they successfully ‘acquire’ is clearly supposed
to be in their possession, at least for now. There are few things a Hobbit will not pick up during
their travels, however, they will always respect the rightful place of works of art such as music
or masterworks that an artist has worked hard and honestly on unless they are being misused
or mishandled.

For their own trade, Hobbits specialize in tailoring, weaving and leatherworking. Superior
clothing and light armour come from the hands that can also pick a well-concealed pocket. The
Hobbits themselves prefer to dress in jewel-bright colours and eye-catching designs. Not
ostentatious or overly accessorized, their clothing is instead made of fine, bright fabrics in
unusual cuts. They are also quite skilled at putting in unseen, clever pockets for storing and
hiding their pilfered goods. Anything properly made by a Hobbit is guaranteed to wear very well
and outlast most other clothing or leatherwork. Hobbits do, however, reserve the right to sell
substandard goods to those who they feel have earned a pranking, either through their
attitudes or actions.

The Hobbits’ easy-going nature and sense of humour give them a bonus when making new
friends and allies. Their guilelessness puts even wary races at their ease. Their insatiable
curiosity gives them an equally insatiable wanderlust, a need to explore the world and its
wonders. They have a fine appreciation for the good things in life, which they can use to
bargain or sell goods. Their peacefulness makes them good diplomats, Hobbits feel
tactlessness and rudeness are completely unnecessary, although their concept of etiquette is
often different to that of other races. Strangers bearing gifts, items for trade or stories are
always welcome at their camps. They especially love good jokes, dirty limericks and clever
bawdy stories. They love riddles and question games to occupy their quick minds (they also
love annoying others with these games.)

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The Hobbits’ love of riddles and stories can represent itself in surprisingly good Bardic skills.
Hobbits have a secret love of music and art, something they express themselves with privately
for the enjoyment of the Shirefolk only. The very rare members of outside races who have
seen a Hobbit perform or create art know that the Hobbits’ reputation as childish ne’er-do-wells
is merely a convenient mask. Hobbits value art and beauty: both their own and that of others.
They will never willingly destroy objects of true beauty. Objects that are in danger from others
will mysteriously disappear. A very few Hobbits display their talents as Bards, these Hobbits
are exceptionally quick-minded and crafty, they use their surprising skills to escape blame
when they are accused of other, less legal, actions.

No matter how far or high or low a Hobbit travels, he or she always returns to the hills and
fields of their birth. Hobbits past the age where they can travel or fight with speed and ease
retire to work the lands of their folk. As farmers, Hobbits enjoy the stable seasons of the Earth,
and despite their seemingly lazy ways, are actually quite good at working hard for their
harvests. Older Hobbits who farm work hard at their tasks and play with as much enthusiasm
after them. Those aged Hobbits who choose not to work the verdant lands of the Shirefolk use
their travel and stealing experience to become traders and diplomats. They specialize in
international prices for goods, interracial customs and laws, where to get good items and the
best shipping routes. Hobbits prove their frolicking time was well used when they can deal with
any people in any land to sell just about anything.

Note: All Hobbits are Hopefully aligned. While it is possible that some Hobbits could succumb
to Oblivion this has not happened yet.

Role-play hints:
• Smile a lot and be the first to laugh at every joke. Share this knowledge with anyone
nearby.
• Never take anyone, especially yourself, seriously.
• Inquire about everything; always let your curiosity get the better of you. For example “I
wonder what this button does…”
• Hobbits are able to take in more information than most people and rarely forget
something they see or hear even if it seems as though they are distracted when they
experience it.
• Prank anyone who seems too serious for their own good, as long as you’re pretty sure
you won’t get hurt, or caught.
• Use jibes and jokes when daggers and kicks aren’t necessary.

Equipment hints:
• First aid kit, pouches, light weaponry, any tools that will help you get into things, crow
bars, lock picks, etc.
• Clever devices to boggle and amaze.
• Props for funny stories.

Costuming Hints:
• Wear bright colours, unless trying to be stealthy.
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• Should have many pouches and pockets and perhaps even concealed ones.
• Battle wear would include light armour and the like, and should not impede movement
too much during a fight. Always have something interesting to pull out of your pockets.

Costuming requirements:
• Feet must appear bare and hairy (wear appropriate footwear, but alter them to look as
though they are bare feet.) Jewel-bright colours and interesting cuts for clothing.
• You must choose one signature piece of clothing, i.e. a jaunty hat with a jauntier
feather, which the character must always have.

Racial Benefits:
• Hobbits start the game with Pick Pocket rank one.
• Hobbits start the game with Open Lock rank one.
• Hobbits start the game with Hide rank one.
• Hobbits may choose to start the game with Bardic Performance Rank 1.
• The effort required to make leather goods or fabric goods is halved for Hobbits as long
as the task can be completed in three days and they are working alone.
• Hobbits start the game with Appraise rank two.
• Hobbits start the game with an Agility multiplier of 2 rather than 3.
• Hobbits find it much easier to resist the corrupting power of Inritius’s magic.
• Hobbits have +4 Willpower against all fear effects; however, if they are within this
threshold the character must approach and be interested in the source of the fear.
• Hobbits are naturally lucky; this will be adjudicated by the referee team. If a situation
arises where you feel luck would be a factor please consult the referees (overuse of this
power will make it less effective as everyone’s luck runs out sometime).

Racial Disadvantages:
• Hobbits are believed by many other races to be thieves. This makes it hard for them to
be accepted by some races.
• Hobbits are naturally weak. Their might multiplier starts at 4 rather than 3.
• Hobbits may not purchase Strength above rank 3.
• All Hobbits automatically suffer the flaws Insatiable Curiosity and Overactive
Imagination.

Gnomes:
Between the adventurous Hobbits and traditionalist Dwarves lie the middle-of-the-road
Gnomes. If Hobbits are the inspiration and Dwarves are the labour, then Gnomes are the plan
that makes the pieces fit together. Alchemists, engineers, scientists and technicians, Gnomes
concern themselves with how things work, making them the most learned and academic of the
Shirefolk races. They love knowledge for knowledge’s sake and are insatiable about any new
gadget, method, element, spell or idea. Gnomes are the primary mages, herbalists and
alchemists for the Shirefolk, and have a cultural heritage for technology and mystic studies.

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Gnomes make their homes in low hills near arable land. They live in the Earth, like Dwarves,
but close to the fields like Hobbits. They can also be found living in trees, depending on the
needs of their families or necessities of their studies and experiments. Dangerous experiments
are always done under the Earth to minimize the risk to others. Engineering, building
machines, stone-cutting, gem-work and alchemy are the Gnomes’ best skills. Carpentry and
brewing are lesser skills that they also often possess. Their favorite gemstone is the diamond,
which they value for both its value and its ability to retain and refract light, their second
preference being coal (due to its amazing usefulness).

When speaking of magic, alchemy and the sciences, all Gnomes have a natural interest and
skill. Gnome society has a stunning array of astrologers and astronomers as well, since time,
cycles and the celestial order of things comprise the greatest working machine of all. Gnomes
apply their unending curiosity about what makes things tick to the universe in general to try
and define how it applies to practical things and peoples. In this, they quest for nothing less
than a complete understanding of the cosmos’s workings. Because Gnomes deeply respect
wisdom and knowledge, they carry that respect to the methods that rule how anything works;
magic, growing things, time, stars, energy and balance. This is also why all Gnomes follow a
Lunar calendar and strictly follow the festivals and portents it provides (eclipses are seen as
particularly important due to their effect on creatures and tides.) They have so many festivals
that some outside races mistake them for Hobbits, who will take any excuse to celebrate.

Because Gnomes understand and appreciate the necessity of balance in all things, they
naturally oppose those who despoil; especially Goblins and Ogres, who not only despoil but
are ancient racial foes for consistently targeting the Gnomes and Shirefolk. Some Gnomes
choose to farm more unique crops and they enjoy caring for living things because they work on
a cycle; they enjoy working with Earth because of the properties and mysteries of its makeup.
No matter what task a Gnome chooses to do, however, they are diligent workers who enjoy
their leisure time and festivals with equal enthusiasm.

Like Hobbits, Gnomes like a good tale and are often skilled tellers. Also like Hobbits, Gnomes
are tolerant and good-tempered, but dislike rudeness (they take Dwarven “straight talk” with
good humour because they trust the source.) Like Dwarves, they are fastidiously hard-working,
but whereas the Dwarves rely on millennia of traditions and honing to perfect their skills,
Gnomes research and adapt theirs as things change. Gnomes prefer the company of other
Gnomes; they don’t dislike other races, but have a practical view of outsiders’ lack of
understanding on how the Shirefolk work. People who do manage to befriend a Gnome are
adopted into that Gnome’s family. Gnomes require a nightly hearth fire to gather around.
Missing this necessity lowers their morale. Gnomes need to be able to connect with their kin
around a fire for communication and community. Star Reading is a popular pastime at
Gnomish fires when camping out and they often tell the tales of how the stars got there or were
named or moved around. Some of the more arcane and ancient magics, along with the
alchemy they possess, are sometimes displayed at these gatherings for very special
occasions, including illusion magic which is favored by Gnomish ancestors.

When Gnomes travel, it is to begin to satisfy their enormous curiosity about the mysteries of
the world. They do, of course, have an especial interest in anything mechanical, magical or
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scientific. They will spend an immense amount of time and an even more immense amount of
wealth researching anything that promises to be worthwhile. They even use travel as an
experiment, testing their philosophies and theories to see if they need to be revised or
adapted. Gnomes also do double duty as diplomats and philosophers, helping to promote the
Shirefolk and their skills.

Roleplay Hints:
• Gnomes are very logical about their curiosity. Any working mechanism interests them.
• Gnomes are not easily offended and will ask questions despite others’ prejudices.
• Gnomes hate waste and view it as unnecessary. This also means that they do not
favour races that despoil or waste like Orcs.
• Gnomes are the middle ground between the airy Hobbits and the solid Dwarves.
• Gnomes will always automatically trust and cooperate with members of their own race
first, although they are not averse to having allies.
• Gnomes always take opportunities to learn.

Equipment Hints:
• Gnomes tend to wear aprons and/or multi-pouched belts that hold trade tools or
components for magic/alchemy.
• Gnomes tend to always have the tool or spell component necessary for any reasonable
task.
• Gnomes tend to be adaptable to any situation and have the objects to aid this.

Costuming Hints:
• Gnomes tend to wear strong colours with designs and decorative shoes.
• Whatever a Gnome wears should be a solid colour with some type of at least
reasonably intricate design on it.
• Gnomes really like hats of all kinds.

Costuming Requirements:
• All Gnomes have big noses. They’re a sign of status, and the size of your nose should
reflect your rank or potential.
• Clothing comes in solid colours and shoes are optional.
• Gnomes must have the accoutrements of your trade visible; books and pouches for
spell components for mages, tool belts for technicians, measuring instruments and books
for scientists and general reference articles for any other occupations. When others look at
a gnome, the gnome’s profession should be obvious.

Racial Benefits:
• Gnomes are very focused on intellect tasks. Their base multiplier for Intellect starts at 2
rather than 3.
• Gnomes are extremely social characters. Their base multiplier for Connection starts at 2
rather than 3.

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• Enhanced Crafting: For Gnomes as a race, the effort required for scribing scrolls,
herbalism, gem cutting or alchemy tasks is halved as long as the character is working
alone. Each individual Gnome feels a calling towards one or two of the above crafts, at
character creation the Gnome should decide which one or two of those crafts they wish to
benefit from Enhanced Crafting with.
• Gnomes may take Lore Mechanics Rank 2 (Rare) for free at character creation.
• Resist Illusions: Gnomes resist illusions as if their Willpower was four points higher. In
addition, the referee team will commonly give Gnomes additional clues when they are
dealing with Illusions.
• Illusionists: If a Gnome pursues Illusion magic and ever manages to find a teacher,
then the Gnome halves the cost required to attune to that exotic school of magic.
• Star Reading: During the set-up phase of each game, a Gnomish character can
approach the referee and ask what the stars foretell will happen this day. The Gnome may
choose to be given a general reading or may elect to know what the stars suggest about a
certain topic.
• Gnomes may choose to start the game with Bardic Performance Rank 1.
• Enhanced Lore: Gnome characters generate free lore skills at twice the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Gnomish Technology: Gnomes tend to tinker with things in an attempt to make them
work better, but they normally just make them more complicated. If a Gnomish character
wants to acquire a piece of technology, then the boon cost for that piece of technology will
be halved, assuming that piece of technology is suitable for Gnomish design.

Racial Disadvantages:
• Weak Form: Gnomes are naturally weaker so their might skill multiplier to start the
game is 5 rather than 3.
• Gnomes may not purchase Strength above Rank 3.
• Gnomes may not purchase Weapon mastery above Rank 3.
• Gnomes tend to be more likely to flee than any other race; their Willpower against fear
is considered to be four less than it really is.
• Un-Burdened: Gnomes cannot wear more than six points of hindrance per location.
• Gnomes cannot become psionically active.

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Elves:
The Elves are the oldest race and were the first sentient creatures created. The world halo
runs through them, as through all creatures, and the Elves can easily access the magic within
them to replicate spell effects. All, bar the High Elves, are tied to a single form of magic and a
way of life. Elves tend to be lean and graceful. They are slighter than humans and possess
less strength; they are also less hardy and they suffer sickness badly. The Elves were the
Ultimate’s first creation of sentient life; they were to mirror the innate power of the fey that
populated the Ultimate’s eternal dream. The Ultimate watched the fey in its dream, it watched
them thrive on magic and enjoy their lives. The Ultimate wanted to bless it’s creation with an
innate affinity to a certain type of magic and it wanted it’s creation to live together in harmony
each using their magic for the tasks that particular magic was intended for. The Ultimate first
created a dull race without magic and then she gave them energy and character in the form of
the magic that each people were to possess.

The Elves enjoyed their place as the Ultimate’s first race and they became arrogant and
narcissistic. They were convinced that the Ultimate had chosen them to inherit and rule the
world. After the Ultimate had finished creating the Elven peoples they lived in relative harmony,
for about ten minutes. Soon after this the Ultimate learned the problem with her experiment;
each of the Elven races believed that their magic was superior and they were willing to kill to
prove it. The biggest clashes came between Elves with opposing forces of magic: for years the
Elven races bickered and battled amongst themselves although eventually the Dark and Death
Elves made a bid to rule the Elven peoples. During this Kin-Strife war the Elven kingdom was
sundered. The Dark and Death Elves retired to live together far underground and the light and
life Elves, who had been conscientious objectors throughout the struggle, were unwilling to live
with their kindred on whose hands they saw the blood of their kin.

The new Elven Alliance was made up of the Water Elves, the Fire Elves, the Earth Elves,
Nature’s Elves and some scattered members of the rarer Elven races. However the Elven
Alliance could not decide who would rule their new civilization. The arguments grew heated
and nearly evolved into another war when an old Nature’s Elf called Oaken Owl suggested that
the only Elves who could rule were those who had achieved a balance in their magic. A mixed
group of Elves from the major and minor Elven races underwent a ritual and created
themselves into a new breed of Elves, they called themselves the high Elves because they
were created to rule. The Elven Alliance was just starting to establish themselves; they rebuilt
their cities, repaved their roads and the mines and harvests became profitable again. However,
the Ultimate’s next experiment, the race of man, clashed with the Elven Alliance; the Argead’s
combination of tactics and null-magic soon prevailed and the Elves submitted to the Argead
Empire. To public view the Elven cities capitulated and paid their taxes, but the three great
Elven cities stayed concealed and continued to thrive.

High Elves:
The High Elves are the descendants of those Elves who sacrificed their personal link to their
own sphere to rule the Elves. They claim it was a great sacrifice for the betterment of the Elven
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people; however many of the ‘lesser’ Elven races are convinced that it was a calculated trade.
The High Elves are aloof, arrogant and willing to do anything necessary to achieve their goals.
High Elf mages maintain balance in their magics and are often able to achieve great things
through powerful combinations of spells.

Role-play Hints:
• The High Elves are made up of those Elves that were willing to give up their innate magic
for the betterment of the Elven peoples. As such their arrogance is greater than the general
arrogance of the Elves.
• The High Elves are convinced that their actions will save the Elven people, as such they
are often willing to commit acts others would deem unthinkable because they can almost
always see the gain in a tragedy.
• High Elves work hard to avoid stains to their honour.
• High Elves defend their word and uphold their status.
• High Elves are not true pacifists, but they will rarely open hostilities themselves.
• High Elves are very arrogant.

Costuming Hints:
• High Elves are the diplomats and nobles of the Elven alliance and their costumes should
reflect that.
• A large part of a negotiation is through a display of power; High Elves wear a lot of jewelry
and carry fine equipment to show their status. They also often travel with an entourage.

Equipment Hints:
• High Elves do not use the tools of the barbarian, this includes axes and furs. Try to use
tools and weapons of finesse and not crude blundering objects.
• High Elves use items of the finest quality you can afford. Avoid using second class or
damaged items.

Costuming Requirements:
• High Elves must have a good quality costume. This costume will be well cut and must be
clean at the start of each adventure. They will usually not wear furs as they deem it
barbaric, but a touch of fur lining is permitted in cold weather.
• High Elves must have pointed ears.
• High Elves must have silver or gold tinted skin.

Racial Benefits:
• Masters of Magic: High Elven characters are masters of many spells. A High Elven
character starts with minor access to four lists and major access to two lists. When an Elf
chooses his lists he must choose in pairs of lists between the list and the list that opposes
it.
• High Elves start the game with the ability to read and write common, Elven and magic.
• High Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can be used to reduce magic, agility or connection.

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• A High Elf’s Connection multiplier starts at 2 rather than 3.
• Scholar: All High Elves start the game with one Free Lore Skill rated Secret at level 2.
• Enhanced Etiquette: High Elf characters generate free etiquette skills at twice the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.

Racial Disadvantages:
• High Elves do not start the game with a specialization, nor do they gain Elven Sorcery with
any list. It is possible for High Elves to purchase specializations and spell list access later
as normal characters do. However, whenever a High Elf wants to purchase a new list, or
better access to a list, the High Elf must be able to purchase the list and its opposing list at
the same time in order to retain the balance of magic. A High Elf purchasing two lists at the
same time pays the standard cost for both lists. Before a High Elf can learn any Exotic lists
he must have at least that level of access in the parent list and in one of the two major lists
to which that Exotic list is opposed.
• Elves are arrogant, slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
• High Elves are frail of body. High Elves find it harder to master might skills and as such
start with an additional multiplier cost to learning might skills.
• High Elves must be balanced in the spells they know as well as well as in the lists they
possess, as such a character can only learn a new spell if he can acquire the parallel spell
on the opposing list at the same time. This also works with crafted spells; as such a High
Elf cannot learn a second (or third) spell of any given level on any given list unless they can
also learn a second (or third) spell of that level on the opposing list.
• High Elves struggle with the balance of magics within them. They must spend a period of at
least 15 minutes in silent meditation during each game. The meditation calms the High Elf
but doesn’t allow him to regain mana, willpower or halo. If the referee team feels that a
character is becoming unbalanced then they will approach the character and tell him that
he needs to meditate. Failure to meditate or continuous in-balances towards one list over
its mirror will cause the High Elf to breach the original ritual; the most common effect of this
is for the High Elf to lose one half of his lists, or one pair of lists, although, the breach of the
ritual could, in theory, damn the entire High Elf race.
• High Elves were made to be diplomats, as such; a High Elf must attempt to find a fair and
reasonable settlement to any issue, argument or disagreement. They are also required to
accept fair offers and be willing to negotiate.

Air Elves:
Air Elves are the most common race among the Elven people. They are the most numerous
and it is not uncommon for an Air Elf family to have a dozen or more children. Air Elves are
very interested in the other races and they spend as much time as they can interacting with
other races, learning new cultures and magics. Air Elves suffer from wanderlust, as soon as
an area holds no more thrills for them they move on. Air Elves believes mean that they are less
in tune with the land, but this does not mean that they have turned their back on nature; they
have simply left others to care for her while they pursue other tasks.
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Role-play Hints:
• Air Elves are constantly curious. They are very interested in everything and tend to have
a question for every situation.
• Air Elves often wander the world and usually learn many things.
• Air Elves often know a little bit of everything.

Costuming Hints:
• Air Elves do not have a typical look. It is common for Air Elves to wear mismatched
costumes made up of things that they think look trendy. Their costumes tend to be touched
by every culture they have visited.
• Air Elves favour scarves and swatches of fabric which they wrap around various parts of
their bodies.

Equipment Hints:
• Air Elves do not tend to over burden themselves by carrying anything unnecessary.
• Air Elves tend to carry only minimal equipment.
• Air Elves tend to carry items that intrigue you.

Costuming Requirements:
• Air Elves must have pointed ears.
• Air Elves must have pale tinted skin.
• Air Elves must wear mismatched, bright, intriguing costumes.

Racial Benefits:
• Tourist: All Air Elf characters start the game with 15exp worth of free lore or etiquette
skills that they picked up in their travels.
• Sorcery: An Elf who chooses his natural sphere of magic as his specialist list gains the
use of sorcery with that list.
• An Elf gains the use of a spell which shapes his natural form of magic in a new way.
Purify Air: For ten halo, an Air Elf can cleanse the air in an area no larger than a five metre
cube [This is a level 4 spell]. Control Breath: For ten halo an Air Elf can control his own
breathing, removing the need for him to breathe for ten minutes. An Air Elf can use this
ability on an ally for thirty halo [This is a level 4 spell].
• Feather Fall: Due to their innate link to the element of Air, Conscious Air Elves never
take damage from falling. Their ambient magic slows and cushions their fall so that the
worst damage they ever receive is a bruise.
• Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
• Enhanced Lore or Enhanced Etiquette: Air Elf characters tend to pick up ambient
knowledge quickly, some pick up Lores and others pick up Etiquettes. Air Elf characters
generate free lore skills or Free Etiquette skills at twice the rate their Intellect/Connection
modifier suggests. Normally a character generates one free point of lore skill per X games,
where X is their Intellect/Connection modifier. The decision is made at character creation.
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Racial Disadvantages:
• Frail of Body: Air Elves are frail of body. Air Elves find it harder to master might skills
and start with a Might multiplier of 4 rather than 3.
• An Elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty, if the Air Elf is also an Air
specialist then the cost increase is doubled.
• Each breed of Elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a specialization
the Elves personalities are affected by their element. If the Elf gains specialization in that
sphere as well the effects are tripled.
• Flighty: Air Elves find it extremely difficult to concentrate and meditate. This is, in its
own way, as extreme as the Overactive Imagination or Insatiable Curiosity flaws, but is
different to those flaws. When an Air Elf with a meditate skill meditates, it takes twenty
minutes before he starts gaining that attribute.
• Unfocused Learning: Most Elves are arrogant and slow to learn; however Air Elves
are not, however, their flighty minds find it difficult to process what they have learn in a
meaningful way. In game terms this will mean that each award given to an Elf with be five
experience points less than the same award given to a human.
• Chthonic Discomfort: Air Elves are creatures of freedom and movement, they long for
a breeze and for large open spaces. Many Air Elves become claustrophobic as soon as
they enter small spaces, but all Air Elves get uncomfortable when they are surrounded by
earth such as when they are in caves or caverns.
• Anti-Smoking League: Smoking is spreading rapidly across Geos. It used to be mainly
practiced by shamanic tribal people as part of their rites, but now Shirefolk, Humans and
Hordelings are picking up that habit smoking tobacco and other herbs which cause various
effects. Air Elves hate smoking, they feel that choosing to inhale polluted air is positively
criminal. Air Elves tend to react explosively when the witness people smoking.

Nature’s Elves:
These Elves are the children of nature. They are possibly the most natural creatures alive.
The Ultimate gave them guardianship over nature herself. They do not reveal themselves until
they want to be seen. Nature’s Elves are at one with nature and are the born protectors of the
land. Many become rangers or druids of the land. Should anyone bring harm to the forests or
its creatures the forest Elves will extract vengeance for the earth and for this they are blessed
with attributes that reflect their dedication. Any Nature’s Elf that turns down aid to a true
protector of Nature is brought to justice by the Druid Council.

As the second most populated breed of Elf, Nature's Elves may be discovered in almost any
biome, undeveloped or close to civilization. These Gatherings, as they are called, can range in
numbers from small tribes to massive collections of naturally grown houses. Each gathering is
focused around a Druid, who dictates the movements of that tribe. In turn, that Druid's actions
are usually watched or monitored by the shapeless and formless Druid council.

The earliest of gatherings simply lived in and amongst the branches or underbrush of their
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predominant species of plant or tree. While it is still common for these people to live
unsheltered, Druids have taken new practice to coax the trees and roots to develop huge
cavities in which these Elves now live in. The variety of constructs is almost unlimited,
depending on the local flora. Recent accounts of Nature-kin's living quarters speak of ancient
bulbous trees, massive hollows of fungi and root-born sub dwellings. While it has never been
once confirmed, it is mythed that the greatest gatherings of Nature’s Elves bear grand druids
encased in the cores of trees who communicate by thoughts and vibrations; as fantastic a
story as that is, it is not beyond what Nature's Elves have already proven in their crafts.

Nature's Elves abstain from eating killed plant life; they prefer the remains of animals instead.
While this practice may vary by gatherings, individualism and by influence from other cultures
(some have adopted the act of eating fruit from other forests), traditionalist Nature-kin refer to
this diet as a mandate. A fundamentalist diet for a Nature-kin may include meat from kills, cuts
of fat, fermented pig's milk (a drink named Aatya) insects, eggs and ground bone-meal which
is used to make a variety of unusual breads. It is a startling thing the first time many witness
the Nature's Elf mealtime act of eating bones whole.

Role-play Hints:
• Nature’s Elves should always obey the Druid Council.
• Nature’s Elves should always give aid to Nature’s protectors.
• Nature’s Elves should not take unnecessary action.
• Nature’s Elves should not hesitate when action is needed.
• Nature’s Elves should not, under any circumstances, harm nature.

Costuming Hints:
• Your costume is designed to be camouflage. Make it from browns, greens, plant life,
etc. Don’t make it one piece; rough edges make it harder for you to be spotted.

Equipment Hints:
• Nature’s Elves should not carry anything they do not need.
• Nature’s Elves prefer to use bows, and fast light weapons.
• Nature’s Elves tend to avoid heavy armour and shields larger than a buckler.

Costuming Requirements:
• Nature’s Elves must have pointed ears.
• Nature’s Elves must have brown and green tinted skin.
• Nature’s Elves must have camouflaged costuming.

Racial Benefits:
• An Elf who chooses his natural sphere of magic as his specialist list gains the use of
sorcery with that list.
• An Elf gains the use of a spell which shapes his natural form of magic in a new way.
Camouflage: A Nature’s Elf can, for 20 halo, become camouflaged against a natural
background. This spell is identical to invisibility except it can only be used in a natural
setting [This is a level 5 spell].
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• Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
• Nature’s Elves start the game with Rank 1 DAC.
• Nature’s Elves start the game with Bow proficiency.
• Nature’s Elves start the game with Hide in Shadows: Rank 1.
• Nature’s Elves start the game with Tracking: Rank 1.
• Nature’s Elves start the game with Move Silently: Rank 1.
• Nature’s Elves start the game with General Natural Etiquette rank 2.

Racial Disadvantages:
• Elves are slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
An Elf purchases spell access to lists that oppose his natural list in the same way a normal
character purchases lists that oppose his specialty if the Nature’s Elf is also a Nature
specialist then the cost increase is doubled.
• Each breed of Elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a specialization
the Elves personalities are affected by their element. If the Elf gains specialization in that
sphere as well the effects are tripled.
• Natural Armour: A Nature’s Elf’s armour should be manufactured from Natural
Materials.
• Reduced Lore: Nature’s Elf characters generate free lore skills at half the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Reduced Etiquette: Nature’s Elf characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.

Earth Elves:
The Ultimate drew the energy that she imbued into the Earth Elves from the nature and
substance of it’s creation. The Earth Elves contain the resilience and stability of the rock and
the earth. As a race, Earth Elves are slow to act but they are tough and hardy and can be
depended on to get the job done. Generally, Earth Elves are loyal by nature and it is commonly
believed that they will never turn their backs on a friend. They are interested in the powers of
the earth and are the undisputed masters of gem magic. The Earth Elves have better
relationships with the Shirefolk than most other races and are often found living amongst them.

Boon Cost: Earth Elves are rarely seen by common people and as such are considered to a
rare race. Playing an Earth Elf has a Boon Cost of 10.

Role-play Hints:
• Earth Elves see the value in everything and rarely discard things as worthless.
• Earth Elves do not waste energy in rash action. They always think first before acting.
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• Earth Elves are loyal and friendly, they rarely turn their backs on their friends.

Costuming Hints:
• Earth Elves tend to wear simple bland coloured clothes. The cut of their clothes is usually
simple, the cloth sturdy and plain and of bland colours such as grays and browns.

Equipment Hints:
• Earth Elves tend to carry their money in gems rather than coins.
• Due to the Earth Elves lack of agility, they favour armour and shields for defense.

Costuming Requirements:
• Earth Elves must have pointed ears.
• Earth Elves must have brown tinted skin
• Earth Elves must wear simple costumes and do not wear fripperies.

Racial Benefits:
• Earth Elves start the game with Appraise Rank 3. However, their racial ranks can only be
used to appraise rocks, ore and gems.
• Earth Elves start the game with Craft Specific [Gems] Rank 2.
• Earth Elves wear armour that is made predominantly of stone as if it’s hindrance is half
what it actually is.
• Sorcery: An Elf who chooses his natural sphere of magic as his specialist list gains the use
of Sorcery with that list.
• An Elf gains the use of a spell which shapes his natural form of magic in a new way. Meld
with Earth: For 20 halo, an Earth Elf can meld himself into the rock or earth re-emerging in
the same spot he entered. [This is a Level 5 spell.] While melded the Elf can see out of the
spot where he entered. There is no duration restriction on this spell.
• Immune to Slow: Earth Elves are immune to Slow spells or effects. They are not immune
to Temporal slow effects.

Racial Disadvantages:
• Each breed of Elves is tied to their own sphere of magic and it has shaped their personality
and the way they react to things. Like when a character gains a specialization the Elves
personalities are affected by their element. If the Elf gains specialization in that sphere as
well the effects are tripled.
• An Elf purchases spell access to lists that oppose his natural list in the same way a normal
character purchases lists that oppose his specialty, if the Earth Elf is also an Earth
specialist then the cost increase is doubled.
• Elves are slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
• Slow and Steady: Earth Elves cannot buy Ranks in DAC.

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• Velocity Sickness: Earth Elves are slow moving in nature and do not like moving rapidly.
Spells such as teleport that rapidly move the character render Earth Elves nauseous and
unwell.

Water Elves:
The Water Elves are the scarcest of the more common Elven races, this is because so many
of them choose to live far away at sea or underwater. Legends suggest that somewhere under
the Oceans is a powerful Water Elf city, but that city is lost to common knowledge. The legend
is likely to be false as most Water Elves have shown a clear preference for fresh water. The
Water Elves have learned to understand the healing power of water and understand its
necessity as an element. They understand that there are always several different ways of
getting around a problem. The Water Elves have an excellent relationship with the Melusine.
Of all the Elven races, they are probably the closest to following a goodly ideal.

Boon Cost: Water Elves are rarely seen by common people and as such are considered to a
rare race. Playing a Water Elf has a Boon Cost of 15.

Role-play Hints:
• Water Elves will never deny anyone water, if they can safely spare it.
• Water Elves will never waste water, nor will they poison a water source or allow another
to poison a water source.

Costuming Hints:
• Water Elves favour fabrics which symbolize water. They usually wear blues, fabrics
decorated with waves and shiny fabrics.
• Water Elf jewelry is usually made of sea-shells.

Equipment Hints:
• Water Elves favour pole arms, curved swords and bows.
• Water Elven armour is usually made to represent fish scales.

Costuming Requirements:
• Water Elves must have pointed ears.
• Water Elves must have blue tinted skin.
• Water Elves must have gills. Water Elves tend to have webbed hands and feet which
should be represented if possible.
• Water Elves must carry a significant amount of water.

Racial Benefits:
• Amphibious: The character can breathe air or water. Water Elves start the game with
Swim Rank 5 to represent the fact that they do not have to monitor their breathing.
• Immunity to Drown: Water Elves cannot be affected by drown spells or effects.
• Sorcery: An Elf who chooses his natural sphere of magic as his specialist list gains the
use of sorcery with that list.
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• An Elf gains the use of a spell which shapes his natural form of magic in a new way.
Create Water: A Water Elf can for 1 halo create a pint of clean water [This is a level 1
spell]. Cleanse: A Water Elf can for 5 halo cleanse an object of blood, filth etc. [This is a
level 2 spell]. This spell is often used to clean wounds; this spell cleans much more
effectively than extinguish. Dry: A Water Elf can for five halo remove the water from an
object, this spell will dry a soaked cloak or a scroll [This is a level 2 spell]. Healing Waters:
A Water Elf can for ten halo imbue a pint of water he has created with healing properties.
[This is a level 4 spell.] If the water is consumed within an hour it will heal two points of
damage per location and two constitution.
• Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
• Resilience: Water Elves have a natural resilience to Water damage; they have DR 5
against Water based attacks.

Racial Disadvantages:
• Elves are slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
• Water Elves are frail of body. Water Elves find it harder to master might skills and start with
an additional multiplier cost to learning might skills.
• An Elf purchases spell access to lists that oppose his natural list in the same way a normal
character purchases lists that oppose his specialty, if the Water Elf is also a Water
specialist then the cost increase is doubled.
• Each breed of Elves is tied to their own sphere of magic and it has shaped their personality
and the way they react to things. Like when a character gains a specialization the Elves
personalities are affected by their element. If the Elf gains specialization in that sphere as
well the effects are tripled.
• Vulnerability: Water Elves have a natural vulnerability to Fire damage, this damage is
usually an additional fifty percent of the damage.
• Dehydration Susceptibility: Water Elves are likely to suffer dehydration, when they get
hot, if a Water Elf does not have access to water they will start to get flustered and unwell.
If a Water Elf is hit with a dehydration effect or spell they will become extremely unwell and
the effects will last for a long time.

Fire Elves:
The Fire Elves fought openly on both sides of the Kin-Strife war and because of it Fire Elves
are viewed with a touch of distrust by the Elven peoples; many Elven elders are sure that,
subconsciously at least, many Fire Elves do not support the Elven nation and wish they had
followed the Drow away from the Elven Nations.

Fire Elves are passionate, reckless individuals prone to bursts of emotion. They are naturally
destructive and chaotic. They are interesting companions and you can never be sure what
they are thinking. Fire Elves hate the cold and are rarely seen during the winter months, some
believe that Fire Elves cloak themselves in their innate fire and hibernate.

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Fire Elves revel in fire and love its touch. Fire Elves rarely extinguish fires. Fire Elves dwell in
structures made of twisted super-heated rock and ore; these Emberings look like massive red
coals amid black rough rock; only Fire Elves and other fire-creatures can withstand the intense
temperatures inside these buildings. The heat generated by these Emberings is how traditional
Fire Elf bronze weapons and armour achieves such burnished colours and spiraled sharp
edges. Fire Elves are believed to only eat ash; they consume the burned essence of the food.

Boon Cost: Fire Elves are rarely seen by common people and as such are considered to a
rare race. In addition, a Fire Elves innate abilities make them more powerful than other races.
Playing a Fire Elf has a Boon Cost of 20.

Role-play Hints:
• Fire Elves believe that reducing the amount of fire and heat in the world is a
reprehensible thing; as such Fire Elves almost never extinguish fires.
• Fire Elves are creatures of passion and often act on whims before thinking them
through.
• Fire Elves revel in destruction, especially destruction through fire. Even if the Fire Elf
disagrees with the destruction, they admire the power that caused the destruction.
• Fire Elves tend to get bored regularly and easily.

Costuming Hints:
• Fire Elves often have shocking red hair.
• Fire Elves wear fabrics that replicate fire, orange, bronze and reds.
• Fire Elves tattoo, brand, scar and mark themselves to show events or status.

Equipment Hints:
• Fire Elves favour weapons, shields and armour made of brass or bronze.
• Fire Elves tend to carry things to keep their fingers busy.

Costuming Requirements:
• Fire Elves must have pointed ears.
• Fire Elves must have red or orange tinted skin.
• Fire Elves should carry matches and fire-making equipment at all times.

Racial Benefits:
• Fire Resistance: Fire Elves are protected from fire. This protection is reflected by
DR5/Fire.
• Sorcery: A Fire Elf who chooses his natural sphere of magic as his specialist list gains
the use of sorcery with that list.
• Innate Magic: Elves gain the use of certain innate spells which shape their natural
magic in new ways. Only Fire Elves who have Fire as their specialty gain innate magical
abilities. Body of Fire: For forty halo, the Fire Elf transmutes his own body into a living,
moving ball of flame. [This is a Level 7 spell]. The spell lasts ten minutes. For the duration
the character can ignite or heat metal anything he touches. While in this form the character
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is immune to all forms of fire damage even Raw or Holy fire damage. Ice or Water spells
will force the Fire Elf back into his own form. The character is still susceptible to normal
damage. Heat Metal: For ten halo, the Fire Elf can bring heat to any metal item, the spell
will last 10 minutes and for that duration the metal object is so hot that its burning touch
scorches flesh and chars bone. [This is a Level 5 spell]. The metal object deals 3 points of
damage per ten seconds to anyone who maintains physical contact with it, if this spell is
targeted against the targets armour then the damage is dealt straight to the location to be
affected.
• Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
• Taste Of Ashes: Fire Elves are able to discern from eating ashes what substance was
burned to create the ash. This ability is augmented by Heightened Senses.

Racial Disadvantages:
• Elves are slow to learn and slow to understand, it often takes them a year to learn
something a human can master in a month. In game terms this will mean that each award
given to an Elf with be five experience points less than the same award given to a human.
• Fire Elves are frail of body. Fire Elves find it harder to master might skills and start with
an additional multiplier cost to learning might skills.
• Fire Elves purchase access to lists that oppose his natural list in the same way other
characters purchase lists that oppose their specialty, if the Fire Elf is also a Fire specialist
then the cost increase is doubled.
• Vulnerability: Fire Elves take extra damage from ice and water based attacks. This
damage is usually an additional fifty percent of the damage.
• Taste Of Ashes: Fire Elves are unable to taste unburned substance. If a Fire Elf puts a
steak in his mouth he will taste ash, if a Fire Elves chars the steak to a cinder and eats it he
will taste steak.

Ice Elves:
Note: No non-pureblood-fey knows that Ice Elves are Fae Blooded, this includes the Ice Elves
themselves; is, it is a secret, any character acting like they know this will be severely punished.

Far to the north, deep under the Tundra, within Glaciers and surrounded by snow are the ice-
crystal homes of a rare sub-race of Elves. Ice Elves are very rare, the race never recovered
from the aftermath of the Kin-Strife war, when an inner struggle tore the Ice Elf people apart.
The vast majority of the Ice Elves travelled up and away from the Elven homelands after the
Kin-Strife Wars, although, some few Ice Elves live amongst the Elven peoples acting as
monitors and watchers. Most other races would have recovered, but Ice Elves are often too
willing to throw their lives away on an ideal, and partially because as a cold-blooded race they
rarely indulge in activities of the flesh, like bearing children. Many years ago the Ice Elves
would have died out due to their harsh environment and their disregard for their own lives. The
frozen fey protected the species and bred with them from time to time to keep the line strong.

These are stoic and harsh Elves who epitomize the Elven detachment from the other races.
The majority of Ice Elves are lawful and goodly in alignment and hold themselves rigidly to a
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code of honour. Because Ice magic breeds detachment and coldness of heart, many Ice Elves
spend their lives actively forcing themselves to do good.

The Ice Elves tend towards eating their food frozen or heavily chilled and ice Elf farmers have
started cultivating certain plans which never freeze and it is from these plants that they gain
their cloth, rope, parchment and much of their food supply. Ice Elves have learned to craft Ice
into whatever shape they need, their weapons, houses, armour and much more are crafted of
an ice which they have modified to never melt. Ice Elves have perfected the art of layering the
ice that they will carve with a variety of ores and minerals, meaning that many Ice Elf warriors
wield weapons of coloured ice which manifest the special abilities of various materials,
although they appear unable to replicate any form of iron. In order to save time carving, the
Ice Elves have done a lot of work with moulds into which the liquid is poured before freezing;
because of this, most Ice Elf items are tailored specifically to the wearer or wielder. It is said
that the Ice Elves have taught the secrets of their ice crystal weapons to an order of monks
who focus their martial prowess and psionic ability through blades hand carved from soul-
crystal. No other race has learned to be comfortable with frozen weapons, let alone armour
[Characters with DR Cold 3 can wear or wield frozen weapons, but DR Cold 8 is needed to
don frozen armour].

The Ice Elves are one of the most magical races on Geos and they have direct contact with the
Frozen Fey. It is because of the efforts of the Ice Elves that the Ice list has remained a major
sphere of magic has not faded from common use as have the other quasi and para elements.
The Ice Elves are great ritualists and they have taken an active hand in the shaping of ritual
magic across Geos. The Ice Elves still hold seats on the council of the Elven nation and a
couple even hold seats on the Alliance council. The Ice Elves have close links with many of the
knightly organizations and have a great respect for those people who live by a code. The Ice
Elves tend towards protecting others out of a sense of duty, although, they reject the company
of chaotic or flighty creatures. From the similarities between the Minerian way of life and that of
the Ice Elves, some believe that the Ice Elves may have had a hand in the original creation of
Minera. While the rumors about Minera have never been confirmed, it is true that the Ice Elves
are disgusted by the way the Minerians threw away their resource; regardless of this, Ice Elves
tend to offer aide to Minerians and tend to protect them.

The Ice Elves biggest embarrassment is that a large faction of Ice Elves, who call themselves
the Winter Elves, decided that the Ice Elf ideals, and the methodologies behind Ice Magic,
were closer to those of Inritius than those of the Alliance and as such the Winter Elves now
serve under Inritius’s banner. Ice Elves will almost always attack and kill a Winter Elf on sight.
As the natural alignment of Ice magic is Evil Ice Elves watch their own carefully for signs that
they are likely to go the way of the Winter Elves or that they turn to follow the Winter Elves
Path of Black Ice.

Boon Cost: 200: Due to their extreme rarity and special abilities, Ice Elves have a high boon
cost to play.

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Note: Ice Elves are creatures of order and are almost always Lawful in alignment. Ice Elves
are almost always Good and Winter Elves are almost always Evil; it is almost unknown for an
Ice Elf to be Neutral.

Role-play Hints:
• All Ice Elves follow a code. That code is as important to the Ice Elf as breathing. Almost
everything the Ice Elf does is compared to the code before a decision is made. Each Ice
Elf’s code differs slightly as it is based on the Ice Elves own beliefs and priorities.
• As resources are rare in the Tundra that most Ice Elves call home, most Ice Elves are
unwilling to waste any resources.
• Ice Elves believe that Ice is a superior crafting material to all others. Ice Elves rarely put
aside their ice weapons or swop them for better weapons made of other materials. Ice
craftsmen have learned how to use refined versions of other materials in their ice in order
to bring out the qualities of those materials. As Ice has the ability to hold and absorb the
qualities of other materials there can be no superior substance.

Costuming Hints:
• The clothing of Ice Elves are almost always made up of fabrics and furs which will blend
with a frozen landscape.
• Ice Elf equipment is almost always made of ice and crystal.
• Ice elves usually have a personal sigil or symbol with which they mark their costumes
and equipment.

Equipment Hints:
• Ice Elves favour swords, daggers and crossbows made of a gestalt of ice-crystal and
enamel.
• Ice Elves favour heavy armour and shields made of a gestalt of ice-crystal and enamel.
• Ice elves usually have a personal sigil or symbol with which they mark their costumes
and equipment.

Costume Requirements:
• Ice Elves are required to have pale blue/white or gray coloured skin.
• Ice Elves are required to have pale blue/white or gray coloured hair.
• Ice Elves are required to wear Elven ear tips, which must be the same colour as their
skin.
• Any equipment that is Ice Elf made must be white, pale blue or grey in colour.

Racial Advantages:
• Educated: The Ice Elves are the only educated people in their frozen environment and
as such they consider it vital that all Ice Elves know how to read and write. The libraries of
the Ice Elves are magnificent. All Ice Elves start with the ability to read, write and speak
Common and Elven. Ice Elves also start the game with the ability to Read and Write Magic.
Almost all Ice Elves make learning the Ancient Elven and Fae languages a priority.

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• Inured to the Cold: Ice Elves benefit from DR 5: Ice and Cold. Ice Elves are
considered immune to non-damaging offensive Ice spells such as Freeze and Encase limb.
Ice elves are able to survive in temperatures of extreme cold and can see in blizzards.
• Environmental Conditioning: As the Ice Elves live their lives in a frozen environment
they are very sure footed and are considered to be immune to slip or trip effects. They can
also move across frozen terrain (even frozen lakes) easily. When moving on a frozen
expanse Ice Elves are able to move much faster than most other races due to an ability to
glide. Ice Elves start the game with an Agility Modifier of 2 instead of 3 to reflect the fact
that agility and balance have become second nature to them.
• Ice Mages: An Elf who chooses his natural sphere of magic as his specialist list gains
the use of sorcery with that list. The Ice Elves have honed their abilities with Ice spells into
an art form. They find crafting Ice Spells to be easy and they can use Sorcery with Ice
spells, assuming that Ice is their specialist list. Any Ice Elf who chooses Ice as his specialty
will also have been trained by masters of the craft and by the Frozen Fae; this means that
an Ice Specialist Ice Elf starts with a magic modifier of 2 rather than 3.
• Coldly Polite: It is hard to sway the cold and unfeeling heart of an Ice Elf for they do
not emote as warmer races do, because of this; they resist charm, emotion or persuasion
effects as if their Willpower were 2 higher. Ice Elves are totally immune to all spells or
effects which replicate love as they do not know what love is. While Ice Elves are cold they
are rarely, if ever, rude, they are considered to start the game with General Etiquette: Rank
2.
• An Ice Elf gains the use of various spells which shape his natural form of magic in a
new way. Ice-Crystal: For twenty five halo, an Ice Elf can make any frozen object
permanent [This is a level 4 spell]. That object will not melt unless subjected to the same
temperatures that would melt metal. Many ice elves ring their homes with permanent
patches of Ice to hinder their foes. For various reasons, Ice cannot be made permanent
around or inside a living creature. Eyes of the Blizzard: For ten halo, an Ice Elf can
enhance the eyes of another to allow them to see through a blizzard [This is a level 3 spell].
This ability lasts ten minutes. Ice Elves themselves possess this ability naturally. Endure
Cold: For five halo an Ice Elf can grant another a resistance against biting cold [This is a
level 1 spell]. The target gains Cold Resistance 2 and can cope with environments of bitter
cold. This ability lasts ten minutes. Ice Elves themselves possess this ability naturally.
Freeze Liquid: For five halo per metre cubed of liquid to be affected, the Ice Elf can freeze
liquid into Ice [This is a level 3 spell]. Living creatures and solid objects are ejected from the
water as it freezes. The effects of this ability last 10 minutes. This ability has no effect on
some magical liquids nor can it affect the liquid inside a living creature.
• Ice Crafting: Ice Elves are all taught how to mold and carve objects from ice. Ice
Crafters tend to make moulds for the desired object and then fill the mould with water which
carries ores, enamels and additives. Ice elves start with Craft Generic: Ice
Molding/Carving Rank 2, this skill allows an Ice Elf to set, cast and carve his weapons,
tools, armour, shields and home from ice. Because of the breadth of this skill it costs
15exp/rank to advance. In addition Ice Elves treat all Ice projects as if they required half
the effort that they would require from a non-Ice Elf. Ice weapons usually have identical
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able to alter the ice to reflect the special properties of other substances (that do not contain
Iron) by incorporating the dust of that material into the ice.
• Frozen Shell: Ice Elves, even Ice Elf scouts and Ice Elf mages usually wear heavy
frozen armour; because of the necessity of armour which doesn’t restrict movement and
because Ice Elves are able to mould their armour and equipment to fit them perfectly their
starting equipment and anything they make for themselves is considered to be Refined Fit.
This does stack with the Refined fit ability. Ice Elves are considered proficient with Ice
weapons that they have made or that have been made specifically for them.
• Fae Blooded: Ice Elves as a race have traces of Fae blood within them, this is not the
same as the Fae Blooded template and Ice Elves can take that template. Ice Elves age at
half the rate of normal Elves.

Racial Disadvantages:
• Slow Learner: Ice Elves, like most elves are slow to learn and slow to understand, it often
takes them a year to learn something a human can master in a month. In game terms this
will mean that each award given to an ice elf with be ten experience points less than the
same award given to a human. However, this reduction is not increased by the Fae Born or
Fae Blooded Templates.
• Cold Hearted: Ice Elves do not know how to love. Their familial relationships are bound
by bonds of duty. Most Ice Elves are aware of this imbalance in themselves and it is a
constant source of discomfort and concern to them; they believe that as a race they were
cursed. Ice Elves can learn to trust others and they can respect others but no relationship
can ever go further than that. Many Ice Elves end their own lives, or sacrifice themselves
nobly because living without love is so hard for them. There are many stories about Frozen
Fae falling for Ice Elves who can never love them back. Ice Elves are also unable to
harness their anger and they can never possess the Rage skill. Because Ice Elves are so
distant from other races their Connection multiplier starts at 5 rather than 3, although it can
be reduced normally.
• Distant: Because of their way of life Ice Elves can never learn general Etiquette past
rank two [which they start with] or specific Etiquette past rank five. They understand the
titles and facts behind the etiquette of other races, but they cannot comprehend the
generalized Etiquette rules that stem from a base understanding of other races. Because of
this, Ice Elves tend to learn multiple sets of specialized etiquette.
• Reduced Etiquette: Because of their distance Ice Elf characters generate free etiquette
skills at half the rate their Connection modifier suggests. Normally a character generates
one free point of etiquette skill per X games, where X is their Connection modifier.
• Creatures of Ice: As creatures of Ice, Ice elves are uncomfortable in the heat. In hot
environments, including sunny days, Ice Elves reduce their DAC and STR by two, to a
minimum of zero. Ice Elves take double damage from fire sources, but neither them nor
any equipment carved of ice can be ignited.
• Fear of Fire: All Ice Elves suffer a moderate fear of fire. Because of their distrust of fire
they harbor a deep distrust of fire based creatures including Burning Fae and Fire Elves.
Ice Elves will rarely trust a fire based creature or someone who uses a lot of fire magic. Ice
Elves are not afraid of fire based creatures, just the fires that they can create. Ice Elves

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usually often attack evil creatures who use Fire to harm others with prejudice and they will
not forgive people who use Fire as a torture device.
• Inept Fire Users: Ice Elves purchase spell access to lists that oppose their natural list
in the same way as normal character purchase lists that oppose their specialty, if the Ice Elf
is also an Ice specialist then the cost increase is doubled. Because Ice Elves focus their
magic so strongly on Ice spells it is very difficult for them to cast fire spells, in addition to
the normal increased costs for purchasing the lists, the mana cost for casting any fire
based spells (including, but not limited to, spells from the Fire, Steam and Magma spheres)
is doubled.
• Each breed of Elves is tied to their own sphere of magic and it has shaped their personality
and the way they react to things. Like when a character gains a specialization the Elves
personalities are affected by their element. If the Elf gains specialization in that sphere as
well the effects are doubled.
• Severe Allergy to Salt: Ice Elves do not react well to salt. If they ingest it they start to feel
unwell and will vomit or start to hyper-ventilate. If salt is thrown on an Ice Elf it causes
immediate discomfort and if left there it will burn into the elf’s body. If submerged in salt
water, Ice Elves will normally panic and drown. They can handle the background salt levels
in most food but will never drink salt water or eat salted meat/fish. Ice Elves Ice Elves do
not need salt to survive and their sweat does not contain salt.
• Ice Specialists: If for any reason an Ice Elf does not choose Ice as his specialist list, has
no mana, or has no casting, then he finds it almost impossible to gain rank or status. Ice
Elves without Ice specialization also lose their Ice Elf innate abilities, although they develop
them if they ever gain Ice specialization. An Ice Elf in this situation often joins the Winter
Elves.
• Ordered Mind/Live by Code: All Ice Elves are very ordered in their approach to their lives.
They must take 15 points of additional flaws that represent the code they live by.
Suggestions include Superstition, Hero Complex and Cannot Lie. If there are no additional
flaws available, then the Ice Elf can double up on existing Code based flaws. The Ice Elf
does not gain skill points or boons for taking these additional flaws.
• Fae Blooded: Ice Elves are related to the Frozen Fae. Ice Elves take extra damage from
Fae-bane and cold iron weapons. Ice Elves have a niggling dislike of iron and they never
include iron in their frozen weapons. Ice Elves will never use iron equipment and they are
made uncomfortable by its presence. Ice Elves tend to distrust those who use a lot of Iron.
Those creatures which seek to destroy Fae often also target the Ice Elves.
• Second Skin: Because Ice Elves armour is custom fitted to their bodies it is hard to wear
additional layers of armour with their Frozen Shell. If an Ice Elf is wearing a set of Ice
Armour fitted to their body then no other armour can be stacked with it.
• Disgraced: Ice Elves see Winter Elves as their biggest embarrassment and will almost
always attack them on sight. Many a well rehearsed plan has fallen apart because every
Ice Elf charged one Winter Elf rather than following their deployment orders.
• Intellectually Stubborn: Because the Ice Elves are the only creatures in the Tundra to
educate or study, Ice Elves are not allowed to be ignorant, as such, an Ice Elf cannot chose
to raise his Intellect Modifier above three, without referee permission and it is preferable for
Ice Elves to seek to reduce their Intellect modifier.

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Light Elves:
Throughout the Kin-Strife War, every sub-race of elf was involved, save for one. These were
the Light Elves were this race, they felt that they had no reason to enter such a muddled and
deceiving struggle. The culture of which they have always lived, after all, was thoroughly based
on light, and the truth that it reveals.

All Light Elves follow an all-encompassing worship of the elemental Goddess of light, Shol.
This is heavily reflected in their dress and culture. While the devotion to Shol has made them
an exemplary race of priests, mages and scholars, Light Elves are as fragile as glass, making
the notion of a Light Elf warrior or acrobat unheard of.

The few hundred Light Elves that exist all live together in a single congregation known as
Ilandri; Light Elves rarely leave the community for any purpose. Ilandri is a beautiful place
where everything is beautiful and constantly glows so that there is no shadow. Ilandri is a
floating city made of crystalline sunlight, it floats around ten miles above ground well above
cloud level and follows the sun through the sky like a flower's devotion. Ilandri never blocks
the sun’s light from reaching Geos. Ilandri is not detectable to normal means even to those
flying above the clouds, in addition it is a deep deep secret that very few have ever even heard
mentioned.

Ilandri is a powerful ritual circle for light magic and it is also a weapon, although the
weaponised nature of the community is a secret that no non-light elf elder has ever even heard
of, although the Drow and certain other enemies are aware that the Light Elves have the power
to destroy them although the source of this danger is unknown. The community is able to
function as a prism magnifying the rays of the sun into a destructive beam, it was originally
designed as a threat in case the Drow nation ever became a serious threat again. Using the
weapon would require the sacrifice of Ilandri and all of its residents. The Light Elves have
looked at turning Inritius’s mountain fastness into glass, but Inritius’s fortress exists in the void
and therefore is impervious to the weapon. The Light Elves have never really thought to use
their weapon, preferring to rely on the existence of the weapon as a deterrent. However, many
Light Elves are worrying about the fact that should the forces of Oblivion ever become aware
of Ilandri that they would seek to seize it and use it against the forces of hope, for if the item
can magnify the force of light it can probably be used to magnify the force of the void.

Note: Ilandri is almost impossible to exist on; anyone who is there takes 10 points of Light
Damage to every location every minute. Some have elected to visit Ilandri under protective
spells, unfortunately, some of the damage the city deals to it’s residents is RAW damage so no
visitors other than Light Elves and Light fae are permitted.

Boon Cost: Due to the rarity of Light Elves, and the power that each Light Elf is born to Light
Elves have a boon cost of 300 to play.

Roleplay Hints:

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• Light Elves consider themselves are separate from the other races of Geos. This is chiefly
because they have separated themselves from lying, deceit, theft or any form of concealing
the holy light of truth.
• Light Elves are generally very calm, composed and analytical. They are careful not to let
their emotions become too much for them as they detest irrationality.
• Light Elves are excellent listeners, and excellent participants in conversation; they tend
make eye contact with the person who is speaking to them.
• Light Elves are highly devoted to the responsibility of their religion, and focus on the
uncovering of Shol's truth in every aspect and the carrying of her divine light to the dark
places.
• Light Elves look down upon all other races, but with a loving encouragement. This
characteristic is seen by other races as patronizing.
• Light Elves use only a soft voice. The exception to this is when delivering holy messages or
when the life of a creature they cre for hangs in the balance.

Costuming Hints:
• Light Elf attire is incredibly visible, consisting of white with silver, gold, or pastel colours and
accentuation.
• Light Elf garb is reflective of their religious heritage and upbringing. Their costume tends to
include tabards, robes and ceremonial banners with Shol’s symbol, suns, stars,
hummingbirds, and dragonflies.
• Light Elf costumes tend to include light-catching glittering gems for they focus and gather
light.
• Light Elves tend to favour well made equipment. They tend to carry staffs, scepters, or bo
sticks that are crafted beautifully of a pale wood and embedded with light catching crystals.

Costuming Requirements:
• All Light Elves, like other Elves, must have elven ear tips.
• No Light elves may have dark coloured hair. Light Elves are commonly grey, white or
blonde haired.
• All Light Elves must have extremely pale white skin, some yellowing is not uncommon.
• Light Elves must carry a source of light upon their person, this could be as simple as
candles or as complex as a permanent light spell or magical item.
• Light Elves should have dark or black eyes, this is so their eyes can adjust to shifts of bright
light. Dark or black contact lenses are recommended, but they are not required.

Racial Benefits:
• Hope’s Champions: If Light Elves were to take an active hand in the struggle against
Oblivion they would be excellent at it. Light Elves are strongly hopefully aligned and benefit
from a strong resistance to taint or to falling to Oblivion.
• Sensing Eyes: Light Elves have extremely powerful eyes. They have + 2 Ranks of
Heightened Senses Sight. They are able to notice emotional shifts within people and
therefore start with Read Other Rank 1. They are also able to sense foes through the
Detect Evil Rank 1 and Detect Oblivion Rank 1.
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• Detect Deceit: Light Elves live in a world where to speak falsely is a grave crime punished
by divine mandate. They have therefore learned to tell when others are lying. For ten halo a
Light Elf can Detect Deceit, allowing the Light Elf to learn if the target believed that their last
statement was a lie. This ability is fooled by the spell deceive.
• True Belief: Light Elf culture is built around the service of Shol, Goddess of Elemental
Light. Any Light Elf may choose to start the game with a Faith rating of three in the
Goddess Shol.
• Unharmed by Light: Light Elves dwell within a city of pure light and radiance, and are not
harmed by it. All Light Elves are completely immune to Light Damage. Light Elves are even
immune to Raw Light Damage. The eyes of Light Elves adapt immediately to bright light so
they are immune to Flash spells or similar effects.
• Immunity to Glamour and Persuasion: Because of their total reliance upon the truth,
Light Elves cannot be glamoured or persuaded about anything that the persuader doesn’t
believe themselves.
• Emotional Control: Light Elves have been trained to calm themselves and handle effects
designed to overwhelm their emotional control. Light Elves consider their defensive
Willpower to be two higher against emotional effects which cause Terror, Fear, Rage,
Greed or any other purely emotional effects.
• Higher Pursuits: Light Elves are famed for their pursuit of the academic arts, and the
social skills. Light Elves start with Intellect and Connection multipliers of 2 rather than 3.
These multipliers can be increased or decreased in the normal way.
• Sorcerers of Light: Light Elves who select Light as their specialist sphere start the game
with Sorcery in that Sphere. As an alternative, Light Elves who take up Sun Druidry may
use the Sun Druid List with Sorcery instead or with the Light list.
• Elven Innates: All Light Elves, like Elves of other types, gain the use of certain light based
abilities which are fuelled by their halo. Shol’s Aura, for 20 halo, a Light elf can activate a
version of Protective Aura that glows and which doesn’t stack with other Aura spells.
Lasting Light, for 10 halo, a Light Elf can activate a version of the Light spell which has a
duration of one hour. Penetrating Light, for 10 halo, a Light Elf can magnify a light source
so that its rays shine through thin barriers like cloth.

Racial Disadvantages:
• Slow Learner: Elves are slow to learn and slow to understand, it often takes them a year to
learn something a human can master in a month. In game terms this will mean that each
award given to an Elf with be five experience points less than the same award given to a
human.
• Vulnerable to Darkness: Light Elves are creatures of light and radiance, darkness
damages their inner being and therefore does double damage to them. Pain magic which
stems from Dark magic always deals 1 point of constitution damage to the Light Elf in
addition to causing pain which lasts for double the normal duration.
• Fear of Blindness: Light Elves are creatures of sight and they cannot stand to be blind. A
Light Elf will lose all composure and emotional control when placed into a situation where
they cannot see, this includes blizzards, sand storms, darkness, and blindness. Living in a
city without any darkness has given all Light Elves to a great vulnerability to such abilities.

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• Somatic Casting: All Light Elf Mages are Somatic Casters, as it is the way that they have
been taught to conjure and summon the magics of Geos. Light Elves take pride in the act of
spell-casting and never hide the act. Please note that Somatic casting is in addition to the
verbal component of casting and not instead of it.
• Cannot Lie: Light Elves cannot lie. If a Light Elf character ever tells a lie then they suffer a
dark curse and immediate divine retribution. If a Light Elf lies, they should tell the referee
immediately for there will be serious consequences. Light Elves with higher ranks of faith in
Shol suffer more extreme retribution.
• Deep Iconic Dependence: All Light Elves, when away from Ilandri, must carry a visible
icon of the Goddess Shol. In the instance where this is lost, stolen, or destroyed then the
Light Elf loses access to half of their Halo, Will and Mana. In addition the Light Elf loses
access to all Light spells [or spell-like abilities, or spells from Exotic lists associated with the
Light list].
• Frailty of Body: Light Elf society is based around social interaction and intellectual study.
They do not engage in military activities and games like chess are seen by them as sports.
Light Elves start with Might and Agility multipliers of 4 rather than 3. These can be reduced
normally. As a Frail Race, Light Elves also cannot buy more than 5 purchases of Loc.
• Cast no Shadow: All Light Elves have no shadow. To members of other races it is as if
they have the Cast No Shadow flaw, however, they do not deem it to be a flaw. If a Light
Elf wants to have a shadow they may select the Casts Shadow Flaw: 4 points, but they will
viewed with great suspicion by all Light Elves and Fae.
• Shol’s Mandate: There are a lot of magicks that Light Elves refuse to use. These spells
include all spells of the Illusion List, the Dark List, the Stealth List, the Demonology List,
and the Pain List. Light Elves also refuse to use magic to conceal their true form, to
deceive, or to raise a negative emotion in someone like hate, fear, or rage. Skills which
reflect the mundane application of the same principals are also forbidden, these skills
include, but are not limited to, Deceive, Torture, Incite, Break Will and Disguise.

Understanding Drow Elves:


The term ‘Drow’ refers to the so called dark elves; the elves who were driven from the Elven
lands after they lost the Kin-Strife Wars. The majority of Drow tend to dwell in an immense web
of underground caverns under the Elven forests, these caverns are usually referred to as the
Underdark. The majority of Drow Elves are Shadow Elves although the few Death and Blood
Elves that survived the Kin-Strife wars also live in the Underdark communities. The Poison
Elves that the Drow created to serve them are the fourth and final type of Elves which make up
the Elven communities. Very little is known of the Drow by those that live on the surface, and
they prefer it that way. Drow society is built of secrets like a castle is built of stones, and each
secret is protected fiercely.

Drow society is Matriarchal, they worship a female deity called Sharess and they recognize
that it is the woman who gives life. Sharess is the daughter of Noctu the Elemental Goddess
of Darkness, and she is commonly associated with poison, torture, and intimidation. Drow of
the rarer castes, Death and Blood, are born to higher status than the Shadow Elves who make
up the bulk of the Drow. Poison Elves cannot hold status as they were created to serve not to
lead. The Queen is almost always a Blood Elf female. Drow society employs a very complex
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caste system which factors in a combination of race, profession, age, achievements, and sex.
Strength and cunning are the two most revered traits to the Drow and they are never open and
honest even amongst themselves. Drow society has been described by scholars as being like
an insect colony with different groups performing different services to serve the Queen, each
group garners it’s own respect, works towards it’s own goals, and holds it’s own set of
expectations. Drow are extremely dark and backstabbing and the Underdark is a constant
mess of intergroup feuds and power-struggles, however, whenever the Underdark itself is
threatened, the colony suddenly works together and becomes a well oiled war machine.

Publicly Drow are known for their perfection, whichever thing each Drow focuses their lives on
they seek to ensure that they are experts even killing rivals in that field. Drow are well spoken,
courteous, and well learned. They possess nerves of steel nerves, nigh infallible instincts, and
lightning fast minds. They are extremely arrogant and they see themselves as a superior race.
Drow are vane about their looks and they hate to have their features marred, or even dirtied; if
they can avoid getting their own hands dirty they won’t, they tend to keep slaves or people
from lower castes around to do the dirty work. Drow are a very proper race, they assume their
own role and rarely cross into the roles of others, for instance assassins, priests, soldiers, and
mages fulfill their own role, but rarely cross into the roles of others. The Drow respect strength
and the ability to survive, even if it is presented from a lesser race. Drow are expert plotters,
are very conniving and those who are able to deceive without being caught are considered to
be particularly skilled. Drow rarely leave the Underdark, into which no outsiders are permitted,
although they are currently more active on the surface than they have been for centuries
because they want to destroy Inritius.

Drow are trained rigorously from birth, they are all well educated and taught the basic
principals of their society. Each Drow child is assigned the role of soldier, priest, assassin,
mage, lore-warden, or craftsman soon after their birth. When crossing from childhood into
adulthood Drow children are sent into the Underdark in a small group they are to hunt a
creature of the Queen’s choosing. The group brings back evidence of the kill and any items of
value found for the Queen. It is common for several of the children to not survive the hunt,
more because they are targeted by other children than because they are casualties of the
creature they hunted. Within the group of children they sort themselves into a rough sort of
order and the leader is rewarded by the Queen. The children are observed magically
throughout the process and each child is apprenticed to a master at the end of the trials based
on how well they performed.

Shadow Elves:
Shadow Elves tend to be rather cold and antisocial and, while they are well spoken, they are
less likely than other Drow to engage in any serious dialogue with anyone outside of the Drow
collective. Shadow Elves relish the Shadows and love them, they treat Shadows and Darkness
with a reverence that borders on the religious. They relish the shadows and consider the
‘World Shadow’ to be every bit as part of than as their very own shadow; this means it is very
unlikely to come across a Shadow Elf on a sunny day. Shadow Elves actively seek to kill those
who have no shadow.

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Shadow Elves typically make up the majority of the Underdark’s hunting and patrol parties,
they make excellent assassins. Shadow Elves are amongst the most difficult of races to be
tracked and found when they do not wish to be. It is very uncommon to see a Shadow Elf
outside of the Underdark and those Shadow Elves outside of the Underdark tend to cover their
skin and wear disguises.

Of the Drow Elves, Shadow Elves believe that they are the ideal race. They believe they are
the perfect race for the Underdark, they believe that they possessing the proper natural
abilities and defenses to handle the harsh darkness they call home.

Note: The Shadow Elf ideal of the World Shadow should not be confused with Shadow Halo
which is a form of halo created by the undead and by Oblivion. Shadow Elves refer to Shadow
Halo as Void Halo.

Boon Cost: 120. Due to the above average power of the Shadow Elf race and their extreme
rareness, a Boon Cost of 120 has been assigned to anyone who wishes to play a Shadow Elf.

Role-play Hints:
• Shadow Elves are very calm and collected, they think first and then act. Shadow Elves
tend to point out the futility of anger and blind aggression. Shadow Elves tend to rely on
calm thinking to get through tough situations.
• Shadow Elves, like other Drow, hate dirtying themselves or spending effort on those who
would otherwise be undeserving of it. They tend to use servants and slaves to solve minor
problems.
• All Drow have a slight aversion to sunlight, this is mostly because their ‘flawless’ skin is
subject to burning easily and because they are not used to it. Advert your eyes from bright
light sources and try to remain in the shadows as much as possible.
• Shadow Elves are the most secretive of the Drow and they rarely take the time to converse
with most, preferring to remain in the safety of shadows and remaining as hidden as
possible. It is very likely a Shadow Elf will use their racial abilities to darken the area around
them as often as possible.

Costuming Hints:
• Most Drow dislike heavy armors and often won’t even wear metal. They are a very
elegant race and are often found wearing black dyed leathers and sometimes thick insect
carapace. Most of their armors are created from varied types of insect carapace and their
self-protection philosophy is based off of them as well, only really protecting the upper
torso, forearms and shins. There are certain groups of Drow including a group called the
Paladins of Sharess who do wear heavy armour such as platemail.
• Shadow Elves prefer to be mostly, or entirely covered, especially if leaving the
Underdark.
• Shadow Elves primarily move about in the shadows, as such they require clothing and
camouflage appropriate to this action. A variety of colors from black to brown, but including
purple are recommended.

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Equipment Hints:
• Shadow Elves rarely carry more than one type of weapon. They tend to choose a single
weapon and excel in it rather than diverging into learning others.
• Shadow Elves tend to carry easily discardable travel bags. In the midst of battle
Shadow Elves (and Drow) move quickly, they are often willing to discard anything not
required immediately for the situation such as food and water.
• Shadow Elves are survivors; they carry minimal supplies for their own use. Shadow
Elves rarely carry equipment that they will share or even allow others to touch.

Costume Requirements:
• Shadow Elves, like other Elves, must have pointed ears.
• Shadow Elves must always carry a ceremonial dagger made out of bone. This dagger
should be displayed proudly at the hip. This is the dagger given to a Drow that has been
accepted by the society as an adult.
• Shadow Elves are dark skinned and tend to have either black or dark blue hair. It is
unknown for Shadow Elves to have white hair.

Racial Advantages:
• Polite Hostility: All Drow are relatively polite they start the game with Rank 2 General
Etiquette.
• Shadow’s Agility: Shadow Elves start with an Agility multiplier of 2 instead of 3. This
multiplier can be changed normally.
• Elven Intellect: Shadow Elves are quick of mind and attuned to the magic. Shadow
Elves start with an additional multiplier reduction which can only be used to reduce Magic
or Intellect.
• Shadow Elves are very well studied, they start with the ability to Read and Write: Elven
and Argead.
• Night-Sight: Drow live in the dark and have the ability to see in darkness normally. This
includes mundane darkness and darkness generated by the Darkness spell although it
doesn’t allow them to see in Deeper Darkness, Demonic Darkness, or the Darkness of the
Void spells.
• Elven Innates: Shadow Elves, like other Elves, have certain racial abilities which they
can activate using their halo. For 15 Halo, a Shadow Elf can cast Dark-Vision. For 10 Halo,
a Shadow Elf can cast Call Shadows, and for 50 Halo, a Shadow Elf can cast darkness.
• Dark Resistance: Shadow Elves are protected from darkness. This protection is
reflected by DR5/Dark.
• Sorcery: A Shadow Elf who chooses his natural sphere of magic as his specialist list
gains the use of sorcery with that list.
• Graceful Dodge: Shadow Elves tend to rely on their speed they start with Rank 2 DAC.
• Careful Feet: Shadow Elves have impeccable balance and start with Rank 2 Balance.
• Stealth: Shadow Elves are incredibly stealthy and start the game with Rank 2 Hide in
Shadows and Rank 2 Move Silently.

Racial Disadvantages:
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• Slow Learner: Elves are slow to learn and slow to understand, it often takes them a
year to learn something a human can master in a month. In game terms this will mean that
each award given to an Elf with be five experience points less than the same award given
to a human.
• Frail of Body: Shadow Elves are frail of body. Shadow Elves find it harder to master
might skills and start with an additional multiplier cost to learning might skills.
• Hostile: Shadow Elves may not spend their free Etiquettes on any race or guild that is
not Underdark based. In addition Shadow Elves start with a Connection modifier of 4
rather than 3.
• Shadow Elves purchase access to lists that oppose his natural list in the same way
other characters purchase lists that oppose their specialty, if the Shadow Elf is also a
Shadow specialist then the cost increase is doubled.
• Vulnerability: Shadow Elves take extra damage from Light and Radiance based
attacks. This damage is usually an additional fifty percent of the damage.
• Bright Light: Shadow Elves find bright light to be very painful, the pain occurs if the
light reaches the Shadow Elf’s skin or eyes. Spells like Flash and Flare cause them actual
pain. Shadow Elves avoid bright light and often cover themselves from the light.
• Arrogance: Drow are arrogant, they believe themselves to be the superior race and will
constantly point out flaws in others. They tend to make well concealed verbal jabs at the
flaws of other races. They are also very unwilling to admit any form of inferiority, and at
times may refuse healing from someone of a far lower class/race than them.
• Drow Craftsmanship: Drow very rarely use mundane equipment that wasn’t made by a
Drow smith, they will not outwardly accept or wield a weapon or armor crafted by an
‘inferior’ race unless proven to be of exceptional quality. In game terms the item must be of
masterwork quality or better.
• High, Light, Life Elf Hate: Drow outwardly hate High, Light, and Life Elves due to their
history with them. They view them as weak and will go through great lengths to ensure very
little contact with them. They will blatantly insult them and often refuse touch or
services/support from them despite circumstances.
• Light Clumsy: In normal daylight or brighter situations, Shadow Elves lose all of their
DAC and cannot use Balance, Climb, or Move Silently.
• Shadow Elves will never learn the Light list or any of its Exotic lists. In addition Shadow
Elves can never learn Sun Druidry. These spells are barred to Shadow Elves in perpetuity,
they cannot use magical items which cause those effects or cast the spells via other
means, such as Shifting Spell, for example.
• Drow are very secretive about their society, they will rarely, if ever, give up intimate
details about their race.
• Shadow Dead: Shadow Elves will always seek to destroy the shadow-dead. The
shadow-dead include anyone who does not have a shadow for any reason. If a Shadow Elf
ever loses their own shadow for more than one month the Shadow Elf will commit suicide.
• Evil Alignment: All Drow must be of an Evil alignment. While there are exceptions,
these exceptions may not be player characters.

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Death Elves:
Death Elves are skilled with knowledge and words. They’re able to word things in a way that
maintains their superior status without actually putting anyone down in any obvious manner.
For this reason many Death Elves are utilized as diplomats or even put into leadership roles.
Because they specialize in Death Magic they have a more absolute view on things and are
more likely to suggest death in a more absolute manner as a solution. Death Elves tend to
make very powerful priests, scholars, or mages.

Death Elves feel that Death is the correct punishment for every crime. They do not hold with
imprisonment or other punishements, although they feel that taking away someone’s
knowledge is a terrible thing. Death Elves are ruthless creatures; they find no reason to hold
prisoners and find less reason to spare a life once they have been crossed.

Death Elves are commonly priests and they function as the scholars and lore-wardens of Drow
society. They study obscure knowledge and the harvest as much information as they can from
the death to avoid information being lost to the world.

Boon Cost: 200. Due to the above average power of the Death Elf race and their extreme
rareness, a Boon Cost of 120 has been assigned to anyone who wishes to play a Death Elf.

Role-play Hints:
• Death Elves are heavily influenced by the Death Magic sphere, this means that they are
quicker to deal out death than others and often find that death is the best solution to any
disputes.
• Death Elves, like other Drow, hate dirtying themselves or spending effort on those who
would otherwise be undeserving of it. They tend to use servants and slaves to solve minor
problems.
• All Drow have a slight aversion to sunlight, this is mostly because their ‘flawless’ skin is
subject to burning easily and because they are not used to it. Advert your eyes from bright
light sources and try to remain in the shadows as much as possible.
• Death Elves are less secretive about Drow matters, this is because the seek to understand
death itself and are more secretive about the secrets from the grave and beyond.
• Death Elves are very calm and collected, they think first and then act. Death Elves tend to
point out the futility of anger and blind aggression. Death Elves tend to rely on calm thinking
to get through tough situations. Death Elves are found of the saying. “Inhale, Kill, Exhale.”
• Drow are an arrogant race, they elevate themselves above other races, they remain as
polite as possible, but they lecture “lesser” beings on their mistakes while trying to guide
them towards following a Drow’s example.

Costuming Hints:
• Most Drow dislike heavy armors and often won’t even wear metal. They are a very
elegant race and are often found wearing black dyed leathers and sometimes thick insect
carapace. Most of their armors are created from varied types of insect carapace and their
self-protection philosophy is based off of them as well, only really protecting the upper

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torso, forearms and shins. There are certain groups of Drow including a group called the
Paladins of Sharess who do wear heavy armour such as platemail.
• Death Elves in the Underdark prefer to show skin and wear light outfits which show skin
where able. They tend to use fitted armors and flexible materials.
• Death Symbol: Death Elves tend to mark everything with a skull motif.
• Death Elves tend to wear jewelry incorporating skulls or made of bone.

Equipment Hints:
• Death Elves favour bladed weapons which they keep razor sharp. They also tend to
favour scythes.
• Death Elves tend to carry easily discardable travel bags. In the midst of battle Death
Elves (and Drow) move quickly, they are often willing to discard anything not required
immediately for the situation such as food and water.
• Death Elves tend to carry lots of books and scrolls.

Costume Requirements:
• Death Elves, like other Elves, must have pointed ears.
• Death Elves must always carry a ceremonial dagger made out of bone. This dagger should
be displayed proudly at the hip. This is the dagger given to a Drow that has been accepted
by the society as an adult.
• Death Elves skin resembles that of a skull. They have very pale white skin and darkened
eye sockets, mouths, and nostrils. Death Elves tend to have white or black hair.
• Death Symbol: Death Elves tend to mark everything with a skull motif. They must carry at
least one death symbol or marking.

Racial Advantages:
• Polite Hostility: All Drow are relatively polite they start the game with Rank 2 General
Etiquette.
• Elven Intellect: Death Elves are quick of mind and attuned to the magic. Death Elves
start with two additional multiplier reductions which can only be used to reduce Magic,
Intellect, or Connection, however only one of the two multiplier reductions can be applied to
one specific multiplier.
• Death Elves are very well studied, they start with the ability to Read and Write: Elven,
Ancient Elven, and Argead.
• Night-Sight: Drow live in the dark and have the ability to see in darkness normally. This
includes mundane darkness and darkness generated by the Darkness spell although it
doesn’t allow them to see in Deeper Darkness, Demonic Darkness, or the Darkness of the
Void spells.
• Elven Innates: Death Elves, like other Elves, have certain racial abilities which they can
activate using their halo. For 25 Halo, a Death Elf can cast Cause Wound. For 5 Halo, a
Death Elf can cast Detect Undead. For 25 Halo, a Death Elf can cast Speak with Dead.
• Death Resistance: Death Elves are immune to magic which causes harm and even
death. Death Elves are immune to Vampiric Bolt and Drain Life. In addition, they suffer
reverse effects from Touch Of Death (if used as a resurrection the Death Elf loses 2 perm

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con in the same way as a normal person affected by a resurrection), Cause Harm, Cause
Wound, Open Wound these spells are turned into Healing.
• Sorcery: A Death Elf who chooses his natural sphere of magic as his specialist list
gains the use of sorcery with that list.
• Enhanced Lore: Death Elf characters generate free lore skills at twice the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Scholar: All Death Elves start the game with one Free Lore Skill rated Secret at level 2.
• Elven Memory: Death Elves are used as a living memory by the Drow people. As such
Death Elves are expected to remember everything. Death Elves start with Memory Recall
Rank 2. Death Elves also start with Teach Rank 3.
• Ageless and Deathless: Death Elves do not die of natural causes. They are also
immune to all aging effects.\
• Resist Bane Life: Death Elves are not properly alive and as such are immune to the
damage code Bane Life. In addition spells like attract life and repel life do not affect them.
They are also not undead so they cannot be affected by Bane Undead abilities or damage
types.
• Bane: Death Elves hate Undead, all damage dealt by a Death Elf can be Bane Undead
if they choose. Death Elves however also know how to harm the living. For 25 Halo an
attack the Death Elf can also add Bane Life to their damage code.

Racial Disadvantages:
• Slow Learner: Elves are slow to learn and slow to understand, it often takes them a
year to learn something a human can master in a month. In game terms this will mean that
each award given to an Elf with be five experience points less than the same award given
to a human.
• Frail of Body: Death Elves are frail of body. A Death Elf’s might multiplier begins at x6
and can be reduced normally, however Death Elves cannot choose to increase their might
multiplier further.
• Hostile: Death Elves may not spend their free Etiquettes on any race or guild that is not
Underdark based.
• Death Elves purchase access to lists that oppose his natural list in the same way other
characters purchase lists that oppose their specialty, if the Death Elf is also a Death
specialist then the cost increase is doubled.
• Healing Immunity: Death Elves are immune to all spells from the Life List apart from
Cure Disease and Neutralize Poison. They are also resistant to Restoration but it will still
remove permanent drain effects. They are affected by True Resurrection normally. This
includes items or potions that replicate Life spells, or other means of casting Life spells
such as Shifting Spell. Death Elves find that they can cast their Death Spells to mimic all
Life spells.
• Bright Light: Death Elves find bright light to be very painful, the pain occurs if the light
reaches the Death Elf’s skin or eyes. Spells like Flash and Flare cause them actual pain.
Death Elves avoid bright light and often cover themselves from the light.
• Arrogance: Drow are arrogant, they believe themselves to be the superior race and will
constantly point out flaws in others. They tend to make well concealed verbal jabs at the
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flaws of other races. They are also very unwilling to admit any form of inferiority, and at
times may refuse healing from someone of a far lower class/race than them.
• Drow Craftsmanship: Drow very rarely use mundane equipment that wasn’t made by a
Drow smith, they will not outwardly accept or wield a weapon or armor crafted by an
‘inferior’ race unless proven to be of exceptional quality. In game terms the item must be of
masterwork quality or better.
• High, Light, Life Elf Hate: Drow outwardly hate High, Light, and Life Elves due to their
history with them. They view them as weak and will go through great lengths to ensure very
little contact with them. They will blatantly insult them and often refuse touch or
services/support from them despite circumstances.
• Light Clumsy: In normal daylight or brighter situations, Death Elves lose all of their
DAC and cannot use Balance, Climb, or Move Silently.
• Death Elves will never learn the Life list or any of its Exotic lists, apart from the Blood
list. These spells are barred to Death Elves in perpetuity, they cannot use magical items
which cause those effects or cast the spells via other means, such as Shifting Spell, for
example.
• Drow are very secretive about their society, they will rarely, if ever, give up intimate
details about their race.
• Evil Alignment: All Drow must be of an Evil alignment. While there are exceptions,
these exceptions may not be player characters.
• Stubbornness: Death Elves are incredibly stubborn, they believe their way is best
course of action and will argue quite strongly against anyone who says otherwise.
• Death Elves find heavy armors cumbersome and therefore will never wear more than 6
hindrance per location.
• Journal: Death Elves are required to maintain a journal to avoid that which they learn
being lost. At the end of each game the Death Elf must record a journal entry on the journal
section of the IA website. Failure to do so will lead to the Death Elf not receiving any
experience from that game.

Poison Elves:
Note: Elven characters have heard of Poison Elves, members of other races haven’t. No non-
Drow Elf knows much about Poison Elves.

"Do you wish to know how we created the Poison Elves? Our ancestors, keepers of the ant-
queen knowledge, did not merely conjure them from a forgotten ritual. No, like all the sweetest
of exotic magicks, as blood from life, such was Nature the template of all our poison slaves.
robbing the Elves of Nature from their cradles of forest was the arduous work. Twisting,
rending their flesh, bubbling their veins until nothing left of Gaea existed in their memory, that
was the reward of labour."

During the Kin-Strike conflict of the Elves, the Drow Elves [The term Drow refers to the society
of the Exiled Blood, Death and Dark elves] soon found that they were out-matched, over-
powered and outnumbered; as such, they worked to even the odds, the first step of their plan
was to create a race of soldier/assassins that they could send against their foes. This race of
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servitors has been dubbed ‘Poison Elves’ because of their ability to turn their blood into poison.

The Poison Elves are all fiercely loyal to the Drow Elves, this is partially because they have
been bred with a chemical dependency to a substance that only the Drow know how to
produce and partially because they were genetically engineered with a mental condition that
causes the Poison Elf’s heart to stop if he ever becomes disloyal to the Drow Elves, if he ever
actively seeks to harm a Drow Elf or if he attempts to reveal Drow secrets to someone who
isn’t supposed to know.

Poison Elves are all distant and aloof. They understand that they were made by the Drow and
that they are a servitor race. The Poison Elves also understand that they are bred to be killers
and that they should remain distant and cold in order to cope with the moral implications of
their actions. Poison Elf children are raised by the society as a whole and are nurtured and
trained well, this is especially important because Poison Elves are often deemed to be
expendable and their genetic structure is unstable so this race has a high number of orphans.
Poison Elf children are often taken along on missions and raids wrapped in invisibility spells,
the children are deemed safe and it is necessary to expose them to the nature of their lives
from an early age. Rank in Poison Elf society is almost always earned by performing
successful high profile assassinations. Poison Elves have been responsible for thousands of
high profile assassinations over the years; in fact it is now almost assumed that they are
responsible for all assassinations. The group of 100 Poison Elves that were sent to eliminate
Inritius was never heard from again, the Drow Council hope that they are dead, but they are
woken from their dreams by their fears that Inritius has found a way to turn them against the
Alliance.

Rumors exist of a group of Poison Elves are have left their Drow elf masters while maintaining
loyal to them and have been able to breed true. Their offspring are believed to have
circumvented some or all of the Poison Elf disadvantages. Many Drow Elves have chosen to
join Oblivion, so it is almost guaranteed that a number of Poison Elves now serve Inritius. The
life of a servitor assassin is not one that fosters Hope, so it is highly possible that many Poison
Elves would elect to serve Oblivion.

Boon Cost: 200. Due to the above average power of the Poison Elf race and their extreme
rareness, a Boon Cost of 200 has been assigned to anyone who wishes to play a Poison Elf.

Note: All Poison Elves are Evil in alignment; this is not because they are truly horrible people,
but because they have been programmed to be willing to kill, torture and destroy. Those
Poison Elves who think differently are quickly destroyed.

Note: The blood of a Poison Elf is not normally poisonous, but through a halo expenditure they
can make it poisonous. The poison a Poison Elf makes in this way is only effective for one
hour following its creation.

Role-play Hints:

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• Poison Elves are very willing to kill, torture or destroy in order to achieve their
objectives.
• Poison Elves have been programmed to obey; this often causes Poison Elves to be
easy to lead.
• Poison Elves have been raised and trained to consider themselves as expendable.

Costuming Hints:
• Poison Elves are trained as assassins and killers. They almost always wear black or brown
garb. Their garb is designed to allow them to camouflage themselves to strike when their
foes are un-aware.
• Poison Elves wear light armour as a necessity; they are almost never without their armour.

Equipment Hints:
• Poison Elves are almost always equipped to kill quickly and silently. Their equipment often
includes garrotes, poisons, knifes and other tools required for a silent kill.
• Poison Elves favour the use of herbs, poisons, alchemical substances and potions.

Costuming Requirements:
• All Poison elves must have Elven ear tips.
• All Poison elves must have extremely pale skin.
• All Poison elves must have purple and black veins showing through pale skin, especially on
their faces and hands.
• Poison Elves were all bred and trained as assassin/warriors as such they should wear
practical dark clothes and be well equipped. The garb of a Poison Elf will be judged
harshly.

Racial Benefits:
• Poison Immunity: Poisons Elves are fed toxins from birth, they have learned how to
breathe cyanide and gargle arsenic. As such, Poison Elves are considered immune to
almost all forms of poison.
• Disease Immunity: For the Drow Elves, biological weapons and weaponized viruses have
allowed them to stay active against their foes. As such, Poison Elves have developed the
ability to resist contagions, viruses and diseases. As they are often called upon to follow-up
after biological strikes.
• Poison Mages: Poison Elves who learn the Exotic Poison list reduce the total boon cost to
learn the list by half. They find it easy to attune themselves to it and they probably already
know a tutor. If a Poison Elf chooses, he may select the Poison list as his base specialist
list for zero boons. When/If a Poison Elf learns the Poison list, they gain the ability to use
Sorcery with spells from that list.
• Torturers: Poison Elves find torture to be second nature to them, as such all elves start
withy Break Will Rank 3; although, they can only use it on someone they are physically
torturing.

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• Poisoned Blade: For 5 Halo, a Poison Elf can apply a one point Constitution poison to any
piercing/slashing weapon. Damage call: BV: CON 1. This does not poison the foe, and
only affects the target if it reaches the skin.
• Poisoned Food: For 100 halo, a Poison Elf can generate a fatal ingested poison which will
normally sicken anyone with a Constitution of 17 or below in less than a minute and kill
them within five minutes. The person must totally ingest the substance which contains the
Venom regardless of whether it is a potion, a drink, a candy bar or a meal.
• Trained to Kill: Poison Elves start with Move Silently, Escape Artist, Hide and Open Lock
at rank 1. Poison Elves also start with DAC rank 2.
• Body Pouches: In order to make sure that Poison elves are always equipped they have
been bred with a cavity in their bodies which they use to store items. A typical pouch is
found in the central chest cavity under the stomach and it is accessible by a moving flap of
skin. A typical cavity has enough space in it to hold a dagger, lock picks, a few vials, a few
gems and at least one dose of the blood chemical. Note: Very few non-Poison Elves know
about these pouches as they are very well kept secrets.
• Poison Lore: All Poison Elves are taught the secrets of Poisons and Venoms. As such
they start the game with Lore: Secret: Poisons/Venoms Rank 3.
• Physical Prowess: Poison Elves are trained fighters and can elect to reduce their Might or
Agility Multiplier by one.

Racial Disadvantages:
• Dark Fate: Due to problems in their creation, Poison Elves often die very young and
because of physical health problems. It is almost guaranteed that no Poison Elf will live
more than a year or so of game time unless they find some way to fix their medical
problems.
• Doesn’t Play Well With Others: Poison Elves are not taught how to communicate well
with others and as such, they find it significantly harder to learn Connection skills. Their
connection multiplier starts at 6 rather than 3, although this can be reduced normally.
Because of their distance Poison Elf characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
• Chemical dependency: Poison Elves are all terminally addicted to a substance available
only to the Drow Council. A Poison Elf can only survive without the serum for a period of
one week per point of Willpower they possess. If a Poison Elf is every exposed to a
substance that they enjoy taking they will become addicted to it in one third the time it
would take a member of another race.
• Inbred Loyalty: Poison Elves have been bred to be loyal to the Drow Council. Poison
Elves do not have an option of being disloyal to the Council, players should discuss any
issues they are having with the referee team well in advance.
• Condition Heart stop: Poison Elves have been genetically engineered with a mental
condition that causes the Poison Elf’s heart to stop if he becomes disloyal to the Drow
Elves, if he ever actively seeks to harm a Drow Elf or if he attempts to reveal Drow secrets
to someone who isn’t supposed to know.
• Thin Blood: Due to the nature of Poison Elf blood, a Poison Elf bleeds down at double the
normal rate.
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• Poison Elves were bred from the magic of the Blood, Death and Dark elves and find it
difficult to learn Life and Light magic, all costs to learn those lists are doubled.
• Unhindered: Poison Elves will rarely carry a heavy load. They will also not wear armour
which hinders them to a point where they cannot kill an opponent swiftly and flee. Poison
Elves will not wear armour which provides hindrance higher than five.
• Elven Experience Penalty: Poison Elves do not suffer from the experience point penalty
of the other Elven races, however, if one ever manages to totally free themselves from their
dark fate this penalty will assert itself.
• Evil Alignment: All Drow must be of an Evil alignment. While there are exceptions, these
exceptions may not be player characters.

Dull Elves:
The Elves were the Ultimate’s first creation of sentient life; they were designed to mirror the
innate power of the Fey that populated the Ultimate’s eternal dream. The Ultimate watched the
Fey in it’s dream, it watched them thrive on magic and enjoy their lives. The Ultimate wanted to
bless it’s creation with an innate affinity to a certain type of magic, just like the Fey, and it
wanted it’s creation to live together in harmony each using their magic for the tasks that
particular magic was intended for.

The Ultimate first created a blank Elven form, empty of any magic so that it could completely
be tied to the specific type of energy it was created for without any corruption from the other
types of magic. These blanks were used in the creation of the other Elven races, as the
Ultimate filled each group of blanks with one specific magic making them natural users of that
sphere. When the other Elven races were complete some blanks remained. When life was
breathed into the Elves these blanks also gained life and sentience.

Despite their extremely small numbers, these Dull Elves live on amongst their cousins, they
are not numerous enough to have civilizations of their own and so live within other Elven
civilizations usually as labourers, soldiers or craftsmen. Dull Elves can be neatly divided into
two groups those that have grown to accept their place in the Ultimate’s plan and those who
are envious and vengeful against their magical cousins.

Boon Cost: 50: Dull Elves are exceptionally rare and their boon cost does more to reflect their
rarity than any increased power. If there are no other Dull Elf players feel free to contact the
referee team about lowering this boon cost if you want to play a member of this interesting
race.

Role-play Hints:
• All Dull Elves fall into one of two social categories: Some Dull Elves appear to be members
of one group, but are actually members of the other.
o There are those who look upon their situation as the only Elves without magic as part of
the Ultimate’s grand design. They are happy with their place in the world, and harbor no
resentment against their magical cousins. These Dull Elves are welcomed with open
arms by their brethren, and play an active roll in Elven society.

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o Other Dull Elves have come to be known as the Null Elves. They look upon their
magical brethren with disgust. A millennium of jealously and envy has degenerated into
hatred, not only against the other Elven races, but against anyone who uses magic.
These Null Elves will never allow anyone to cast a spell upon them, and often react
violently to those who do. Some Null Elves have fallen to Oblivion, as a by-product of
Inritius’s goal would be the destruction of magic.

Costume Requirements:
• Grey Skin: With most races of Elves their imbued sphere of magic dictates their skin
colour, the same is true for Dull Elves. The absence of an imbuing sphere of magic has left
the skin of the Dull Elves a light grey.
• Monochromatic: The Dull Elves dress to set themselves apart from other Elves, and to
showcase that they are plain by comparison. All Dull Elf costuming must be in shades of
white, grey, or black. No other colours may be worn.
• Elven Ears: Dull Elves, as Elves, must have pointed ears.

Costuming Hints:
• Dull Elves do not wear colour. They simply wear white, black and grey. This normally leads
them to reject brightly coloured items or accessories.
• While the Dull Elves wear no colours, they do favour interestingly cut, attractive, pieces of
clothing.

Equipment Hints:
• Dull Elves rely on mundane equipment much more than other races do. Dull Elves usually
carry basic items like ropes, candles, and tools with them.
• Dull Elves usually carry Herbal and Alchemical compounds as a useful tool as they cannot
rely on magic.
• Dull Elves normally carry spare weapons on their person.

Racial Advantages:
• Unweaving: The Dull Elves, while unable to wield magics, are still as knowledgeable about
them as their cousins, and have a natural talent for unweaving the magics of others. Dull
Elves begin with rank 2 Counter Spell. Dull Elves may train in counter magic without a
teacher and they ignore the prerequisites of Attuned & Release Own Spell. Dull Elves buy
counter magic skills as if their multiplier for those skills was x1.
• Sorcerous Counter Spelling: Dull Elves begin play with the Sorcerous Counter Spelling
advanced skill. This allows them to fuel the Counter Spell skill with halo, rather then with
the mana which they do not possess.
• Magical Resistance: Over a millennium of existence without the ability to cast magic has
built up a resistance to magical harm in Dull Elves. Dull Elves benefit from DR/2 versus
magical damage of types that they are not especially vulnerable to; this reduces the
damage that they take from any magical source such as Dart, Bolt, Strike spells. It does
not apply to attacks from physical objects which are being magically propelled. It does not
apply to attacks which strike them from enchanted weapons, unless that weapon is pure
magic without a physical counterpart.
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• Magical Resistance: Over a millennium of existence without the ability to cast magic has
built up a slight resistance to its most minor effects. Dull Elves are immune to every
unmodified first level spell, such as Push, Pin, Slip, Ignite, etc. However, this is also a
drawback, as they are immune to Diagnose, Protection from Elements, Extinguish, etc. If
targeted with one of these spells, the call is ‘No Effect’.
• Mundane Multiplier Enhancement: Because they never have to worry about learning
magical skills, Dull Elves often find it easily to learn Intellect or Agility based tasks. At
character creation, Dull Elves benefit from an additional multiplier reduction which can be
applied to Intellect, Agility, Might, or Connection. Only positive Dull Elves may select
Connection and only Null Elves may start with Might.
• Magical Immunity: Dull Elves of the Null Elf variety who have deprived themselves of all
magic gain immunity to a certain type of magic. The Dull Elf selects one spell list, Exotic or
Major, and gains immunity to all spells from that list even crafted spells. The Dull Elf may
not select one of the lists they have chosen to be vulnerable to. This includes immunity to
spells that target the Dull Elf’s equipment like the Disarm, Shatter, or Disintegrate spells. If
the Dull Elf is targeted by a lot of beneficial magic willingly or unwillingly then they will lose
this benefit.
• Elven Experience Penalty: Dull Elves do not suffer from the experience point penalty of
the other Elven races, however, if one ever manages to come to grips with using any form
of magic then this penalty will assert itself.

Racial Disadvantages:
• Unenchanted: When the Dull Elves were created, they were created without any magic
within them, and the inability to ever have any. All Dull Elves have no mana, and may
never purchase mana or have mana gifted or bridged to them. They have no Specialist or
Minor list. They may never buy or receive Attuned or any skill that builds off of Attuned,
such as Casting, Magic Blow, Sphere Access, etc. They can never learn Ritual Magic.
They can learn Contribute to Ritual, but they may only ever contribute negatively.
• Magical Weakness: The same millennium that has bolstered the Dull Elves resistance to
the weakest forms of magic, has degraded into a vulnerability to others. A Dull Elf selects
two damage types from the following list; Dark, Light, Fire, Water, Ice, Lightning, Earth,
Nature, Arcane. The Dull Elf takes double damage from both of those types of magical
damage and does not get to apply his magic damage resistance against them. This is in
addition to any other damage affecting effects, such as additional weaknesses or
resistances.
• Magical Resistance: Over a millennium of existence without the ability to cast magic has
built up a resistance to magical healing in Dull Elves. Dull Elves suffer from Healing
Resistance 2 versus magic; this reduces the amount of magical healing they receive.
Healing resistance like damage resistance is applied per location.
• Magical Pain: Receiving magical spells is painful to Dull Elves, this applied to beneficial
and detrimental magical spells. Pain should always be role-played when a spell is cast on a
Dull Elf.
• Unwelcome: The Mage’s Conclave of Argea, and the other magical guilds like The
UnBroken Circle, has no tolerance for the Dull Elves, mostly due to the attitude towards
magic shared by over half the race. No Dull Elf may ever gain membership, even
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honourary membership, in the Mages Conclave or other guilds through any normal means.
No NPC Guild mage will train a Dull Elf in even non-magical skills, though there is no
actual penalty inflicted upon a PC member who decides to train a Dull Elf.
• Fixed Magical Multiplier: Dull Elves start the game with a magic multiplier of x6 which
they cannot increase or decrease through normal means. In addition Dull Elves are barred
from taking irrelevant magical flaws such as no casting.
• Never Accept Spells: Dull Elves of the Null variety will never allow any magics beneficial
or detrimental to be cast upon them. They will not forgive those who do so, even if the
spells are cast to save their life.
• Psionically Dull: Dull Elves cannot be psionically active.

Elfin Heritage: Inherited Template


Note: Interbreeding on Geos is impossible, barring strange magical, ritualistic, or divine
intervention. Because of this, multi-racial relationships are relatively rare. The other reason for
that rarity stems from the genetic disposition to be attracted to people similar to themselves
and the general resistance to taking members of other races home to meet the parents. In
multi-racial couplings, the chance for offspring is significantly reduced and if a child is
produced it always favours one parent or another to such a degree that it looks exactly like a
pure-blood child of that parent’s race [under normal circumstances the child favours the parent
with the highest halo].

While multi-racial relationships on Geos are uncommon, Elves are traditionally pretty, graceful,
and exotic therefore many members of other races, especially humans, have been attracted
enough to pursue them romantically or even sexually. When children are produced they
appear to be a pure-blood child of one parent or another, but some tiny signs of Elven heritage
sometime appear as far as three generations down the bloodline assuming the child favours
the non-Elven parent.

It is normally possible to notice something slightly strange about the child from birth, but the
Elven heritage sometime appears later on, most commonly at puberty or when exposed to
complex or greater magic from their Elven ancestral sphere.

Boon Cost: Playing an Elfin character costs 10 boons for standard Elven types and 25 boons
for exotic Elven types.

Pre-Requisites:
• The character's back-story must include an elven ancestor and must specify what kind of
elf the parent was. Often this will be the same as the character's starting specialty as the
elven magic is stronger than most others but for distant ancestors this is not always the
case. Characters can resubmit their background if necessary, but the background must be
resubmitted no less than three months prior to their selection of this template. The
character does not need to be aware of their Elven ancestor.
• Elves are graceful and this trait tends to carry to their offspring, as such an Elfin must not
have an Agility Multiplier above 3.

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• Elves are attuned to magic and this trait tends to carry to their offspring, as such an Elfin
must not have a Magic Multiplier above 3. [This pre-requisite is lifted for Elfin of Dull Elf
heritage]
• The character must be of a race who and Elf is likely to enter a relationship with. If the
character has an unlikely race to be paired with an Elf then they must pay triple the usual
boon cost.
• The character must be tied to the same type of magic as their ancestral sphere of magic,
for instance it would be unfeasible for a Fire Mage to be able to activate Ice Elven heritage.

Costuming Requirements:
• Ears: Nub ears, active elven blood always leads to the development of ears more akin to
those of an elf. An Elfin character's ears should have an obviously non-human upward
growth, but not usually as much as that of an elf.
• Elemental Skin: The skin of an Elfin character is influenced by that of their ancestor; for
instance an Earth Elfin character will have slightly darker skin, a Fire Elfin character will
have a slightly rouged skin tone.

Role-play Hints:
• Elfin characters tend to have developed some of the quirks of their ancestors. A character
taking this template should examine the roleplay hints for their ancestral Elven type and
factor those into their roleplay.
• Most Elfin characters, especially those who recently became Elfin, especially if they didn’t
know of their Elven heritage are somewhat shaken and trying to figure out who they are.
• Some Elfin characters embrace their Elven heritage to the point of being “more Irish than
the Irish” as the saying goes. Elfin characters of this kind make a huge thing of affecting
Elven mannerisms, dress, speech, and behaviour.
• Some Elfin characters shun their Elven heritage, they do their best to disguise it and avoid
it. Such Elfin characters often hate the Elven part of themselves. Elfin characters of this
kind often seek to remove their Elven heritage.

Template Benefits:
• Elemental Resistance: Elfin characters benefit from resistance to their ancestral magic.
This manifests as D/R 1 against that type of damage. If the Elven type, such as High Elves
does not have a damage type associated with them this resistance has no effect.
• Elemental Dalliance: Elfin characters who are able to cast and who are not already versed
in the basics of their ancestral sphere gain minor access to that sphere for free.
• Elven Lore: Most Elfin characters research their heritage when they learn of it. As such,
Elfin characters have the option of receiving a few freee lore skills if they so choose. If the
Elfin character chooses, they may take Lore Common: Elven Rnk 2, Lore Rare: [Ancestral
Elf Type] Rnk 1, and Lore Rare: Elfin Rnk 1 for free.
• Elven Language: Elfin characters tend to have a knack for the Elven language, as such,
they may gain the speak Elven skill for free. If the character has a low intellect score they
also gain R/W Elven for free.
• Elven Connection: Elfin characters are able to benefit from Elven specific magical items,
ritual circles, and spell.
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Template Disadvantages:
• Elemental Opposition: Just as Elfin characters benefit from resistance to their ancestral
magic, they also suffer from an increased weakness to that sphere’s counter-parts. An Elfin
characters takes an additional point of damage from any effect that deals that type of
damage. Additionally the cost to learn their opposition spheres is further doubled in
additional to any other increase.
• Born of two worlds: Elfin characters have two different heritages. People, rightly or
wrongly, tend to assume that this has compromised their loyalties. Even if the Elfin
character does not admit his Elfin background the slight difference in physical appearance
is enough for superstitious people to view the character with distrust.
• Elven Vulnerability: Elfin characters are subject to Elven specific attacks, curses, and
effects. Predominantly, Elfin characters do take additional damage from Elf Bane
weapons.

Melusine:
The view from Outside: The land-dwelling races view the merfolk through a very long, and
murky, looking glass. So much legend and mystery surrounds this race that it is difficult to
separate fact from fiction. Sailor’s stories about Melusine attribute them as having fish-like
lower bodies and strange powers. Some common abilities attributed to Melusine by drunken
sailors include the ability to communicate with sea creatures, to sing alluring songs, to predict
the weather, to recognize lies, to control water, to protect or damn ships, and to understand
almost anything through sheer intuition.

The Melusine are trusted implicitly by fishermen and sailors and by most others who ply their
trades upon the sea. Merfolk value honesty and loyalty and hold friends made through
honourable actions above family members. They are commonly believed to be Sea Elves or
Aquatic Fae and many believe that the Melusine are those water elves who left the elven lands
to live in the oceans.

The view from Inside: Melusine, also known as Merfolk, are the Children of the Sea, they are
not Elves, nor are they Fae. Since the beginning of time they have lived in and ruled the waters
of Geos. The Melusine can utilize the power of their Goddess to walk on land with little
penalty, though their health and well-being start to be affected if they are far from water for a
prolonged period of time. The Melusine love beauty and have an impressive system of social
conditioning to control their strong, malleable emotions. Melusine are intrinsically honest and
are offended when people question their word; they see no reason, in general, to speak
anything but the truth.

Throughout history, the Melusine have maintained distance and neutrality from the affairs of
the land-walkers, however now they have abandoned that policy. The reason for this change of
policy lies in the far Southern Waters, the area at the end of the Traverse Sea, past the Great
Green at a place where no merfolk now dare swim. The Melusine didn’t previously fear the
deep sea trenches where the elder creatures lie, far from the eyes of the land-walkers, but a
dark void has erupted there that reeks of a dark power and drives all life from it and heats the
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waters. The water near the void is unbreatheable and undrinkable by regular sea creatures.
Since the emergence of this dark force, strange creatures have been seen nearby, unnatural
things that pose a severe threat to all that is.

The Melusine did not act while this darkness grew for they stayed far away from it due to fear.
However, when the darkness spread to touch the lands they called home, they soon realized
that this dark power would engulf the entire world and that they had waited for too long. The
strange creatures spawned from this darkness reached land and it was those creatures that
Prince Inritius led his loyal Scorpion Legion against on that fateful day. The Melusine have
realized that the time to wait has passed them by, and that they now must find a way, any way,
to act in order to save Geos.

The Melusine have also realized that the void is changing the temperature of the waters, all the
waters. Over the last few years, the average temperature in all seas has gone up. There is no
obvious cause aside from the appearance of the void. The merfolk sent out researchers and
scouts to investigate the void and to search for anything that could contribute to repairing the
damage that the rising temperatures are going to all water-related ecosystems. The Melusine
are convinced that the leader of the dark-skinned shark-kin that plague their waters has
something to do with it. The Melusine were unable to find a solution to the problem on their
own, so they have been forced to approach the land-walkers. The Melusine have not needed
anything from the land-walkers for centuries, but now they need to work on land to solve the
problems they have not been able to solve underwater. Many of the Melusine have realized
that they were the first race to be aware of this spread of corruption and are acting now to save
Geos partially out of guilt.

Melusine Creation Myth:


"Long ago, before the Gods had finished walking Geos...

...it is said that at the beginning of the sky; She sat by a desert of rocks and She looked up at
the newborn heavens. Perceiving the endless beauty of creation, She cried tears of pure
longing which ran down her cheeks and into the desert, making the Oceans. These tears
perfectly reflected the Endless, which is the infinity of the night sky. The Oceans were clean
and alive, and they gave birth to many wonderful and strange creatures. Most exotic and gifted
of these beings were the Melusine, mercreatures which reflected Her beauty and skill. The
Melusine played in the reflection of the Endless, the vast Oceans. Seeing Her on the shore,
they swam up to her, singing and calling for Her to play. Thankful of the creatures’ care, She
gifted them with mastery over the Oceans. And so She swam with them, teaching them the
secrets of the Oceans and blessing them. They swam and played with Her for many moons.

After She left to continue her wanderings, the merfolk were left to swim and sing and play. But
while they learned their lure over water, their powers grew in response, until they could do
great and terrible things with them; but being children, they were unaware of the dangerous
power they toyed with. One day, some new creatures came to the shore and looked out over
the Ocean. They were strange and didn’t like the Ocean water. The new creatures stayed for a
while, and the Melusine swam up and tried to speak with them, but the new creatures were

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fearful. To entertain them and to soothe their fears, the Melusine displayed great works of
magic, which lured the creatures into the water where they drowned. The Melusine didn’t
realize what was happening and the creatures died. Seeing what they had done and
understanding, the Melusine felt sorrow and vowed they would never cause the suffering of
innocents. The Melusine imposed order on themselves, honoring those who could control
their nature and power. And because they had been allowed to play for so long before learning
responsibility, their ancestors matured slowly, despite their beauty.
When She returned to them, they showed her the discipline they had learned. One mermaid,
Silure, had observed the tides flowing in and out as breath does, and so sat in the shallows
and breathed with them. This was how the Melusine learned to order their thoughts and
restore their harmony with the Whole. She heard this and was proud, praising Her children
warmly. They believed She would stay with them for another eon, her wanderings having been
immense and wise and teaching her the natures of Men. But the land-walkers, curious and
greedy, came to watch, still interested but still afraid. Some of the land-walkers seized the
beautiful skin that She had used while she was walking on the shore. The Melusine grew
furious and destroyed the land-walkers, but She had vanished crying vowing not to return until
the dirt-people had learned to control their natures. As She left Geos, She laid words in the
clouds and on the winds, reminding them to aide the land, but to punish the land-walkers to
remind them of their sin and to humble them. The Melusine took Her skin and protected it, they
swore that they would never degenerate to the base emotions of Men, instead the wanted to
set an example so that She would return to Geos. They parted from the lands and their
people, and stayed in their home in the Oceans where they were created so She would always
know where to find them. In the centuries that followed many of the Melusine borrows
fragments of Her skin in order to walk upon the land.”

Boon Cost: The Melusine are extremely rare and powerful beings, very like the fae in power
and nature. Melusine who have chosen to wear some of Her skin and walk upon the land are
even rarer. Playing a Melusine has a boon cost of 120.

Role-playing Hints:
• The Melusine are creatures of order, they rarely grow angry and are normally calm and
collected.
• The Melusine were raised outside the greed and violence of the land-walker races and they
see no need for those types of things. However, while the Melusine eschew violence and
greed they still understand the use of force to defend themselves and the necessity of
ensuring they hold the resources necessary to live.
• The Melusine are used to living in a situation where all are bound by an ancient oath to
speak only the truth. Melusine feel that having their word questioned is not acceptable.
• The Melusine control their emotions. There is almost no excuse for a Melusine to have an
emotional outburst, even the death of a true friend is met with controlled sorrow. Hysteria,
Rage and Terror are the death of the mind and the obstacles between the rational mind
and understanding.
• Most Melusine love beauty and dislike ugliness. They do not covet, but they admire
beautiful things that they see. The Melusine ensure that their own belongings are simple,
well kept and lovely.
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• The Melusine have lived most of their lives in safe, guarded communities; as such they are
cheerful by nature. They are aware of the threats and horrors of the world, but they cheer
themselves with thoughts of the world’s beauty. They are a very hopeful race and they
rarely complain.
• Melusine are unused to eating many of the foods that the land-walkers eat. They have the
most problems with citrus fruit and unsalted water; they also do not ever eat meat.

Costuming Hints:
• Melusine tend to be clean and well-kept.
• A Melusine’s clothes should be simple, well-made and nice. Melusine tend to wear clothes
that are of soft whites or pastels with metallic accents which appear similar to fish scales.
• Melusine love silver and often wear scattered precious stones set in silver. They don’t tend
to over decorate themselves and they usually wear simple, non-ornate jewelry with obvious
stones or shells are commonly worn.
• Melusine dislike wearing shoes and will do so only if necessary.
• Melusine like having their skin exposed to the moisture in the air, the merfolk do not sweat
and so find wearing lots of clothes to be suffocating and dirty.

Equipment Hints:
• The equipment of a Melusine should be clean, well made and in good repair.
• Melusine prefer simple but beautiful clothing and weapons accented which glittering, but
subtle, augmentation.
• A Melusine’s equipment, from their clothing to their weapons, should communicate in an
understated manner that they are a high race with beauty and skill on your side. Most
Melusine would never wear or wield something that was not well-made or pretty.

Costuming Requirements:
• A Melusine’s skin is of any combination of blue, white, gold, green and silver, but the
primary skin color must be blue.
• A Melusine must have webbed hands and webbed feet if their feet are visible. And most
Melusine have fins in various positions to aid their movement in the water.
• Melusine may not have dark coloured hair, in fact they are usually extremely blonde or
white haired.
• Melusine must have gills. The gills are found on the neck under the jaw line and usually
extend behind the ear.
• Melusine do not have noses, so Melusine characters are required to obscure their noses.

Racial Benefits:
• Hopeful: All Melusine are Hopefully aligned and it is very hard to make one fall to Oblivion.
• Detect Evil: Melusine are good at sensing evil. Melusine gain the Detect Evil skill at Rank
1 allowing them to detect evil when it is close to them.
• Detect Oblivion: The Melusine have been studying this taint in their waters and have
learned to detect whether a person or object carries with it this taint. Melusine start the
game with Detect Oblivion Rank 2.
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• Detect Deceit: Melusine live in a world where to speak falsely is a grave crime punished by
divine mandate. They have therefore learned to tell when others are lying. For ten halo a
Melusine can Detect Deceit, allowing the merfolk to learn if the target believed that their last
statement was a lie. This ability is fooled by the spell deceive.
• Support: The Melusine as a race tend to work, play and sing together. As such, all
Melusine start with Support Rank 1. However, Melusine characters are only likely to use
this skill to support someone that they trust.
• Divine Skin: The Melusine kept Her skin for many years but eventually, separated from
She, the skin fragmented. The fragments of Her skin were passed among those Melusine
who wanted to travel onto land. While worn, the Melusine may choose to change their fish
like tail into legs and walk upon the land.
• True Belief: Melusine culture is built around the service of the goddess Melusine. Any
Melusine may choose to start the game with a Faith rating of three in the Goddess
Melusine.
• Oceanic Language: The Melusine speak the language of the sea in addition to the
common tongue. They may communicate freely with sea creatures, although they may only
do so while their heads are underwater. Melusine also speak Aquan, the Elemental
Language of Water.
• Born to Swim: Melusine can breathe water or air freely and cannot drown. Melusine are
also born with the ability to swim like a fish. They start with Rank seven of the swim skill.
• Willpower Meditation: Melusine have mastered the art of Meditation for Willpower. If a
Melusine’s Willpower is ever sapped or drained they can meditate to regain it by following
the usual rules for Meditation. The Melusine must sit in silent contemplation for fifteen
minutes, after that they begin to regain lost Willpower at a rate of one point per minute.
• Melusine’s Kiss: A Melusine’s kiss can, for a cost of twenty halo, confer water breathing
on another being, this effect lasts for twenty-four hours. Melusine rarely give out kisses.
• Vocal Abilities: The vocal range of a Melusine are far beyond that of the land-walkers, a
trained Melusine bard gains access to certain vocal abilities that are denied to the bards of
other races. Legends tell of Melusine bards who voices can shatter glass, crystal or glass.
Other legends tell of Melusine able to compel listeners to come closer. As such Melusine
can select one Bardic Song of Level 1-3 that they can perform for 10 halo for free.
• Eternal Youth: Due to Her blessing, Melusine age much slower than other races. Melusine
age only a single year for every decade that they live. An average Melusine dies at around
forty (four hundred). It is not possible to play a Melusine who is older than forty human
years.
• Immunity to Glamour and Persuasion: Because of their total reliance upon the truth,
Melusine cannot be glamoured or persuaded about anything that the persuader doesn’t
believe themselves.
• Immunity to Water Damage: The Melusine are creatures of water and are not harmed by
its touch. They are completely immune to any Water Damage, even Raw water damage.
• Resistance to Acid: The skin of a Melusine is able to neutralize some acid damage, as
such a Melusine is considered to have DR5 against Acid.
• Immunity to Ingested Poisons: The Melusine have a complicated system of filters and
gills which allows them to filter the liquids that reach their stomachs. As such, they cannot
be poisoned by orally ingested liquid poisons.
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• Emotional Control: The Melusine have been trained to calm themselves and handle
effects designed to overwhelm their emotional control. The Melusine consider their
defensive Willpower to be two higher against emotional effects which cause Terror, Fear,
Rage, Greed or other purely emotional effects.
• Water Mages: The Melusine are water mages of great skill they are considered to be
attuned to all Water based exotic lists, however, they still have to find teachers and
persuade those teachers to teach them like normal

Racial Disadvantages:
• Vulnerable to Fire: Melusine are creatures of pure water energy and they are dramatically
harmed by the touch of fire. Any heat based damage such as fire, magma or steam
damage does triple damage to Melusine.
• Vulnerable to Ice: Melusine are creatures of mobile free water, the chill that Ice brings
stops the movement of vital water within their bodies. Any cold based damage such as Ice
damage does double damage to Melusine.
• Aversion to iron: The Melusine do not like metals that rust, they especially dislike iron and
its derivatives. A Melusine may not use any piece of Iron based equipment. Melusine do
not take additional damage from Iron.
• Suffocate on land: Melusine require complete submersion in water on a daily basis for a
period of at least fifteen minutes. If separated from water for longer than a day a Melusine
takes one point of Constitution damage which cannot be healed until the Melusine has
been fully submerged in salt water.
• Creatures of the Sea: The Melusine are creatures of the sea and they have difficulties on
land. They find it very hard to hear and walking is confusing because of gravity. In addition,
it is uncomfortable for a Melusine to have dry skin and they have to think in order to
breathing through their mouths.
• Cannot Lie: Melusine cannot lie. If a Melusine character ever willingly tells a lie then they
suffer a dark curse. If a Melusine lies, they should tell the referee immediately for there will
be serious consequences.
• Cannot Eat Meat: Melusine cannot and will not eat meat, although they do eat fish
(including whale). The reasons for this are two fold, part of the reason is superstition, the
other part is medical, their bodies simply do not process meat properly.
• Ungainly on Land: Melusine are unable to benefit from the following skills while on land:
ADAC, DAC, Balance or any variation on Dodge.
• Talisman Dependence: Every Melusine character has a talisman which contains a
fragment of Her skin. Without that fragment the Melusine’s lower body returns to being that
of a fish and the Melusine loses the ability to walk upon the land.
• Pure Breeding: Melusine parents always have Melusine children. This means that a
Melusine cannot take any racial templates that suggest that another race was involved in
their ancestry or birth.
• No Sense of Smell: Melusine do not have any ability to smell because in the water they
focus on their sense of taste. This also means that Melusine often smell odd to other races
because they cannot smell themselves. Most Melusine who travel on land tend to apply too
much perfume.

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• Vulnerability to Disease: Because their bodies are used to being protected by water,
Melusine who travel on land get sick more often. A Melusine’s Constitution is considered to
be two lower when resisting disease.

Fae:
While the Ultimate rests, it dreams and in its dreams, it watches the mortals unfold their
schemes and play upon its creation. From the perspective of the Ultimate the mortal’s lives are
played against the backdrop of the Fae courts.

The fundamental background race of the world of Inritius Alliance is the Fae, much as the
fundamental race of the hells is demons and the fundamental race of the heavens is angels.
Fae creatures come in countless sizes and shapes and they alone were not created by the
Ultimate. The Fae lords and ladies have watched the Ultimate create the world, before that
they watched the Ultimate sleep and throughout time they have watched the changes in the
universe. It is unknown how the Fae watched the cosmic changes while the universe was in a
state of void; it has been hypothesized that elder Fae exist in a sort of middle ground between
substance and void. An Argead scholar recently hypothesized that the forms of Fae may be
mutable and even suggested that the dragon creatures found across all of Geos, in the
common folklore and legends of every culture may be the war forms of elder High Fae.

In the years after the creation of Geos the Fae took an interest in the developing world. The
Fae watched the mortal races develop and they wanted to join in, to shape mortal lives and to
changes the hearts of minds of mortals. The Fae, using humanoid guises blended themselves
into every culture across. Many important figures throughout the history of Geos, good and
bad, hopeful and oblivion aligned have actually been Fae. As the centuries have passed the
disguised Fae have subtly taught the mortals their magics and skills and the Fae are still
believed to be the absolute authority on matters of magic, especially high magic.

It is important to understand the difference between the High and Low Fae races. High Fae are
the original beautiful people. They wander amongst the other peoples of the world; they trade,
study and wander freely often wearing the faces of other races. The Low Fae races are more
animalistic than their highborn cousins and they are extremely rare. It has been suggested that
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the Low Fae races are the embodiments of Fae High magic which have taken spiritual and
physical form. The Low Fae races like lives similar to the lives of other Nature spirits. Low Fae
races include species such as Dryads, Satyrs, Sprites, Brownies, Pixies and Boggarts.

The High Fae live as the other races do, they have cities and castles, politics and shops,
relationships and feuds and they have been affected by their interaction with the mortal races.
There are 16 castles of the High Fae; each castle is dedicated to the one of the 16 major lists
of magick. The Fae cities and castles are beyond the physical realm. Every one of the High
Fae is dedicated to one of the spheres of magic; this dedication is decided at birth by augury.
98% of the High Fae are assigned to one of the major spheres of magick and the remaining
2% are assigned to one of the exotic lists. If a High Fae’s parents are both of the same list then
it is very likely that the child will be of the same list, children assigned to the Exotic lists usually
come from couplings of two same list parents or from two opposing list parents.

The High Fae live in two courts, the Seelie or summer court and the UnSeelie or winter court.
Each court represents a different side of the sphere of life and each of the two courts
understands each other although they also oppose each other. The link between the courts
was well described by a noted bard who described the relationship as that of a long married
couple going through a period of hostility. Each of the High fae makes a personal choice
whether they consider themselves to be part of Titannia’s Summer Court or to Oberon’s Winter
Court, these two courts have similar goals, but they use drastically different methods to attain
their goals. The decision about the courts has nothing to do with which list of magic the
character is tied to. That is not to say that most Death Fae are not part of the winter court,
merely to say that there are Death Fae who bend their knees to Titannia. The Low Fae are
usually assigned to a court based on their race alone.

Any pureblood member of a Fae Race is considered to be an immortal; they will not die unless
they are killed. Once they have reached adulthood they stop aging. The legends of immortal
members of other races normally stems from Fae Born members of those races or from True
Fae masquerading as members of those races.

Sprite: Low Born Fae:


There are hundreds of types of Fae beings across Geos, the majority of these creatures are
small and undefined creatures that are as close to elementals as they are to True Fae. The
classical image of a fairy is one of the lowest forms of Fae; these creatures are named sprites
by the True Fae and by themselves.

Sprites are purely playful beings and do not seek involvement in politics or adventure. Seelie
Sprites tend to seek to create entertainment for all, while UnSeelie Sprites simply do not care
who gets hurt by their tricks.

Boon Cost: Sprites are common creatures, but it is extremely rare for one to attach
themselves to a group long enough to become a player character. As such, playing a Sprite
has a boon cost of 100.

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Role-play Hints:
• Sprites, like most Fae, are very arrogant and think that they should be the focus of
everyone around them. Sprites take this one step further, usually acting like the class
clown to gather attention.
• Pure-Blood Fae are aware that all other races live for a shorter time than they do and as
such they often attach low value to the lives of the ‘lower races.’

Costuming Hints:
• Sprites tend to wear bright non-boring colours.
• Sprites like having interesting items and accessories.
• Sprites favour thin, usually see-through, fabrics.

Equipment Hints:
• Sprites do not usually wear armour.
• Sprites do not carry un-necessary weight.
• Sprites rarely carry weapons.

Costume Requirements:
• All Sprites have shimmering wings and these wings must always be worn by the player at
all times.
• Sprites leave behind a trail of glitter often referred to as Fairy Dust.
• Sprites are Pure-Blood Fae and as such should look like Fae, this should include pointed
ears, fine features and shiny skin.

Racial Advantages:
• Fae Halo: Sprites are pure-blooded Fae. As such they generate 15 points of halo per
character level rather than the usual 10 generated by other races.
• Diaphanous form: Sprites are creatures of pure magic and their flesh is other-worldly.
Because of their diaphanous form Sprites are protected by ten points of Global defense,
this stacks with DAC and Aura effects normally. If the Sprites diaphanous form is
diminished it will regenerate exactly as if they were hits from DAC.
• Thin Form: Because of their diaphanous form, Sprites find it very easy to hide; they benefit
from +2 ranks in the hide skill when they choose to hide motionless; these ranks are
negated when the Sprite moves and Sprites rarely stay still for more than a few minutes.
• Wings: All Sprites have a set of Fairy wings that vary in style. The wings of most Sprites
are reminiscent of Butterfly, Dragonfly, or Hummingbird wings. The wings of no two sprites
are the same. Sprites cannot use their natural flight to fly higher than 20 feet, or to fly faster
than walking speed.
• Lithe: Sprites are naturally agile and flexible, this means that they start with an Agility
Modifier of x2. This may be reduced or increased normally.

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• Enchanted: As Pureblood Fae, sprites are naturally magically inclined, this means that
they start with a Magic Modifier of x2. This may be reduced or increased normally.
• Sprite Innates: At character creation, a sprite may select three first level spells which they
may cast once per ten seconds for free with no casting time and no mana or halo cost.
Their three spells must be chosen from the core sixteen lists unless specific referee
permission is given.
• Sorcery: Sprites, like most Fae are tied to one of the lists of Magic. The majority of sprites
are tied to the lists of Mind, Air, Water, Earth, Fire, or Darkness; to reflect this, Sprites who
select one of those lists as their specialist list at character creation gain sorcery with that
sphere of magic.
• Immune to Glamour: Sprites cannot be affected by the glamour ability.

Racial Disadvantages:
• Non-Combatant: Sprites are playful and as such attempt to not cause real harm with their
spells or their actions. Sprites cannot normally deal melee or ranged damage, nor can they
cast spells designed to kill or to deal direct damage. The sprites have however developed a
way out of this restriction which they call Sting of the Sprite. By spending 10 halo the
character is allowed to strike one blow or cast one damaging spell. Sprites who use Sting
too often find that their halo ceases to recover.
• Repulsed By Iron: Sprites are pure blood Fae, they take three points of extra damage
from cold iron weapons and one point of extra damage from iron and journeyman iron
weapons. Sprites will never use or wear iron equipment. Sprites will find it uncomfortable
to pass close to a large amount of Iron and they have been known to refuse to heal those
who are wearing Iron. If Iron is laid against the skin of a Sprite it will burn them. Sprites are
considered to have a severe allergy to Iron.
• Feeble: The frame of a sprite is frail and they do not develop muscles in the same way as
other creatures; this means that they start the game with a Might multiplier of six rather
than three. This may be reduced normally; however it cannot be raised any further by any
normal effect.
• Puny: Being diaphanous is not all advantage and, as a result of being partially non-
physical, A Sprite begins play with a virtual Strength score of -2. They may purchase this
up at the standard Strength cost, with rank 3 bringing them to a modified Strength of 1. A
Sprite may never purchases above rank 3 Strength. Because of their strength score of -2 a
Sprite (even when using Sting of the Sprite) modifies their melee damage (maximum and
standard) by -2.
• Insatiable Curiosity: Sprites are innately curious, and have low attention spans. They may
jump from person to person, to enquire what they are doing, and are easily distracted by
the numerous interesting things around them. No flaw points are granted from this flaw.

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• Quality Costume: Sprites, as pure blood Fae, are unearthly and their costumes must be of
the highest quality. Any character wanting to play a pure-blood Fae should expect their
costume to be judged very harshly.
• Flighty: Sprites find it extremely difficult to concentrate and meditate. This is, in its own
way, as extreme as the Overactive Imagination or Insatiable Curiosity flaws, but is different
to those flaws. When a Sprite with a meditate skill meditates, it takes twenty minutes before
he starts gaining that attribute.
• Unfocused Learning: Most Fae are arrogant and slow to learn; however Sprites are not,
however, their flighty minds find it difficult to process what they have learned in a
meaningful way. In game terms, this will mean that each award given to a Sprite with be ten
experience points less than the same award given to a human.
• Fae Status: Sprite characters are allowed to present himself before the Fae Courts no
more often than once per decade. Sprite characters are able to use items which can only
be used by the Fae and they can use and activate Fae ritual circles.
• Never Aging: Sprite characters do not age.
• Fae Disgust: Sprite characters are normally able to sense when others have the Fae
disgust flaw, it normally manifests as a strange feeling of distaste and an unwilling raising
of the heckles. Sprites are not compelled to find those with that flaw to be disgusting, nor
are they aware what the individual did to acquire that flaw.

High Fae Blooded: Inherited Template.


The Fae races possess great power and unearthly beauty. There are many types of Fae and
many of them are capable of passing themselves off as members of other races. Therefore,
on Geos, it is not uncommon for powerful individuals, especially casters, to be able to trace
their ancestry back to include a Fae ancestor. Many potent mages have lied about having Fae
ancestors, but many of those who actually have Fae ancestors have learned to tap into the
Fae magic present in their blood.

Note: A character who takes this template not only has the blood of the high Fae running
through his system, but that Fae blood has been awakened by the will of a Fae elder. In order
to take this template the character does not have to realize that he is Fae blooded.

Note: When the character takes this template he must decide which of the major spheres his
ancestor belongs to, if a character wants to his ancestor to be assigned to one of the exotic
lists the final boon cost of this template is doubled. [Arcane or Life Fae are not available].

Boon Cost: It is relatively common for an individual to have Fae blood. However, it is
exceptionally rare that the Elder Fae would choose to awaken the latent Fae potential in such
an individual. Antios. Because of this rarity and because of the enhanced power of this
template, the Fae Blooded template has a base cost of 200 boons. This template can be
taken at character creation for 100 boons, however, the Fae Blooded character would not gain
any of the template’s benefits until after they meet all of the hard prerequisites.

Pre-Requisites:

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• The character’s submitted background must include a high Fae relative, it does not
matter how distant the relative is. Characters can resubmit their background if necessary,
but the background must be resubmitted no less than three months prior to their selection
of this template. The character does not need to be aware of their Fae ancestor.
• The character must not have flaws which would make it unlikely or impossible for a Fae
Elder to awaken the Fae power in the character. These flaws include, but are not limited to,
Absent Mana, No Casting, Absent Halo, Fae Disgust, Black-mantle, or any of the Vampire
Flaws.
• The character must be attuned the list in question and must have at least Major access
to the list that his Fae ancestor is tied to.
• A character cannot claim High Fae blood from multiple sources, for instance, a True
Goblin already has High Fae blood so cannot take this template.
• The character must never have wielded an Iron weapon or worn Iron armour. This
includes Cold Iron, Journeyman Iron, Crimson Iron and Blood Iron, but does not include
Adamantine.
• The character must have had contact with a powerful Fae Elder capable of awakening
the Fae blood and must have made a good impression on that Fae rendering it plausible for
that Fae to have awakened the character’s Fae blood.
• The character must have a Willpower rating of at least one in order to take this
template. Burst of Will is purely defensive and cannot be used to meet this prerequisite.

Costuming Requirements:
• It should be possible to tell from the characters garb that the character has a touch of
Fae power. Contacts, bright hair or flashy scarves are suitable touches. If this template is
gained after character creation then the change in garb should be immediately noticeable.

Template Benefits:
• Innate Magic: The Fae Blooded are able to call upon the powers of their Sphere. For
10 halo, the character can call upon and cast the actual third level spell of their sphere.
The character can do this even if they do not have spell casting to that level and even if
they do not know the spell. This effect does require verbal components.
• Sphere resistance: A Fae Blooded character gains DR5 against damage from his
linked list, for instance a Fire Fae Blooded character would gain DR5 against fire damage.
This resistance offers no protection against non damaging effects. This resistance stacks
with resistance against that list from other sources.
• Fae Status: A Fae Blooded character is allowed to present himself before the Fae
Court that his ancestor belonged to no more often than once per decade. A Fae blooded
character is able to use items which can only be used by the Fae. A Fae blooded ritualist is
able to use an active Fae ritual circle.
• Slow Aging: Fae Blooded characters age differently than normal members of their
race. They age only one year for every two they live.
• Fae Disgust: Fae Blooded characters are normally able to sense when others have the
Fae disgust flaw, it normally manifests as a strange feeling of distaste and an unwilling
raising of the heckles. Fae Blooded characters are not compelled to find those with that
flaw to be disgusting, nor are they aware what the individual did to acquire that flaw.
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Template Drawbacks:
• Opposing Spheres: If the Fae Blooded character wants to take access in any spheres
that oppose his ancestral sphere then the cost of additional access is doubled, this is
addition to any existing doubling that occurs because the character has specialist access to
an opposing sphere. This applies to exotic and major spheres.
• Opposing Sphere Vulnerability: A Fae Blooded character takes double damage from
the sphere that opposes the sphere of his ancestral sphere. This vulnerability has no effect
against non-damaging effects. This vulnerability stacks with other vulnerabilities from other
sources.
• Fae Complexity: Due to the complex nature of Fae blood and Fae magic Fae Blooded
characters find it harder to learn new things. A Fae Blooded character earns five less
experience points per session than a human would, given the same performance. When
this template is taken by a character who already has an experience penalty that penalty
increases to seven less experience points per session.
• Iron: A Fae Blooded character cannot wear or use iron armour, weapons or
implements. Fae Blooded characters take an extra point of damage from cold iron or Fae
Bane weapons. Even the contact of iron against a Fae Blooded character's skin is
uncomfortable and almost painful.
• Minor Fae Personality Traits: Fae Blooded characters start to develop an interest in,
and a curiosity about, the world at large. This is the first stage of the insatiable curiosity
flaw of the hobbits. Fae blooded characters can be cautious, but they are unlikely to walk
away from a chest without trying to open it. Fae blooded characters are rarely quiet and
often speak out when others think they should remain silent. Fae Blooded characters also
suffer from the inability to remain still and quiet; this could be described as ADHD. Fae
blooded characters are normally also arrogant and egotistical.

High Fae Born: Inherited Template.


The Fae races possess great power and unearthly beauty. There are many types of Fae and
many of them are capable of passing themselves off as members of other races. Therefore,
on Geos, it is not uncommon for powerful individuals, especially casters, to have a Fae parent.
Many potent mages have lied about having Fae parents, but many of those who actually have
Fae parents have learned to tap into the Fae magic present in their blood. Many of the
greatest spell-casters and adventurers across Geos are Fae Born and they have shown the
world the power of the Fae Born.

Note: A character who takes this template not only has the blood of a high Fae parent running
through his system, but that Fae blood has been awakened by the will of a Fae elder. In order
to take this template the character does not have to realize that he is Fae Born

Note: When the character takes this template he must decide which of the major spheres his
parent belongs to, if a character wants to his parent to be assigned to one of the exotic lists the
final boon cost of this template is doubled. [Arcane or Life Fae are not available].

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Boon Cost: It is relatively common for an individual to have Fae blood. However, it is
exceptionally rare that the Elder Fae would choose to awaken the latent Fae potential in such
an individual. Antios. Because of this rarity and because of the enhanced power of this
template, the Fae Blooded template has a base cost of 400 boons. This template can be
taken at character creation for 250 boons, however, the Fae Blooded character would not gain
any of the template’s benefits until after they meet all of the hard prerequisites.

Pre-Requisites:
• The character’s submitted background must include a high Fae parent. Characters can
resubmit their background if necessary, but the background must be resubmitted no less
than three months prior to their selection of this template. The character does not need to
be aware of their Fae parent. Some legends exist of powerful Fae adopting non-Fae born
children and according to those legends the act of adoption has been sufficient for the child
to take this template, however, that is legend and not fact.
• The character must not have flaws which would make it unlikely or impossible for a Fae
Elder to awaken the Fae power in the character. These flaws include, but are not limited to,
Absent Mana, No Casting, Absent Halo, Fae Disgust, Black-mantle, or any of the Vampire
Flaws.
• The character must be attuned the list in question and must have at least Specialist
access to the list that his Fae parent is tied to.
• The character must already have high Fae blood from another source, suggestions
include the Fae Blooded Template, being an Ice Elf or being a True Goblin.
• The character must never have wielded an Iron weapon or worn Iron armour. This
includes Cold Iron, Journeyman Iron, Crimson Iron and Blood Iron, but does not include
Adamantine.
• The character must have had contact with a powerful Fae Elder capable of awakening
the power behind his Fae birth and must have made a good impression on that Fae
rendering it plausible for that Fae to have awakened the character’s Fae birth.
• The character must have a Willpower rating of at least two in order to take this template.
Burst of Will is purely defensive and cannot be used to meet this prerequisite.

Costuming Requirements:
• It should be possible to tell from the characters garb that the character has Fae power.
Contacts, bright hair or flashy scarves are suitable touches. If this template is gained after
character creation then the change in garb should be immediately noticeable. This change
is required even if the character already has the Fae Blooded template.

Template Benefits:
• Innate Magic: The Fae born are able to call upon the powers of their Sphere. For 25
halo, the character can call upon and cast the actual seventh level spell of their sphere.
The character can do this even if they do not have spell casting to that level and even if
they do not know the spell. This effect does require verbal components.
• Sphere resistance: A Fae Born character gains DR5 against damage from his linked
list, for instance a Fire Fae Born character would gain DR5 against fire damage. This
resistance offers no protection against non damaging effects. This resistance stacks with
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resistance against that list from other sources, including the Sphere resistance that comes
from the Fae Blooded template.
• Fae Status: A Fae Born character is allowed to present himself before the Fae Court
that his parent belonged to no more often than once per year. A Fae Born character is able
to use items which can only be used by the Fae. A Fae born ritualist is able to activate a
dormant Fae ritual circle and is able to use an active Fae ritual circle. Some Fae born
ritualists have even been able to activate Fae transport circles.
• Slow Aging: Fae Born characters age differently than normal members of their race.
They age only one year for every five they live.
• Fae Disgust: Fae Born characters are able to sense when others have the Fae disgust
flaw; this isn’t just a feeling, but a certainty. Fae born characters are not compelled to find
those with that flaw to be disgusting, but they are aware of the fact that the individuals in
front of them has done something worthy of receiving a major curse from Fae elder,
however they are not aware what the individual did to acquire that curse.
• Glamour: The magic of the Fae is spun around the concepts of perception and
misperception. The True Fae are able to do many great things with their True Glamour and
this power is the main defense of the Fae Courts. The Argead Word of Honour ability is
closely linked to Fae glamour and some Fae scholars have suggested that its history is
rooted in Fae power. While the True Fae are able to convince the gullible of anything, the
Fae Born have a much more limited version of this power. The Fae born’s statement must
be plausible, believable and the victim must be able to rationalize the statement. The victim
cannot be made to believe anything which they already know beyond reasonable doubt to
be false. The victim will not give up anything that they truly value. Fae born Glamour cannot
make the victim doubt their own oaths, doubt their own strongly held views or doubt the
tenants or faith of their patron deity. The Fae Born version of this power costs 20 halo to
activate, is resistible by willpower, and lasts until sunrise or sunset (whichever comes
sooner). Abilities which detect deceit or which prevent lies being spoken can stop of hinder
the Glamour of the Fae Born. After the duration ends, the victim will realize that he has
been fooled if they think about it but, unless they know a lot about the Fae, they are unlikely
to know how they were fooled. The methods in which the Fae use their glamour is strongly
tied to their court and their alignment.
• Magical affinity: A Fae born character benefits from increased specialization in their
parent’s blood sphere. The character is allowed to choose one spell from their parent’s
blood sphere and they can cast that spell as if it was one level lower than it normally would
be. This reduction is applied after the normal reduction for specialization and cannot reduce
a spell's level to zero or below, nor can it affect the top level spell for that sphere. The Fae
Born character must be able to cast the spell in question at the time they select this
template and they are not able to change that spell for another at a later date. If the
character has Fae status with either court at the time they take this template then they may
select a spell they do not know as long as the level of that spell is less than (or equal to)
their status level with either Fae Court.

Template Drawbacks:
• Opposing Spheres: If the Fae Born character wants to take access in any spheres
that oppose their parent’s blood Sphere then the costs are doubled, this is addition to any
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existing doubling that occurs because the character has specialist access to an opposing
sphere or from other reasons such as the Fae Blooded template. This applies to exotic and
major spheres.
• Opposing Sphere Vulnerability: A Fae Born character takes double damage from his
opposing Sphere. This vulnerability has no effect against non-damaging effects. This
vulnerability stacks with other vulnerabilities from other sources including the vulnerability
from the Fae Blooded template.
• Fae Complexity: Due to the complex nature of Fae blood and Fae magic Fae Born
characters find it harder to learn new things. A Fae Born character earns ten less
experience points per session than a human would, given the same performance. When
this template is taken by a character who already has an experience penalty this penalty
replaces that one.
• Iron: A Fae Blooded character cannot wear or use iron armour, weapons or
implements. Fae Blooded characters take an extra point of damage from Iron, Journeyman
Iron, Crimson Iron or Blood Iron and take two extra points of damage from Cold Iron or Fae
Bane weapons. The merest contact with iron is enough to cause the Fae Born pain.
• Fae Personality Traits: Fae Born characters start to develop an interest in, and a
curiosity about, the world at large. This curiosity is almost as focused as the insatiable
curiosity flaw of the hobbits, but not quite. Fae born characters can be cautious, but will
almost never walk away from a chest without trying to open it. Fae Born characters are
almost never quiet and often speak out when others think they should remain silent. Fae
Born characters also suffer from the inability to remain still and quiet; this could be
described as ADHD. Fae Born characters tend to be arrogant, prideful and egotistical.

Fiendish Heritage: Inherited Template


Across the vastness of the nine layers of Hell, writhe endless hordes of Demons. Unholy, vile,
and depraved; these demons exist only to spread strife, discord, and sin throughout the
multiverse. Deities and their divine servants spend no small amount of effort keeping the
hordes confined within the Hells, but no confinement is ever perfect, and many of the vile
fiends slip through and immerge in other planes of existence. When fiends are lose they often
use their malicious talents to sake their own lusts, which occasionally results in a child. These
children are almost always ignored by their demonic parent out of disappointment in their
impurity, and such children are often shunned by mortals out of fear of the unholy forces the
child wields. The demonic taint passes on down the bloodline resulting in entire bloodlines that
have some degree of demonic taint. Children whose Fiendish Heritage is awakened, always
display many of the traits of their Demonic ancestor, including powers, appearance, and
attitude.

The Nine Hells:


The nine layers of hell, their primary occupying type of demon, and the common traits
associated with those who have that Fiendish Heritage are outlined below.

Avernus, the first layer of Hell, is a desolate and charred landscape. There, the Demonic
legions of Hell stand ready to storm through any openings into the Bleed, and through that to
other planes. It is a place of violence, brutality, and warfare, as the Demons battle against
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Divine forces at planar breaches, and amongst themselves. This layer is populated primarily
by Demons of Battle, and Pain. Those who share blood with Battle demon ancestors, tend to
have aggressive and violent tendencies. Descendants of Pain demons, are wholly sadistic,
and often masochistic beings who delight in inflicting and receiving pain and torture. Battle and
Pain demons revel in the sin of Wrath, and so too do their decendants.

Dis, the second layer of Hell, is dominated by an endless burning city made of iron, known as
the Iron City of Dis. Within this city, one can find any perverse goods or services one’s
depraved heart desires. The market place in Dis caters to many Planes Walkers, and Demons
alike. Though, visitors are forewarned; it is far easier to enter the Iron City of Dis then it is to
leave. Dis is filled with many types of Demons, but the most frequently found are those of Lust
and Magic. Those descended from the Lust brood are often tempters, deceivers, and
seducers. Those born to Magic, are usually power hungry and greedy. Lust dominates the
minds of the Lust demon descendants, and Greed is a way of life for those of Magics brood.

Minauros, the third layer of Hell, is comprised of an endless bog, filled with vile pollution.
Poison, disease, and putrid-ness are rampant throughout the layer, and all those tormented
within are in a constant state of near death from exposure. Minauros is filled with Demons of
Corruption. Those with such heritage are often unclean, slovenly, and disgusting people. Sloth
is the foremost sin of those with Corruption ancestry.

Phlegethos, the fourth layer of Hell, is a flaming wasteland, littered with active volcanoes,
ashen hills, gouting fires, magma streams, pits of smoking excrement, and burning sand
beneath a screaming rain of hellfire. Phlegethos is populated entirely by Fire demons, as little
else can withstand the immense heat. Those with Fire demon ancestry are often short
tempered, quick to act, and rarely think things through. Jealousy burns hot in the hearts of Fire
decendants, and so Envy is their sin of note.

Stygia, the fifth layer of Hell, is a near endless black ocean, fed by the very waters of the river
Styx. The waters are frigid and dark, and the few landscapes that exist are barren. All manner
of terrible aquatic creatures are found within the depths of the waters, and any not born to this
layer who touch the waters; know only death. The deathly waters of Stygia are home to Death
and Stealth demons. Those who have the Fiendish Heritage of a Death demon, tend to spread
death wherever they roam, and encourage others to embrace death willingly. Those born of
Stealth lurk in the shadows and are cautions not to reveal their true motives and intent, until it
serves them best. Death hungers for the souls of the living, and so they give them selves over
to Gluttony. Stealth demons, and their descendants know the sin of Greed intimately.

Malbolge, the sixth layer, was once an endless slope of razor sharp rock, endless caverns,
and constant avalanches. It has since reformed when a new ruler was named, as a layer made
of the very flesh and bones of its previous ruler. The landscape is now a breathing, bleeding
testament to torment. Blood demons roam the fleshy landscape of Malbolge, amongst other
monstrosities. Those descended from Blood demons often hunger for flesh, sometimes while
it’s still living. All are carnivorous, and many are cannibalistic. Those with Fiendish heritage of
Blood feel the sin of Gluttony deeply.

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Maladomini, the seventh layer of Hell, is a landscape of ruins, strip mines, mazes, refuse, and
rubble. Its cities are constantly being demolished, and rebuild at the will of the insane ruler of
the layer, who sees flaws even in perfection. Madness demons populate this layer of Hell.
Those with such ancestry are often disturbed, mentally and emotionally unstable individuals.
Pride blinds and maddens the ruler of Maladomini, and so Madness heritage characters share
his sin.

Cania, the eighth layer of Hell, is a frigid wasteland of ice. Nothing grows here, and tears
freeze as they are welled. Beneath the surface lie countless lost cities, and the frozen are
tormented. Unexplained phenomenon such as cold fire are common across this perplexing
layer of Hell. Almost nothing but the indigenous Ice demons can survive in the tundra. Those
who have a Fiendish Heritage of an Ice demon, tend to be emotionless, calculating, and
patient. Patience and waiting lead the Fiendish heritage line of Ice down the path of Sloth.

Nessus, ninth and final layer of Hell, is filled with caverns, crevices, and fissures so deep, they
descend into the endless nothingness of Oblivion itself. The greatest of all Demons rules over
all nine hells from the largest fortress in the multiverse, that reaches out of the depths of the
largest fissure. Void and Dark demons populate this layer, existing in the lower nothingness,
and upper darkness of the endless cervices. Those of Dark descent are malicious and hateful
by nature, cursing those who have what they desire. Those with Void demon heritage revel in
spreading hopelessness to others. Fiendish Heritage of a Void demon is not available to
players. Those with Dark demon heritage find themselves consumed with envy over those who
bask in the light. Void demons and their brood want nothing more then the Void, to exist in a
state of nothingness and inaction, and so their hearts are filled with Sloth.

Boon Cost: 100. Characters with fiendish heritages are rare and are more powerful than
normal members of their race. As such, playing a character with a fiendish heritage costs 100
boons, or 50 if this template is taken at character creation. Because of the alignment
restriction, this template requires referee approval to take.

Role-play Hints:
• Those with an activated Fiendish Heritage know the seven deadly sins very well, they
live by them and encourage them in others.
• Those with an activated Fiendish Heritage seek to corrupt and tempt those around
them. If the fiendish character does not damn others to the Hells then when they die
they will go to Hell as a victim rather than as a torturer.
• Fiendish characters are selfish, they always put their own needs and desires above
those of others.

Costuming Hints:
• Pride tends to dominate how a fiendish character dresses. Because of their pride and
arrogance they try and look as important as possible.
• Fiendish characters [apart from those of a Stealth background, or those of a Lust
background when actively practicing a seduction] do not hide their heritage. They
embrace and flaunt their status, especially since the Inritius Alliance was signed.
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• Fiendish characters tends towards costumes that are sinister, seductive, or terrifying
outfits. They seek to use their appearance to shock, induce lust, or induce fear and
despair.

Costume Requirements:
• While costume requirements are hard to specify it should be possible to tell from the
characters garb that that character has a fiendish influence. Contact lense, coloured
hair, horns, a tail, fledgling wings, or sinister makeup are suitable touches. If this
template is gained after character creation then the change in garb should be
immediately noticeable. The fiendish touches should also suggest which type of demon
the character is descended from.

Equipment Hints:
• Fiendish characters tend towards equipment that is sinister, scary or seduction.
• Fiendish characters tend to carry items designed to allow them to better indulge in their
own sins or to allow them to tempt others into committing sins.
• Fiendish characters like to bribe and wheedle their way around problems and often
carry items suitable for assisting with such enterprises.

Template Requirements:
• Background: The character’s submitted background must include a Demonic relative, it
does not matter how distant the relative is. Characters can resubmit their background if
necessary, but the background must be resubmitted no less than three months prior to
their selection of this template. The character does not need to be aware of their Demonic
ancestor.
• Evil: Demonic blood, whether known of or not, holds significant sway over the minds and
hearts of those it flows within. It leads those with it to temptation early in life, and it is a path
they rarely recover from. No demon has ever activated the fiendish heritage of a character
who did not embrace the demonic ways of their ancestor. To take this template, characters
must have an Evil alignment, though they need not have been Evil originally. Please
remember that playing an Evil character does require referee permission and that Inritius
Alliance is a group game, therefore Evil characters must endeavor to avoid actions which
would stop others from enjoying the game.
• Attuned: The character must have at least Major access to one of the lists that his
Demonic ancestor is tied to, and selects this list as heritage sphere. Demon types (and
associated spheres) are as follows; Fire (Fire/Magma), Ice (Ice/Crystal), Lust (Lust/Mind),
Pain (Pain/Disease), Corruption (Poison/Disease), Blood (Blood/Pain), Dark (Dark/Curses),
Death (Death/Undeath), Madness (Madness/Mind), Stealth (Stealth/Profiteering), Battle
(War/Combat Mastery), Magic (Arcane/Meta), and Void (Oblivion/Solitude).
• Untouched: The character must never have wielded a Demon Bane weapon, A Divine
Item, or a weapon made from Heart-Wood. Prolonged exposure to Demon bane effects
would drive the demonic ancestors influence away and would make activating the fiendish
blood harder.
• Contact: The character must have had contact with a powerful Demon capable of
awakening their Fiendish blood and must have made a good impression on that Demon
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rendering it plausible for that Demon to have awakened the character’s Demonic blood. If
this contact occurs at the instigation of the plot team the character need only to have been
in the right place at the right time.
• Willful: The character must have a Willpower rating of at least one in order to take this
template; Burst of Will is defensive only, so cannot be used meet this prerequisite.
• Faithless: At the time of taking the template the character must have a Faith score of Zero.
Characters may voluntarily lower their faith scores to allow them to take this template.

Template Advantages:
• Innate Magic: Being heavily tied to their heritage sphere, allows a Fiendish character to
call forth innate magics from that Sphere. For 30 halo, the Fiendish character can use
the actual unmodified 5th level spell from the two spheres which form his demonic
heritage. These spells have no casting time, but do require verbal components.
• Sphere resistance: Demonic blood offers those with it resistance to their heritage
sphere. The Fiendish character receives DR 2 against all damage of that sphere type.
They are also treated as having +1 defensive rank in any skill that can be used to resist
a spell from that sphere, when targeted by a spell from that sphere. Examples; a mind
heritage character targeted with sleep, is considered to have +1 defensive willpower. An
Ice heritage character targeted with Slip is considered having +1 defensive balance. A
Fire heritage character has DR 2 vs Fire. The resistance granted by this template does
stack with existing resistances.
• Temptation: The seven deadly sins are an innate pleasure of those with Fiendish
Heritage, and as much as they love committing them; they enjoy tempting others to
commit them even more. The seven deadly sins are Lust, Gluttony, Greed, Sloth,
Wrath, Envy, and Pride. For 30 halo, the Fiendish character can instill temptation of a
deadly sin in another. The target must have suitable cause to be tempted, for example;
the Fiendish character cannot tempt someone with Wrath if they have no reason to be
angry, however; the presence of an attractive female is enough to instill Lust. This effect
is resistible by Willpower, and lasts until either sunrise/sunset (which ever comes first),
until the character is no longer faced with temptation, or until the target gives into
temptation, and commits the sin in some obvious manner.
• Fiendish Strength: Demons are amongst the strongest creatures known. Those who
share their heritage are often strong themselves but many have learned how to tap into
the strength of their ancestor. A Fiendish character can call upon the strength of his
heritage. Using this ability costs 10 halo per point of strength generated so calling Rank
10 Strength [a.k.a. Demonic Strength] would cost 100 halo]. This ability is normally
used for show and intimidation; this ability cannot be used to empower a damaging
blow. Strength gained from this ability does not stack with strength from any other
source. This ability lasts for a single second and cannot be used more than once an
hour.

Template Disadvantages:
• Opposing Spheres: If the Fiendish character wants to take access in any spheres that
oppose their heritage sphere, then the costs are doubled. This is addition to any existing

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doubling that occurs because the character has specialist access to an opposing
sphere, or from other reasons. This applies to exotic and major spheres.
• Vulnerability: Demonic blood comes with it’s weakness as well, and the opposing
sphere to the Fiendish characters heritage sphere is such a weakness. The opposing
sphere to the heritage sphere is considered bane to the Fiendish character, adding 2
damage to all damaging spells of that sphere. They are also treated as having -1
defensive rank in any skill that can be used to resist a spell from that sphere, when
targeted by a spell from that sphere. Examples; a mind heritage character targeted with
Slip, is considered to have -1 defensive balance. An Ice heritage character targeted
with Sleep is considered having -1 defensive Willpower. A Fire heritage character takes
2 extra damage from a Water Bolt. The vulnerability granted by this template does stack
with existing resistances, but it is always applied last.
• Material: Heart-Wood is considered Bane to demons, and those with demon blood.
Fiendish characters take an additional 2 damage from demon bane weapons. A
weapon made of Heart-Wood and enchanted to be demon bane, would deal an
additional 4 damage to demons, and fiendish characters.
• Aura of Evil: Fiendish characters always carry with them an aura of palpable evil.
Those able to detect evil are almost always able to detect a fiendish character.
• Unholy: Fiendish characters often have problems entering holy or blessed places, such
as temples. Fiendish characters do not choose to enter temples. If Fiendish characters
are on holy ground they tend to feel sickened and weak while within, the level of the
sickness and weakness depends on the Faith level of the hold ground.
• Divine Opposition: As unholy beings, Fiendish characters find it difficult to gain or
keep Faith, as divine worship is wholly unsettling for them. Fiendish characters cannot
have a faith rating, nor can they cast Faith spells, although some fiendish characters
have been granted similar abilities from the Lords of the Planes Of Hell. Divine
Weapons and Divine damage is considered to be Bane Demon and deals 2 additional
points of damage.
• Personality: The Fiendish blood pumping through the character’s heart and head fills
ones mind with twisted thoughts. The character is expected to adhere to the personality
traits described in the section detailing demons and the personalities of their
descendants. Fiendish characters should embody their heritage sin.
• Burned by Faith: Fiendish characters are burned by common holy symbols, especially
when that symbol is presented by someone with Faith in that symbol. Fiendish
characters are not burned by symbols that they do not recognize or by symbols of
beings they do not see as Gods, although the symbols of the major Gods always burn
characters. The burn is extremely painful, but does not cause actual damage.

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Beastkin:
This savage race comes in many forms as beastkin are both humanoid and animal in origin.
Most Beastkin differ from one another with no two alike, although, there are whole lines of
beastkin who are linked to a single animal. Features such as claws, horns, wings and other
animal traits can be seen and in most cases a single animal dominates their appearance. Due
to the nature of creation and evolution many of the now near-humanoid races of the world
seem to be bondings of the various animal races and humans. The progenitors of these races
were probably not the results of humans experimenting with bestiality, they may have
stemmed from ritual magic, they may have stemmed from evolution, but most likely they were
created by the Ultimate.

The forces of creation in and around Geos have begun to react to the ancient forces of
destruction. Within the last few centuries the races of the world have noticed odd new changes
in the fauna and flora of their world. One of the most disturbing changes noticed is one that
imparts partial and sometimes full consciousness to beasts and plants. Some of these
creatures were raised by one of the older races; some were raised by the animals that they
were spawned from and others were hardly raised at all. The evolving nature of creation
makes it very hard to discuss the Beastkin. It sometimes seems that these changes in
evolution are random, but it could be said that many of the beastkin have evolved to fill a void
or to thwart Oblivion.

Beastkin are strongly linked to the land, and can often tell when something it awry with their
natural surroundings. They are fierce warriors who carry the rage of nature against the
despoiler and Beastkin are not to be taken lightly as enemies in battle. Many Beastkin are also
powerful nature casters and druids and their shamans and dream-weavers are the equals of
those of any other race. The majority of the wandering beastkin are known to belong to a
powerful group called the Children of Grendel, a brutal tribe of beastkin.

Cat-Kin: (Felinae)
The Felinae are a broad race of Beastkin, encompassing all feline Beastkin, including common
Cat-folk, Panther-folk of the jungles, Lion-folk of the plains, the Cougar-folk of the forests, etc.
Based on the nature of the specific feline totem, they can range from playful companions, to
dangerous predators.
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The affections of a Felinae are fickle at best. They are friendly towards those who provide
them with attention, food, and affection, though they have little regard for those who do not
cater to their needs. The Felinae are not known to be incredibly loyal, and their loyalties can
often be bought with bribes. Felinae spend a good deal of time cleaning and grooming
themselves to maintain their appearance, which is in the Felinae mind; superior to that of other
races. Depending on the specific feline totem, the Felinae believe themselves to be the most
attractive, the most graceful, the most powerful, the most skilled, and the most important
person where ever they happen to be. This sense of arrogance and superiority often keeps
Felinae from forming deep friendships, though some Felinae spend a great deal of effort
internalizing their superiority complex, to avoid incurring the wrath of those who are clearly
jealous of them.

Boon Cost: 5-140: As their curious nature causes them to move on rather then stay in once
place too long, playing a Felinae has a boon cost of 5. As the Nine Lives of the Cat racial
feature is a considerable advantage, playing Felinae with all 9 uses remaining has a boon cost
of 15 per remaining use. For each use that has been used up in the characters back story,
they may reduce this cost by 15 boons. So, playing a Felinae with all 9 uses remaining costs
140 boons, with 5 uses remaining is 80 boons, with no uses remaining is 5 boons, etc.

Role-play Hints:
• As a Felinae you should take the time to remind others why you are better then them, or
why they aren’t as good as you.
• Gifts and attention are a good way to gain the affection of a Felinae, although their
memories can be short unless the gifts are frequent.

Costuming Hints:
• Those Felinae who choose to wear clothes, chose attire that reflects their high self image.
• Felinae only tend to wear accessories that are attractive and interesting, if it can’t hold their
interest; why would they keep it?

Equipment Hints:
• Felinae feel that finely crafted or pretty equipment should come into their possession. The
best is too good for anyone else, after all.
• The gracefulness and power of the Felinae’s breed should be reflected in any weapons or
armour they choose to use.

Costume Requirements:
• As an advanced race pure-blood beastkin race, Felinae are required to costume their feline
aspects. A tail, ears, and any other makeup, fur, or prosthetics are excellent tools to
achieve the level of costume required. The more specific the totem (Cheetah-Kin for
example); the more identifiable the species must be (Cheetah’s spots).

Racial Advantages:

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• Back end Appendage. Felinae possess a tail, sometimes used for balance. This tail
provides them with ranks 1 and 2 of Balance. They may purchases additional ranks,
beginning at rank 3, normally.
• Claws of the Cat. Retractable claws spring from the paws. These retractable claws may
be used as a base 1 damage natural weapon. Claws cannot be disarmed.
• Climbing Claws. The same claws that allow a Felinae to slash their opponents, allows
them to climb with a degree of skill. Felinae gain ranks 1 and 2 of Climb for free. They may
purchases additional ranks, beginning at rank 3, normally.
• Land on their feet. Felinae share their totems gracefulness, and as a result they can
survive falls that would cripple others. A Felinae takes no damage from falling 30 feet, and
always lands on their feet. Any damage from falling more then 30 feet is treated as though
they fell 30 feet less. In addition whenever damage from falling is applied it only applies to
the Felinae’s legs.
• Reflexes. The Felinae have high reflexes, and quickly react to movement. Felinae begin
with rank 1 of DAC. They may purchases additional ranks, beginning at rank 2, normally.
• Speak with Cats. Felinae gain the ability to speak with cats. Activating this ability costs 5
halo, and lasts for 10 minutes per use.
• Aware of the Beyond. Felinae are often aware of the presence of unseen spiritual forces.
If the player suspects possible incorporeal creatures nearby, they may approach the Ref
team and state the use of this ability. It will reveal the presence of such creatures, but will
not allow their locations to be determined.
• Lore Cats (Common). Felinae begin play with Rank 2 of Cat Lore (Rare).
• Beastkin skill access. Felinae may purchases additional skills from the Beastkin skill list,
provided they are inline with a feline creature (cats, panthers, lions, etc).
• Nine lives of the Cat. The Felinae are incredibly lucky in matters of their own survival.
When a Felinae would be reduced to -10 LOC in either their head, or torso; they instead
are reduced to -9 and become stable. This ability uses all remaining halo the Felinae has,
and they cannot regain any halo by any means until they receive a full nights rest. This
ability cannot be used while at zero halo. This ability only works when the Felinae would be
reduced to -10 though some damaging effect, they are still affected normally by Death
effects, Disintegrate, Poison, or any other non-damage based instant kill effects. The Ref
team must be informed when this ability is used, and it will only ever function 9 times.

Racial Disadvantages:
• Curiosity of the Cat. The Felinae are curious to a fault, and often ignore danger to satisfy
their curiosity. Even the smallest curiosities, such as ‘Where is that butterfly going?’,
‘What’s in that chest?’ or ‘Why are the vampire’s eyes so pretty?’ must be answered. This
is a higher version of the Insatiable Curiosity flaw, and if a character possess both; the
effects are intensified and should be apparent.
• Distain of the Housecat. The Felinae are highly egotistical, and believe they are the most
important person around. The feel a need to be the focus of attention at all times. The
Felinae have a superiority complex, and a need to display their superiority by pointing out
their own merits, and the flaws and faults of others.

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• Feral heart. Felinae have tapped into the essence of their totem cat, and have fallen to
their instincts. Their animalistic tendencies cause them to react oddly in most social
situations, in accordance with usual feline behaviors.
• Unhindered. Felinae dislike being burdened by heavy armours. Felinae may not wear
more then 5 points of hindrance on any location. They may seek special training to adapt to
heavier armours.
• Weak Immune System. Felinae are very susceptible to contracting diseases, suffer from
them more acutely, and find it harder to cure them. Even magical healing does not always
work. This characters constitution is reduced by 4 when resisting poisons or diseases.
• Low Pain Tolerance. Felinae have a higher aversion to pain then most races. This is
equivalent of the low end flaw, and should be shown in how characters respond to
receiving damage.
• Dislike Wetness. While not a true phobia of water, as a nice cool spring is a refreshing
treat, the Felinae have a hatred of getting wet. Rain, swimming, or being doused by natural
or magical water is a highly unpleasant experience. Some Felinae may react violently to
those who have made them wet.
• Nap addiction. When ever the situation allows, a quick cat nap is a highly coveted
pleasure of the Felinae. The Felinae should nap as frequently as possible.

Racial Option:
• Feral/Predator Felinae. Felinae from more powerful feline breeds, such as Lions or
Panthers, or those who are more feral in nature, may choose the Feral/Predator Felinae
alternative racial option. Such Felinae begin with Loc 4 instead of 2, Con 14 instead of 8,
Will 0 instead of 1, and do not possess the Low Pain Tolerance, or Weak Immune System
flaws. Their Connection multiplier begins at x5, but can be reduced normally. Feral Felinae
acquire free etiquette skills at half the normal rate.

Wolf-Kin (Cainids).
Of the tribes of pure-blood beastkin, the most common are the wolf packs. There are packs of
wolf-kin across Geos, they thrive in the mountains, in the depths of the forests and some packs
even thrive close to human settlements. The wolf-kin are extremely close-knit and they almost
always mate within the pack. Some people have suggested that wolf-kin are born when randy
human women choose to mate with actual wolves, but those who spread this rumour tends to
get ripped apart by proud wolf-kin.

Wolf packs are some of the cleverest and most cunning hunters on Geos. Their prey often falls
because of the packs ability to think as one and to trust each other implicitly. There are many
wolf-kin amongst the Children of Grendel. The majority of wolf kin worship The First Wolf as a
god figure. Lone wolf characters are always very unhappy as it is the song of the pack that
keeps wolves happy and in-sink with themselves and the world.

Role-play Hints:
• Wolf-kin can feel the power of nature within them and they are unlikely to live within
cities or urban environments, although they commonly live close by and scavenge from
them.
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• The wolf-kin are careful around Argeads who hunt them for their pelts and they often
hate Argeads for their enslavement of many of their race and their cousins.
• Many beastkin are very conscious of understanding where their next meal is coming
from as such food is often a constant thought for them.

Costuming Hints:
• Wolf-kin should be clad in blacks and browns.
• Fur should make up a large part of a wolf-kin’s costume.

Equipment Hints:
• Beastkin tend to carry and use crude weapons and implements.
• Beastkin’s costumes are often dirty and unclean. Non-pack members should be careful
when allowing a Beastkin to perform chirurgery.
• Most wolf-kin are nomadic tribal peoples and they tend to carry simple equipment and
weapons. They try not to burden themselves.
• Most Wolf-kin do no wear heavy or metal armours.
• Wolf-kin should carry plenty of food and water.

Costuming Requirements:
• Wolf-kin are required to wear face paint or prosthetics to make them appear wolfen.
The higher status a wolf-kin attains the more wolfen he is required to look.
• High status wolf-kin should have tails, teeth and pointed ears.

Racial Benefits:
• Pack Loyalty: Wolf packs enjoy a minor amount of protection against mind-effects
which would cause them to harm their pack-mates. All wolf-kin are able to double their
Willpower against effects which would cause them to harm someone else in their pack.
• Heightened Senses: Wolf-kin benefit from the enhanced senses of their patron animal.
They are considered to have Heightened Sense Rank 2.
• Speak with Wolves: Wolf-kin gain the ability to speak to wolves and other canines.
Activating this ability costs 5 Halo.
• Track by scent: Wolf-kin find it easy to track their prey by scent. They gain an
additional 2 ranks in Track which stacks with most things assuming they are able to use
their scent to track.
• Lore Wolves: Wolf-kin start the game with Lore Wolf (Secret) 2.
• Pack Etiquette: Wolf-kin start the game with Etiquette Wolf 2.
• Howl: Wolf-kin can howl and scream into the night. While this howling noise sounds like
simple screaming to most races wolves and other wolf-kin are able to understand the
simple message in the howl. Use of this ability costs 10 Halo.
• Claws/Bite: Wolf-kin are able to fight with their natural weapons when needed. They
can use their teeth and claws are weapons for a base damage of one.
• Some wolf-kin choose to make themselves more intone with their wolf heritage, as such
if a character chooses he can purchase more abilities from the beastkin list as long as
those abilities suit a wolf totem.

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Racial Disadvantages:
• Colour-Blind: All wolf-kin, like all wolves, are colour blind.
• Unconcealable scent: The natural scent of a wolf, and thus a wolf-kin, is very strong
and it is thus easy to track a wolf-kin by scent; difficulties to do so are reduced by two.
• Feral heart: Beastkin characters have tapped into the instincts and abilities of their
totems. Their reactions to things are often instinctual and poorly-thought out. They may
attack, eat, insult or ask questions when it is not appropriate to do so. The nature of their
instincts usually stems from their totems; for instance a cat beastkin may purr when happy,
a dog may growl when threatened and a frog may see every insect as a tasty snack.
• Reduced Etiquette: Wolf-kin characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
• Pack Loyalty: Wolf-kin almost never suspect members of their own pack of seeking to
do them harm. They are totally loyal to the pack and subservient wolves will often lay down
their lives for their pack Alpha.

Kang Admi: Snow Beast:


The Snow Beasts of the harsh northern mountains are a brutal race of combat obsessed
creatures. The Snow Beasts (or Kang Admi as they are more properly called) frequently fight
with the Barbarians of the north as well as with each other seeking to gain food, women,
treasure and territory. Battles between Snow Beasts and Barbarians are heated and almost
always result in major bloodshed for both parties, with no clear winner. The Snow Beasts see
the Barbarians as worthy foes, while the Barbarians regard the Snow Beasts as beasts who kill
their women and children. In the past the Snow Beasts have had very little interaction with
races other than the Barbarians. When the Argeads first discovered the Snow Beasts they
believed them to be just beasts and captured them as beasts of burden and to fight in the
arenas. Recently an Argead bear-beastkin learned the language of the Snow Beasts and
persuaded a tribe of Snow-Beasts to come to Argea to combat Inritius and to train as
gladiators.

Snow Beasts are a very savage, uncultured race; they have no religion, little interaction with
other races, and have no formal education. While other races assume the Snow Beasts to be
dumb-witted, they are not as stupid as some may believe. Kang Admi have a true
understanding of bone and have tapped into their own skeletal structures; because of this they
have developed a way to channel their life energy to form weapons and armour from their very
bone.

The Kang Admi has their own language, almost. It is a language comprised of shouted guttural
noises which emanate from the throat. Even to Kang Admi their language is more of a
guessing game than actual language because actions can be used for more than one
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meaning. The language of the Kang Admi cannot be learned by those who do not have the
beast in their souls. It is believed by many that Snow Beasts are beastkin of some sort, but no-
one is sure what type of animal they stem from.

Boon Cost: Snow Beasts are very rare, in addition they are brutal melee fighters and have
advantages over standard characters. There is a boon cost of 200 to play a Snow Beast.

Role-Play Hints:
• Snow Beasts live for combat. They always jump into every fight.
• Snow Beasts do not use propelled weapons, although, they will throw boulders and bones
to provoke foes. Snow Beasts believe those who use propelled weapons to be cowards.
• Snow Beasts are impressed by feats of strength or skill.

Costuming Hints:
• Snow Beasts will usually wear white or black, or no clothing at all. They will also wear hide,
leather and fur of creatures they have killed.
• Snow beasts are covered in white hair.
• When Snow Beasts fight they extend their bones to form weapons as such their clothing is
ragged and they have exposed bones protruding from their bodies.
• The hair and skin of a Snow Beast is white.

Equipment Hints:
• Those Snow beasts who use weapons, like to use huge weapons.
• Snow Beasts rarely, if ever, make tools or possessions. As such a Snow Beast will only
carry a few things and only those things they believe to be valuable.
• Snow Beasts who fight with single handed weapons, that are not crafted of their bone, are
considered weak, and are ridiculed.

Costuming Requirements:
• Snow Beasts must have bones sticking out of the bodies in random places.
• Snow Beasts have white fur all over their bodies.
• Snow Beasts skin is white.

Racial Benefits:
• Bone Proficiency: Snow Beasts are considered proficient with any weapon they have
crafted from their own bones.

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• Bestial Strength: Snow Beasts start the game with a Might Modifier of 1 which can be
increased and decreased as normal. Snow Beasts start the game with Strength Rank 2 for
free.
• Bone Weapon: Snow Beasts can spend 10 halo (30 for huge weapons) to form
weapons from their own body. Weapons created in this way are considered to be normal
weapons. Growing a weapon causes a Wracking Pain on the Snow Beast and takes one
minute (3 minutes for huge weapons). Bone weapons can be sundered and shattered but
they cannot be disarmed.
• Bone Armor: Snow Beasts have learned to strengthen their own bones to protect them
from assault. To generate their armour, Snow Beasts spend 5 halo per point of armour. The
maximum amount of armour points a Snow Beast can put onto their armour is equal to their
Constitution. Growing Armour takes at least one minute, causes a Wracking Pain on the
Snow Beast and cannot be done in combat. Bone Armour does not stack with normal
armour. Snow Beasts who intend to spend the majority of the game heavily armoured are
advised to phys-rep the armour.
• Bone Repair: A Snow Beast can repair their damage bone armour or a damaged bone
weapon by spending 10 halo. Repairing Bones takes at least one minute, causes a
Wracking Pain on the Snow Beast and cannot be done in combat.
• Cold Climate: Snow Beasts, surprisingly enough, are creatures of the cold and take no
damage from environmental cold effects. They have DR 10 against Ice and Cold based
attacks. Snow Beasts are also immune to the Slip spell and can see through Blizzards.

Racial Disadvantages:
• Bone Decay: Bone Weapons and armour crumble to dust after a day or so. As such, if
Snow Beast chooses to start the game with Bone weapons or armour that they have
created then they start that game down the amount of halo it would cost them to create
those items. Bone armour and weapons cannot be removed from the Snow Beast and as
such cannot be used by anyone else.
• Cold Climate: Snow Beasts do not use fire for anything. They are considered to have
a severe phobia of fire and they take double damage from it.
• Bone Connection: The bone armour or weapons of a Snow Beast are still attached to
the Snow Beast. If the weapons or armour are damaged then the Snow Beast will feel pain,
if a Snow Beast the armour or weapon is broken then it will feel like one of the Snow
Beast’s own bones has been broken, which it has.
• Reduced Etiquette: Snow Beast characters generate free etiquette skills at half the
rate their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.

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• Reduced Lore: Snow Beast characters generate free lore skills at half the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Arcane Ineptitude: Snow Beast culture does not include any form of magic. As such
they start with a magic multiplier of six, which can be reduced by normal means but cannot
be increased by normal means. Snow Beasts may not take any Magical Flaws such as No
Casting or Absent Mana.
• Anti Social and Slow Witted: Because they shun communication and do not seek to
learn, Snow Beasts start the game with a Connection and Intellect multipliers of four rather
than three. These multipliers can be increased or decreased as normal.
• Barbaric Opponents: Snow Beasts are always very cautious and hostile around
Barbarians. Snow Beasts will never consider a Barbarian to be an ally and will always seek
to harm them. If a Snow Beast ever rages they will seek to kill any Barbarians present first.
• Linguistic Difficulties: Snow Beasts speak the bestial tongue but do not understand
the common tongue. Snow Beast characters begins with a list of fifty words they are able to
use in conversation, and they are the only ones his character can use or understand until
they learn more. A Snow Beast automatically learns three new word after each game
played, although Barbarian characters can choose to buy extra words with experience
points at a rate of 1 experience points per word. Some Barbarian characters may choose
to ‘learn’ new words during the course of the game to enhance roleplay although this takes
at least 20 minutes and they cannot exceed their quota. If a Snow Beast wants to purchase
the ability to speak a non-Bestial language fluently then the cost to do so is multiplied by
ten.

‘Evolving’ Beastkin
For centuries, many of the races across Geos have appeared to be humanoid versions of
animals. The so-called ‘Pureblood’ Beastkin races are bonded from birth to one classification
of animal and their children are bonded to the same animal as their parents. The Canids, the
Felinae, the Rodera, the Avians, the Reptilians, the Centaurs, the Minotaurs and many other
races have played a major part in the history of Geos. However, during the last few decades,
another group has appeared; a group of Beastkin capable of displaying the qualities of multiple
animals at once, Beastkin who are not tied to one animal at birth, but who make a choice about
each animal that they connect with. These are the ‘Evolving’ Beastkin.

During the last few decades, the races of the world have noticed odd changes in the fauna and
flora of their world. Herbalists and Alchemists have gone into over-drive collecting and testing
samples and reams of parchment have been filled describing the changes. The ‘Evolving’
Beastkin are the prime example of this occurring in the humanoid races. The ‘Evolving’
Beastkin are, to put it simply, one aspect of the forces of creation’s reaction to the re-
emergence of the ancient force of destruction.

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The ‘Evolving’ Beastkin are strongly linked to the land, and they can often tell when something
is awry with their natural surroundings. They are fierce warriors who carry the rage of nature
against the despoiler and ‘Evolving’ Beastkin are not to be taken lightly as enemies in battle.
Many Beastkin are also powerful nature casters or druids and their shamans and dream-
weavers are the equals of those of any other race. The majority of the ‘Evolving’ Beastkin
belong to a powerful group called the Children of Grendel, a brutal tribe, numerous and
capable who always use the correct totem or totems for the job, whatever the job may be.

Some ‘Evolving’ Beastkin are those Beastkin born bonded to two or more totems such as can
occur when two different ‘Pureblood’ Beastkin races mate or when an ‘Evolving’ Beastkin
mates. Other ‘Evolving’ Beastkin are born as ‘Pureblood’ Beastkin, but have during their lives
elected to bond to an additional spirit for one reason or another.

Creation Note: When player creates an ‘Evolving’ Beastkin he chooses two animals that his
character has bonded with. The totems a character chooses shape the physical shape of the
character and his personality. A character cannot choose two birth totems that couldn’t exist in
the same geographical region.

Creation Note: The statistics below are for an ‘Evolving’ Beastkin that is born as an evolving
Beastkin. If you are interested in playing a ‘Pureblood’ Beastkin that has acquired other totems
you should look at the Evolving Beastkin template.

Creation Note: At character creation a Beastkin must chose whether they are a predator or
prey; this indicates how totems will react to them. Predator Beastkin almost always attack and
destroy unnatural abominations like undead, while prey Beastkin will usually flee. The player
must also indicate whether they are a physical or totemic Beastkin. Physical Beastkin, usually
warrior types, are interested in the strength and form of an animal while totemic Beastkin,
usually shaman or dreamer types, are interested in the spirit and nature of animals.

Boon Cost: Playing an ‘Evolving’ Beastkin does not come with a boon cost. However, if you
want to play an ‘Evolving’ Beastkin that starts the game with additional totems that could exist
in the same geographical location you may purchase those totems at 25 boons each.

Role-Play Hints:
• Many Beastkin mistrust the Argeads as the endless variety of Beastkin has been seen
as ideal stock for their arenas and trophy walls.
• Beastkin can feel the power of nature within them and are less likely live within cities or
urban environments.
• Many Beastkin are very conscious of understanding where their next meal is coming
from as such food is often a constant thought for them.
• It is difficult to suggest role-play hints for ‘Evolving’ Beastkin as every variation of
animals creates a different personality.

Costuming Hints:
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• Most ‘Evolving’ Beastkin are nomadic tribal peoples and they tend to dress in simple
clothes like those of forest or plains dwelling people.
• Most ‘Evolving’ Beastkin have fur or hide and so do not always feel the need to cover
every part of their body.
• It is difficult to suggest costume hints for ‘Evolving’ Beastkin as every variation of
animals creates a different appearance.

Equipment Hints:
• Most ‘Evolving’ Beastkin are nomadic tribal peoples and they tend to carry simple
equipment and weapons. They try not to burden themselves.
• ‘Evolving’ Beastkin tend to focus on primitive weapons and armour.
• ‘Evolving’ Beastkin tend to carry food and drink with them.
• ‘Evolving’ Beastkin tend to use attack forms that their totems understand, they therefore
few ‘Evolving’ Beastkin use bows.

Costuming Requirements:
• ‘Evolving’ Beastkin are required to accurately represent every animal whose totem they
bare. It should be possible for an outsider to identify every animal that the Beastkin is
bonded to by examining the characters costume. We understand that this is difficult, so we
advise that players should avoid hunting new forms until they are ready to adapt their
costume. If a character has a poor costume, or if a feature is not sufficiently defined then
the character may be denied use of an Animal Advantage. For example: If you want the
ability to fly, then your costume must have wings appropriate for flight. If you want to have a
poisonous bite you must have large fanglike teeth and poison sacs.
• Feral Appearance: ‘Evolving’ Beastkin are bestial humanoids. They should look
animalistic and non-human.

Racial Advantages:
• Animal Advantages: By bonding with the totems of various animals the ‘Evolving’
Beastkin have access to a huge array of different abilities. They start with 25 points of
Advantages chosen from the Beastkin skill list in the Skills of Geos Rulebook. Beastkin can
buy additional Beastkin skills at base cost during character creation, but after character
creation they must buy the skills according to their multipliers. Beastkin can only buy
Advantages that suit the totems they are bonded with.
• Rituals Of Bonding: The process of bonding with a new totem almost always involves
ritual magic. As such all ‘Evolving’ Beastkin have some understanding of ritual magic. All
‘Evolving’ Beastkin start the game with Ritual Magic Rank 1, and Lore Totem Rituals
(Secret) 1. ‘Evolving’ Beastkin do not start with any ranks in contribute.
• Solo-Ritualists: Due to the private nature of the bonding rituals of the ‘Evolving’
Beastkin, they are able to avoid the pre-requisite of Ritual Magic. This means that they can
purchase ranks in Ritual Magic without ever purchasing ranks in Contribute to Ritual.
• Hunting Totems: ‘Evolving’ Beastkin are able to interact with new totems and allow
those totems to join with the character. ‘Evolving’ Beastkin are often on a quest to ‘collect’
new totems giving the character access to new abilities. In order to collect a new form the
character must get close to the nature of the totem and must explore its meaning, they
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must then undergo a totemic quest and seal the acquisition with a ritual. It is difficult to
acquire conflicting totems; a feline spirit is unlikely to bond itself to a wolf. The character will
evolve into his new form to allow him the use of the new abilities and he will often gain new
disadvantages at the same time. Plant, flower, herb and tree totems do exist but as yet any
Beastkin that has accepted the totem has lost sentience to become a plant. Rare legends
tell of some Beastkin heroes who earned the totems of mythical beasts such as unicorns,
manticores, or griffins.
• Nature Sense: ‘Evolving’ Beastkin are in tune with the land, an ‘Evolving’ Beastkin may
ask the referee how nature feels in his current location. The referee will inform the Beastkin
if the area is thirsty, hungry for nutrients, sick, corrupted and so on.

Racial Disadvantages:
• Feral Heart: ‘Evolving’ Beastkin characters have tapped into the instincts and abilities
of their totems. Their reactions to things are often instinctual and poorly-thought out. They
may attack, eat, insult or ask questions when it is not appropriate to do so. The nature of
their instincts usually stems from their totems; for instance a Cat Beastkin may purr when
happy, a Dog may growl when threatened or a Frog may see every insect as a tasty snack.
• Animal Disadvantages: By bonding with the totems of various animals the Evolving
Beastkin open themselves up to the vulnerabilities of the animals they done to. They start
with 15 points of disadvantages chosen from the Beastkin skill list in the Skills of Geos
Rulebook. Beastkin can take additional Beastkin disadvantages, but those disadvantages
are taken as flaws, generate merit points and skill-points as flaws and count towards the
Beastkin’s flaw limit. Beastkin can only buy Disadvantages that suit the totems they are
bonded with. When ‘Evolving’ Beastkin gain new totems they often also gain new Animal
Disadvantages.`
• Reduced Etiquette: Due to their feral heart and link to the natural world, ‘Evolving’
Beastkin generate free etiquette skills at half the rate their Connection modifier suggests.
Normally a character generates one free point of etiquette skill per X games, where X is
their Connection modifier.
• Armor Restriction: ‘Evolving’ Beastkin tend to avoid heavy armor. As such they cannot
wear amour above hindrance five. Certain ‘Evolving’ Beastkin, such as those who are
bonded with tortoise or turtle totems, ignore this restriction.
• Private Rituals: Bonding rituals with animal totems are private things between the
‘Evolving’ Beastkin and the animal spirit. The power of a bonding ritual is reduced for every
other person present in the ritual circle or even watching the ritual.
• Speak With Nature: ‘Evolving’ Beastkin are humanoid animals much more than the
‘Pureblood’ Beastkin are; as such, if targeted by a Speak with Nature spell they can only
refuse to answer the questions by resisting with Willpower.

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The Harsh People:
The Harsh People, also called the Horde refers to the tribal society of brutal races that dwell in
the plains of dust. The Horde is made up of the different types of Orks, the Hobgoblins, the
Bugbears, the Ogres and their kin, the Trolls and their kin and the Glomes. The Harsh People
worship strength above all other qualities. Over 90% of the Horde is made up of the Orks and
the Horde is run by Ork law and by Ork tradition. For centuries, the Horde have been
throughout the lands of Geos as despoiling conquerors. Only the most advanced of Horde
tribes ever wish for anything more.

Within the social strata of the Horde, warriors are higher than all others, followed by the
advising shaman and oracles, then rogues, the wyrds and witchdoctors, then peons, then
females, and finally slaves. Females in Ork societies are considered lower class citizens.
Referred to as “cows”, they are usually nothing more than laborers or breeding stock. Some
cows, through actions that prove them worthy, raise themselves above their birth caste to be
forever considered true Orks. Cows that become Orks are no longer seen as female, an Ork is
an Ork, and all Orks are androgynous warriors. There are strange aspects to Ork society which
must be maintained in order to appease Emolash. The goddess in her turn only gifts the power
of direct speech to the gods to females, forever lifting those chosen to cleric or even Oracle
status. Once again, these females become seen as sexless tools of the tribe.

The Horde use their rogues as light infantry, scouts, assassins, enforcers, and raiders. Orkish
rogues are often bullied or looked down upon by the warriors in a tribe. At least, they are
bullied until the need for a trap mechanic, daylight raider or a anti-mage assassin comes to the
forefront for it is then that the Rogues demonstrate their special skills and present their value to
their leaders. No matter how powerful or influential a rogue may be, they must always obey the
orders of a warrior. The Ork society is held together by its rigid caste system and no rogue can
ever achieve a rank higher than Sergeant. On the other hand, rogues are given a greater
sense of autonomy in their mission objectives and generally have first pick of the plunder in
successful Orkish raids.

Orks used to keep hordes of humans, and skilled Shirefolk as slaves, however the Inritius
Alliance required that the Horde free their human and Shirefolk slaves, although some have
been in service to the Orks for so many generations that they have chosen to stay with the
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tribes and their way of life. This demonstration of obedience and loyalty from these once slave
stock is sometimes rewarded by inclusion into a tribe as “Urlaghi” (oor LOG’ee), an Orkish
term meaning the accepted or the acknowledged. Orkish tribes often include Bugbears, Ogre-
Kin, Ogres, Troll-Kin, Trolls and brutal Beastkin who the Orks respect for their strength. The
tribes also include the Hobgoblins and Glomes who have replaced the Goblins that the Orks
committed genocide against decades ago.

During the Elven Kin-Strife Wars, the Dark and Death Elves used the Horde as frontline shock
troops and during the early stages of the war it seemed likely that the Kin-Strife war would be
won because of the prowess of those brutal hordes. However, the Elven mind mages focused
their power and attacked the Orks at their weakest point. Following the Kin-Strife Wars the
Elves decreed that the Orks should be pushed from the forests and farmlands that they had
conquered generations before. With the dishonourable use of their magics, the Elven Council
took away the homes that the Ork tribes had worked for and had made their own. They have
not lost all that they had taken, and they have since conquered more, but all Orks (as well as
their Gods) remember what the Elves took from them. The Orks understand that to the victors
go the spoils and they long for a time when they, as victors, dictate terms to the Elves.

The final battle of the Wars of Inritius would have ended very differently if the Green and
Brown Orks on the front lines had not been betrayed by their own support troops. The back
lines of the Orks developed a dark or gray tinge to their eyes and skin during that battle. Entire
legions of Orks had turned black or grey in order to betray their own kind for a false promise of
power. The newly created Black and Grey Orks flocked to the banner of Prince Inritius.

The Ork Shamans feel that the greatest chance of defeating Oblivion comes from cooperation
with the Alliance. They will oppose the forces of Oblivion or, as the Orks call it, “the Great
Shadow-Dark” and they will seek to reclaim what was taken from them in the Great Race
Wars. Most Orks have refused to accept Inritius as a god, although the Black and Grey Orks
have and have moved away from their vengeful cousins to live under Inritius’s banner. The
remaining Green, Brown and Blood Orks refuse to become servants or slaves, especially to
this usurper that others perceive as a new god. They long to have their revenge on the Black
and Grey Orks for their betrayal, as well as on the Dark and Death Elves for their deceptions
and intrigues. For their persistence and obedience, the Shamans have vowed that the Orks will
be rewarded by HaGuurhk. The Orks have thus joined the armies of the strongest human
Argeads. The men who command the Harsh Legions generally speak in an Orkish dialect.
These commanders are seen in a light of respect by the Orks under them; they are usually
battled-hardened veterans or vigorous and calculating generals, who are capable of
disciplining and organizing bloodthirsty brutes while weathering a continual onslaught to their
senses as they wallow in the viciousness and savagery of the Horde.

The Orks biggest problem with working with the Alliance was their instinctual, ancestral hatred
of the Elves. The Horde retains a contemptible view of the Elves, they are seen as weak
creatures more interested in their beauty than their strength. The Elves are, however, also
feared because of their speed, finesse and superior use of magic. The Alliance was forced to
make certain allowances for these feelings when writing the terms of the alliance. Any Ork
loyal to the Alliance will be punished by death for killing any Elven ally. This decree was made
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acceptable to the Orks because of the additional decrees that meant that no Elf would ever
command a unit containing Orks. In addition, any Elf within the Alliance who uses magic
directly on an Ork is punishable by a sentence of life imprisonment, excepting for life saving
magics and any spells the Ork himself requests. Many times the Orks would have stormed
away from the bargaining table; however the presence of the Beastkin hordes inclined them to
stay. The Orks respect the bestial nature of many of the Beastkin although they have little
respect for those Beastkin that are linked to weak creatures. The Orks maintain a positive
relationship with Beastkin warriors and respect them and their opinions.

The Horde and especially the Orks are incredibly superstitious of magic and all magic casters
other than their own Wyrds (non-divine casters), Witchdoctors (casters who use both divine,
shamanistic and arcane magic) Shamans (divine magic users) and Oracles (divine and
shamanistic casters). The Wyrds and Witchdoctors are tolerated because they maintain their
physical strength, fight well and have earned the right to be considered Orks. Witchdoctors
serve smaller tribes or fringe clans where there are no other magic casters. They perform a
double duty, so to speak, serving the Orks as a battle-caster and ritualist. Horde Shamans and
Oracles channel the power of their Gods and are inherently trusted while being feared for their
powers. Even the Orkish magic users, whether divine or arcane, are superstitious of magics
used by other races, as these are strange outside powers which cannot be readily understood.
Horde societies are ruled by warriors who are always counseled by shamans or oracles. If a
tribe has its entire shamanic body killed, the warriors turn to the other magic casters for
“divine” council and support. All individuals within Orkish society who are innately magical (and
who are not killed by their parents out of fear) are sought out to be initiated into the Council of
Shamans or the Circle of Wyrds.

The Harsh People worship a pantheon of gods, each of which personifies the Horde’s most
basic ideals and strengths. HaGuurhk is the leader of the deities; he rules over the other gods
for he is the strongest among them. He is the ultimate warchief and he represents strength,
territory, war, survival and male leadership. Rhukdosh is the second in command. Warriors will
often make sacrifices to gain favour and support from Rhukdosh, who symbolizes combat,
might and rage. Siguric is the god most worshipped by Ork rogues, for he is the master of
stealth and controls shadow and darkness. Shanxcis is submissive to Siguric and grants his
favour through increased abilities to worthy Rogues. He represents thievery, greed, revenge,
material wealth and acquisition. Emolash is the goddess of the earth. The only female of the
Ork gods, she heals and creates where the others conquer and destroy. Shi-Uurg builds all the
weapons for the armies of HaGuurhk. He is the patron of mining, fire and smithing. Most
Orkish-made weapons are painted red and then stamped with the icon of Shi-Uurg to make
them stronger and faster.

Ork Societal breakdown.


• Clan – Family.
• Sect - Extended family.
• Tribe – Allied families.
• Confederacy - Allied clans.
• Nation - Multiple confederacies.
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Ork Military breakdown.
This chart represents how many Orks an Ork officer can command according to Orkish law.
• Status 0: Scout/Trooper – A single rogue or warrior.
• Status 1: Corporal - Patrols of 5-10.
• Status 2: Sergeant - Squads of 12-30.
• Status 3: Master of Sergeants - Bands of 20-80.
• Status 4: Battle Lieutenant - War party of 250+
• Status 6: Siege Captain - Siege force of 400+
• Status 7: General - Army of 600-1000.
• Status 8: War Chief - Throng of 1200+
• Status 10: Horde Master – Horde of 2000+

Green Orks
Green Orks are the most common of all the Orks, making up at least 65% of all Orks on Geos.
They commonly live in the flatland plains closer to the mountains. Since the Alliance, most
Green Orks not in the service of the Argeads have learned how to be herders, working
livestock, but not tilling the land. The Green Orks tend to keep heartier animals that do not
require continual tending: their creatures are healthy and produce more meat and are highly
sought after. As such the Warriors of herding tribes have begun adorning themselves with the
horns and hooves of their largest stock after the animal itself has been sacrificed to Rhukdosh.

The Green Orks willingness to work livestock does not suggest that they are weak, they
remain brutal warriors who pour sacrifices of blood to their Gods on a nightly basis. Many
tribes have chosen to be nomadic and they raid the villages and cities of the races around
them.

Role-play Hints:
• Due to their form most Green Orks walk with a stooped gait, unless in combat.
• Green Orks have a slight aversion to sunlight or other forms of bright light.
• Green Orks twist the common language of the land to make it their own, as if they had
conquered it; they make it stronger. As such, Green Orks speak gutturally, roughly and
brutally using a lot of profanity.
• Green Orks bully everyone they can, especially non-Horde races, however, Green Orks
do allow others to earn their respect as long as that individual is strong.
• Green Orks maintain a love of fresh meat and strong drink. They are almost always
hungry and looking for a drink.
• Right thinking Green Orks do not fear death. They live with their wounds or let their
Gods heal them.
• Strong Green Orks do not have close emotional ties to anyone, except possibly to their
tribe’s children, but even then they only care for the kids if they are strong.
• Green Orks are (almost never) goodly aligned. They do not show pity or care for the
weak and it is almost unknown for a Green Ork to show mercy to a defeated foe.

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• Green Orks tend to act very instinctually, they retain a high level of animalistic instinct
and they tend to trust their guts.
• Green Orks hold obedience to their group as high as they hold their reverence for
strength.

Costuming Hints:
• The more metal a Green Ork wears, the higher his rank. Green Orks gather bits of
metal from fallen opponents, destroyed buildings or things of personal importance. A Green
Ork’s armour will slowly grow as they weld or bolt various bits of metal onto their armour.
Their armour will be made up of metal spikes, gauntlets, leather, studded leather, chains,
bones and horns. Mail armours are most prized and plate mail is a herald of Orkish
commanders. (OOC Note: While spiky armour is very Orkish, armour with metal spikes is
prohibited for safety reasons. Please make sure your armour remains safe for yourself and
for others).
• Green Orks cover themselves in personal decorations representing major events or kills
in their lives. They decorate their bodies by fabricating piercings, scarification, tattoos,
insertions and brandings.
• Green Orks favour the colours of black, brown, burnt orange, green, mustard yellow, red
and purple.
• Green Orks of notable rank have tattoos to show their status.
• Green Orks do not sew, as such they tend to wear pieces of hide or cloth tied together
with hemp belts and held down by their armour.

Equipment Hints:
• The long bow was used against the Green Orks by the Elves and is thus hated. Green
Orks will never use bows or Elven equipment as it is superstitiously tied to Elven magic.
Green Orks should destroy any Elven arms and equipment that they are able to.
• Green Orks favour weapons that are crude, intimidating and brutal such as axes,
broadswords, hammers, cleavers and spears
• A Green Ork’s suit of armour is his trophy rack and his protection; they often prize and
admire their armour regularly.

Costuming Requirements:
• Green Orks are required to have prominent canine teeth visible when the mouth is open
or shut.
• Green Orks are required to have green skin.
• Green Orks are considerably larger than humans; the costume of a Green Ork is
required to represent the fact that they are big and beefy. Smaller Green Orks will be a
laughing stock and will not be respected or gain rank.
• Green Orks are required to embrace body modification with tattoos, piercings and tribal
markings. Ork characters must be able to show the referee at least one such modification.

Racial Benefits:
• Brutal Strength: Green Orks are stronger than many other races; they start the game
with Strength Rank 1 and Brutal Strike Rank 1.
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• Orkish Strength: Green Orks are stronger than most other races and as such they
start with a Might multiplier of two rather than three which can be reduced normally.
• Martial Training: Green Orks are trained in weapons from birth and are considered
proficient with all axes, heavy swords, all clubs, daggers, hammers and maces.
• Rage: Green Orks are trained to enter an animalistic rage in order to tear their enemies
apart.
• Tribal Willpower: Ever since the Kin-Strife wars, the Green Orks have developed a
defense against Mind Magics. For every three Green Orks present, the Green Orks
defensive Willpower increases by 1, to a maximum of eight. This ability also allows the tribe
to function more instinctively as a group and has given rise to and gives rise to stories of
hordes of Green Orks resisting all magic.

Racial Disadvantages:
• Superstitious: Green Orks have a very complex belief structure and must choose three
points of superstition flaws which must be adhered to and role-played. Examples can be
found on the flaw chart.
• Brutal Roleplay: Green Orks are brutal warriors, they care not for puzzles or riddles or
helping the weak. The referees are looking for brutal, strong roleplay from Green Ork
players.
• Fear/Hatred of Magic: Green Orks fear the magic of wizards. This is a major roleplay
thing; it will come up regularly and must be role-played well. It is unusual for an Ork to allow
a spell to be cast on him by a non-Horde member. If an enemy spell-caster targets a
Greek Ork with a spell the Ork will usually target that caster with extreme prejudice.
• Hatred: Green Orks hate all Elves, but they can normally tolerate their company without
tearing them into bloody chunks. The same is not true of Dark or Death Elves. Green Orks
also enter a Rage when faced with Grey or Black Orks.
• Reduced Lore: Green Ork characters generate free lore skills at half the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Reduced Etiquette: Green Ork characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
• Intellectually Challenged: Green Orks are not among the smartest races on Geos;
although only the terminally tired of living tell Green Orks this. Because of this a Green
Orks Intellect multiplier starts at x4, but can be reduced normally.
• Magically Unskilled: Green Orks start with a specialist list, but they do not start with
minor access to a second spell list.
• Weak Willed: Green Orks are not strong willed. As such they can only ever purchase
Willpower up to rank 4.
• Corruptible: The Green Orks live closest to the closest to the taint of Oblivion and they
are becoming more susceptible to its influence. Green Orks are susceptible to the energies
of Oblivion and their willpower is halved against its effects.
• Barred from Magic: Green Orks may not buy any skills off the magic list without
referee permission.

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Brown Orks
Brown Orks are born taller and thinner than the Green Orks. They regularly stick with their own
breed but have been known to live and work with Green and Blood Orks. Brown Orks are the
second most common of all the Orks, making up less than 20% of all Orks on Geos, although
they make up 75% of the Ork Rogues and 90% of the Ork diplomats. They commonly live
close to human civilization, because they strongly believe that there is no point making or
buying things that one can take. Since the Alliance, Brown Orks have used the open arms of
the humans to enter their lands and steal from them.

They are quicker to learn and they are able to assimilate information and customs quicker than
any of the other Orks. Because of this, they are often used as ambassadors; because only
Brown Orks are sent as emissaries many members of other races believe that all Orks are
brown.

Brown Orks are less superstitious of magic because of their advanced knowledge of other
races, so they often embrace the ability to cast. Most Brown Orks will still conceal the fact that
they can do magic from other Orks because they don’t want to be shunned or attacked. With
their increased agility and knowledge of stealth magic Brown Orks make excellent spies,
assassins and scouts.

Role-play Hints:
• Brown Orks have a very minor aversion to sunlight or other forms of bright light.
• Brown Orks speak using curt rough language, often laden with profanity. They are able
to speak in socially acceptable terms when trying to be diplomatic, but their language is
always brutal.
• Brown Orks ten to bully non-Horde races, however, they are used to being bullied
themselves and often fall into the role of the victim to the strong. Brown Orks respect a
number of skills and abilities and Brown Orks come to appreciate those who are skilled in
those skills.
• Brown Orks maintain a love of fresh meat and strong drink. They are often hungry and
looking for a drink.
• A lot of Brown Orks do not fear death. They live with their wounds until they can be
healed and they do not whine about them.
• Strong Brown Orks do not have close emotional ties to anyone, except possibly to their
tribe’s children. Brown Orks are however skilled at making others feel that they feel emotion
for them.
• Brown Orks are rarely goodly aligned. They do not show pity or care for the weak and it
is almost unknown for a Brown Ork to show mercy to a defeated foe, unless that foe is
worth more alive than dead.
• Brown Orks tend to act very reflexively and opportunistically in regards to their enemies
and matters of diplomacy.
• Brown Orks consider loyalty to the Horde as highly as they hold their reverence of the
strong and of the assassin’s art.
• Brown Orks desire material wealth and the comfort and influence it can bring in the
outside world.
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Costuming Hints:
• A Brown Orks armour reflects his status, the more ornate the armour the higher the
Ork’s rank. Brown Orks gather small bits of metal from fallen opponents or things of
personal important. A Brown Ork’s armour will slowly grow as they attach various trinkets to
their armour. Brown Orks tend to prefer light armour pieces that allow them to move quickly
and they are aware of the impact of heavy armour on stealth.
• Most Brown Orks are assassins, scouts diplomats or witchdoctors and therefore wear
cowls so that they can hide their appearance when needed.
• Brown Orks cover themselves in personal decorations representing major events or kills
in their lives. They decorate their bodies with fabricating piercings, scarification, tattoos,
insertions and brandings however they are aware that making themselves too distinctive
can be dangerous.
• Brown Orks favour the colours of black, brown (any shade), burnt orange, charcoal,
grey, hunter green, ochre, and red.
• Brown Ork’s of notable rank have tattoos to show their status.

Equipment Hints:
• The long bow was used against the Brown Orks by the Elves and is thus hated. Brown
Orks will never use bows or Elven equipment as it is superstitiously tied to Elven magic.
Brown Orks should destroy any Elven arms and equipment that they are able to.
• Brown Orks favour one handed weapons for speed. Brown Ork rogues have a preference
for daggers and war knives, with a special utilization of ranged weapons like crossbows.
• Brown Orks are interested in taking any and all advantages in combat, so poisons, venoms
and toxins are readily used.

Costuming Requirements:
• Brown Orks are required to have prominent canine teeth visible when the mouth is open
or shut.
• Brown Orks are required to have olive or brown skin.
• Brown Orks are slightly larger than humans; the costume of a Brown Ork should show
this if possible.
• Brown Orks are required to embrace body modification with tattoos, piercings and tribal
markings. Ork characters must be able to show the referee at least one such modification.

Racial Benefits:
• Armoured Mobility: Brown Orks find it easier to dodge blows while wearing armour. As
such a Brown Ork can benefit from DAC while wearing 7 points of hindrance per location.
• Mobility: Brown Orks start the game with DAC Rank 1 and ADAC Rank 1.
• Burst of Strength: Brown Orks are not as strong as their Green cousins, but they have
learned to show strength when needed in order to gain respect, Brown Orks start the game
with Burst of Strength Rank 2.

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• Stalk to Slay: Brown Orks are all trained in stealth so start the game with Move Silently
Rank 1 and Hide in Shadows rank 2. Brown Orks are also trained how to track foes and
start the game with Track rank 1.
• Tribal Willpower: Ever since the Kin-Strife wars, the Brown Orks have developed a
defense against Mind Magics. For every three Brown Orks present, the Brown Orks
defensive Willpower increases by 1, to a maximum of eight. This ability also allows the tribe
to function more instinctively as a group and has given rise to and gives rise to stories of
hordes of Brown Orks resisting all magic.
• Trained to Slay: Brown Orks are all considered proficient with knifes, daggers, kukris,
throwing knifes and crossbows. Brown Orks also start the game with two weapon fighting.
• Tourist: All Brown Ork characters start the game with 15exp worth of free lore or
etiquette skills that they picked up in their travels.

Racial Disadvantages:
• Superstitious: Brown Orks have a very complex belief structure and must choose three
points of superstition flaws which must be adhered to and role-played. Examples can be
found on the flaw chart.
• Brutal Roleplay: Brown Orks are brutal impatient people who live brutal lives. The
referees are looking for strong roleplay from Brown Ork players.
• Fear/Hatred of Magic: Brown Orks fear non-horde magic. This is a major roleplay
thing; it will come up regularly and must be role-played well. It is unusual for an Ork to allow
a spell to be cast on him by a non-Horde member, but they sometimes lean towards
allowing it for necessary or life-saving magics. If an enemy spell-caster targets a Brown
Ork with a spell the Ork will usually target that caster with extreme prejudice.
• Hatred: Brown Orks hate all Elves, but they can normally tolerate their company without
tearing them into bloody chunks. The same is not true of Dark or Death Elves.
• Fear: Brown Orks are scared of Grey or Black Orks and are considered to have a minor
phobia of them.
• Kleptomania: Brown Orks understand that wealth is power, as such when they are
faced with the opportunity to steal (and get away with it) they will almost always take it.
• Weak Willed: Brown Orks are not strong willed. As such they can only ever purchase
Willpower up to rank 6.
• Vengeful: Most Brown Orks are devout worshippers of Shanxcis and take matters of
revenge and avengement as a sacred act. Even those Brown Orks that worship the other
gods of the Harsh People find it almost impossible not to brood over any slight that has
happened to them or their tribes. To the Brown Orks there is no such thing as forgiveness.

Blood Orks:
This feral breed of Orks moves as though they are a pack of wild animals. They are nomadic
and do not farm anything. Blood Orks take what they want and break things they don’t want.
Being truly carnivorous they will not usually eat anything that they have not personally killed,
they often eat the hearts of their enemies before the slow message of death passes from the
brain to the heart. The Blood Orks barely grasp any spoken language but still seem to
understand each other perfectly.

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As a rite of passage into adulthood, the face of each Blood Ork is carved upon and red ritual
made dye is rubbed into the wounds to ensure that the designs never fade. These designs are
not just tattoos, but a form of totemic scarification aligning the Blood Orks to their Gods and
dedicating them to brutal strength and the way of the strong. The scarification ritual is called
“Tor-Knalz” (The Bleeding) and this ritual is s completed, this small ritual is the single act of
magic that is not feared by these beasts. The ritual also fills the Blood Ork with the “Gor-Angii”,
or Rage Spirit of their gods. Despite being dark and destructive creatures who revel in death
and despoliation no Blood Orks have ever turned to serve Oblivion; this is something they are
proud of.

Because of their brutal power, Blood Orks are often included in Alliance armies, but they are
always camped far away from non-Horde races. The Argead captains assigned to Blood Ork
units are always brutal, hardnosed leaders capable of forcing the Blood Orks to stay focused.

Boon Cost: Because of their rarity, their increased power and the danger they pose to party
unity, Blood Orks have a boon cost of 30.

Note: Blood Orks are brutal killing machines who move day to day as if life itself was there
enemy. Because of this, Blood Orks are very hard to roleplay and we therefore strongly
discourage new players from choosing this race.

Role-play Hints:
• Due to the fact that Blood Orks have muscles on their muscles, they walk with a heavily
stooped gait, unless they are in combat or in any other position where they are able to use
all of their muscle.
• Blood Orks are nocturnal and have a strong aversion to bright light and the sun.
• Blood Orks speak gutturally, hardly ever using actual words. Their language is
animalistic and feral. They grunt, snort, growl, hoot, chirp and bellow as they communicate
with others. Blood Orks cannot speak the common tongue nor would they ever learn the
language of a weak race even if they could.
• Blood Orks bully everyone they can, especially non-Orks regardless of diplomatic
consequences. They act savagely and brutally to any that are not their direct and
immediate allies. It takes a major act for a non-Horde member to prove his worth to a
Blood Ork.
• Blood Orks see their women as objects for rutting and for keeping the Ork cycle moving.
Blood Orks do not treat women as anything other than an object.
• Blood Orks delight in hunting, killing and destruction. Blood Orks believe that their
Gods formed them to destroy and kill and as such they are happiest when they are doing
so.
• Blood Orks are all very aware of the forces of Oblivion and oppose it openly at any
given opportunity. Blood Orks seek to destroy Oblivion so the world can get back to the
way it should be.
• Blood Orks maintain a love of fresh raw meat and extremely strong drink. They will
rarely each food prepared or offered by another as it is an admission of their own failure to
provide for themselves. Blood Orks usually carry meat on their person.
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• Blood Orks do not fear death. They live with their wounds or let their Gods heal them.
They are confident that even if they die, their Gods will return them to the world to keep
fighting.
• Blood Orks do not have close emotional ties to anyone except for their tribal leaders,
Oracles and Shamans, who are held in reverence. Blood Ork children are to be protected
and kept pure, but only if they are strong.
• Blood Orks are never goodly aligned. They never show pity or care for the weak and
always rip the living heart from defeated foes.
• Blood Orks act very brutally and they appear to benefit from animalistic instincts.
• Blood Orks are the most pious of the Ork peoples they hold obedience to their gods,
priests and leaders as high as they do their reverence for strength and blood.
• Blood Orks get excited and giddy in the presence of blood.

Costuming Hints:
• The more armour you wear, the higher your rank. Blood Orks gather bits of metal and
bone from fallen opponents, destroyed buildings or things of personal important. An Ork’s
armour will slowly grow as they weld or bold various bits of metal onto their armour. Their
armour will be made up of metal spikes, gauntlets, leather, studded leather, chains, bones
and horns. Blood Orks tend to wear the hides and bones of the animals or enemies that
they have killed. (OOC Note: While spiky armour is very Orkish, armour with metal spikes
is prohibited for safety reasons. Please make sure your armour remains safe for yourself
and for others).
• All Blood Ork Shaman and Oracles wear some sort of headdress.
• All Blood Orks affect personal decoration through fabricating piercings, scarification,
tattoos, insertions and brandings.
• Blood Ork colours include black, bone white, brown, burnt orange, grey, algae green,
ochre, red (all shades) and rust.
• Blood Orks mark themselves with tribal paint, usually drying blood, before rituals, hunts,
battles, and quests.

Equipment Hints:
• The long bow was used against the Blood Orks by the Elves and is thus seen as hated.
They will never use Elven equipment as they believe it to be tied to Elven magic. Blood
Orks make a point of destroying any Elven equipment that they are able to.
• Blood Orks favour weapons that are crude, intimidating, brutal and, often, primitive.
They favour axes, cleavers, broadswords, hammers, mauls, and spears. Blood Orks have a
preference for heavy two-handed weapons. Blood Orks shun the use of ranged weapons
apart from thrown items.
• Only the weakest (or the most intelligent) of Blood Orks employ shields.
• A Blood Ork’s suit of armour is his trophy rack and his protection. Blood Orks prize,
admire and add to their armour regularly.
• Blood Orks never use finesse weapons of any kind. They reject fast thin blades in
favour of cleavers or axes which kill with a single strike.

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Costuming Requirements:
• Blood Orks are required to have prominent canine teeth visible when the mouth is open
or shut. Those Blood Orks with the highest status often have larger canines, but no-one is
sure why this is.
• Blood Orks are required to have dark green skin with blood red markings covering the
green. With older Blood Orks it is almost impossible to see the green under blood
markings.
• Blood Orks are the biggest of all the Orks and they are required to physically represent
their increased size we suggest padding and sports armour to increase body size. Smaller
Orks will be a laughing stock and will not be respected or gain rank.
• Blood Orks are required to embrace body modification with tattoos, piercings and tribal
markings. The referee team will expect to see at least two Blood Ork suitable modifications
as part of your costume.
• Blood Orks cover their skin with red scars and brandings. These markings should be
proud of the skin to represent scaring or branding.

Racial Benefits:
• Gor-Angii: Blood Orks are filled with the inner rage of their Gods, as such they start the
game with Rage Rank 2. In addition, Blood Orks may elect to enter a Rage without paying
the Halo cost, however, afterwards the fatigue lasts a minimum of twenty minutes.
• Brutal Strength: Weak Blood Orks do not reach adulthood, weak Blood Orks starve
and do not survive the breeding pits, weak Blood Orks are decapitated for games of skull-
ball, weak Blood Orks feed the strong when food is scarce. Blood Ork characters are not
weak and so start the game with Rank 2 of the Strength.
• Only The Strong Survive: Because of the focus Blood Orks place on strength a Blood
Ork’s Might multiplier starts at one rather than three.
• Channeled Strength: The fighting style of a Blood Ork is very brutal; as such Blood
Orks start the game with Brutal Strike Rank 2.
• Martial Training: Blood Orks are trained in weapons from birth and are considered
proficient with all axes, cleavers and spears.
• Blood Hounds: Blood Orks are extremely good at tracking and they start the game with
Tracking Rank 1. If a Blood Ork is able to taste the blood of the quarry then they have a +2
Rank bonus to Tracking.
• Tribal Willpower: Ever since the Kin-Strife wars, the Blood Orks have developed a
defense against Mind Magics. For every Blood Ork present, the Blood Orks defensive
Willpower increases by 1, to a maximum of eight. This ability also allows the tribe to
function more instinctively as a group and has given rise to and gives rise to stories of
hordes of Blood Orks resisting all magic.
• Gluttony: Blood Orks are able to consume worthy foes that they have killed in order to
heal their wounds and regain Halo. For a foe to be considered worthy, that foe must have
been the leader in a given encounter and must have been a real challenge for the Blood
Ork. This ability can only be used once per hour and always takes at least five minutes; the
player is required to carry suitable edible items to represent the heart that they must
actually eat. The actual amount of Location, Constitution and Halo healed by this ability is
dependant on the referee and will depend on the power of the creature consumed.
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• Blood Connoisseur: Blood Orks can identify blood by taste; this is normally used to
see whether or not they have slain the target of their hunt. The Blood Ork can normally
taste what race class the blood belongs to and how long ago the blood was spilt but Blood
Orks with heightened senses will normally be able to learn additional information. Blood
Orks with Blood Orks tend to sprinkle their food with dried blood as a type of condiment.
• Spirit Inside: The Gor-Angii spirit inside each Blood Ork makes them strong against
Oblivion. Blood Orks count their Willpower as triple against the corrupting effects of
Oblivion.
• Shamanic Quest: Some Blood Orks are selected by their Gods to become Shaman or
Oracles. These Blood Orks are given quests and if they survive they trade some of their
Strength for Divine Power. Blood Orks almost never agree to undergo the Shamanic
Quest, most feel that the way of the Shaman is for the weak. Only Blood Orks that are true
to the Blood Ork ideals would be offered a Shamanic Quest, unfortunately those Blood
Orks are the least likely to accept so there are very very few Blood Ork Shamans or
Oracles.
• Fight or Flight: A Blood Ork, when afflicted by a fear spell or effect, can choose
between running away, or charging the caster/source of the fear.

Racial Disadvantages:
• Superstition: Blood Orks are all extremely superstitious. All Blood Orks start with ten
points of superstitions, which should be chosen as additional flaws which do not generate
Experience or Boons.
• Rage Trigger: On sight of Undead, Black or Grey Orks and Dark or Death Elves, Blood
Orks immediately enter a rage and attack their targets. This is a flaw and the Blood Ork
does not have a choice about whether or not his rages or charges the enemy.
• Savage Tongue: Blood Orks speak gutturally, hardly ever using actual words. Blood
Orks cannot speak the common tongue nor would they ever learn the language of a weak
race even if they could. Blood Orks hardly ever talk, not even Orkish, they feel that
speaking is for races too weak to do. Blood Ork characters may choose twenty words of
common which are the only words of common he knows. A Blood Ork character
automatically learns a new word after each game played, although Blood Ork characters
can choose to buy extra words at a rate of one experience point a word. If a Blood Ork
ever respects a member of a strong race enough to learn their language they may do so at
a cost ten times that of a normal character.
• Reduced Lore: Blood Ork characters generate free lore skills at half the rate their
Intellect modifier suggests. Normally a character generates one free point of lore skill per X
games, where X is their Intellect modifier.
• Reduced Etiquette: Blood Ork characters generate free etiquette skills at half the rate
their Connection modifier suggests. Normally a character generates one free point of
etiquette skill per X games, where X is their Connection modifier.
• Intellectually Challenged: Blood Orks are not among the smartest races on Geos;
although only the terminally tired of living tell Blood Orks this. Because of this a Blood Orks
Intellect multiplier starts at x4, but can be reduced normally.
• Doesn’t Play Well with Others: Blood Orks are not among the most polite or
personable races on Geos; although only the terminally tired of living tell Blood Orks this.
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Because of this a Blood Orks Connection multiplier starts at x4, but can be reduced
normally.
• Magically Challenged: Blood Orks are non-magical. As such, a Blood Ork’s Magic
multiplier starts at six, but can be reduced as normal. Blood orks cannot choose to
increase their Magic Multiplier any further. Blood Orks may not take any Magical Flaws
such as No Casting or Absent Mana.
• Barred from Magic: Blood Orks do not start the game with any spell access, this
includes Specialist and Minor access. Blood Orks may not buy any skills off the magic list
without referee permission.
• Icon Dependence: Every Blood Ork carries a charm, fetish or totem given to him by his
tribal shaman during his ritual Ork during “Tor-Knalz.” Without that totem, the Blood Ork
cannot spend Halo. A Blood Ork must always carry his totem and if it is lost then nothing
else matters until it is regained.
• Blood Drunk: Blood Orks get drunk from the presence of exposed blood. This Blood-
drunk causes them to seek out fights and to revel in death. However it can also cause them
to make stupid mistakes. If a Blood Ork enters a Blood Drunk state then they must behave
drunkenly, the effects last for a minimum of ten minutes.
• Weak Willed: Blood Orks are not strong willed. As such they can only ever purchase
Willpower up to rank 4.
• Brutal Roleplay: Blood Orks are brutal warriors, they care not for puzzles or riddles or
helping the weak. The referees are looking for brutal, strong roleplay from Blood Ork
players.
• Fear/Hatred of Magic: Blood Orks fear the magic of wizards. This is a major roleplay
thing; it will come up regularly and must be role-played well. It is unusual for a Blood Ork to
allow a spell to be cast on him by a non-Blood Ork. If an enemy spell-caster targets a
Blood Ork with a spell the Blood Ork will usually target that caster with extreme prejudice.
• Light Aversion: Blood Orks are nocturnal and have a strong aversion to bright light and
the sun. They stay out of the sun whenever possible and do shield their eyes. Whenever
bright light is created around them they react with pain and alarm. Flash and Flare spells
cause actual pain to the Blood Ork.
• Dark Thirst: The Gor-Angii spirit inside each Blood Ork makes them strong but it is also
hungry. Blood Orks are always hungry and should eat and drink often. More importantly
the Gor Angii requires that assuming the Blood Ork is capable that he drinks blood on an
hourly basis. If the Blood Ork fails to sate the Gor-Angii then he cannot rage and he also
half of his strength until the Dark Thirst is sated.
• Brutal Strike: Blood Orks fight with a brutal style that denies finesse, as such Blood
Orks may not purchase the Weapon Finesse skill or any other skill that is based off
Weapon Finesse.
• Vengeful: Blood Orks find it almost impossible not to brood over any slight that has
happened to them or their tribes. To a Blood Ork there is no such thing as forgiveness.

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Bugbears:
Note to all players: The true origins of the Bugbears, are known to a few scholars and to the
Bugbears themselves, no other character knows this without high ranks in Bugbear Lore.

In ages past, a large group of Dwarves pulled away from the other Shirefolk and created their
own civilization on an island, deep under the mountains, they found that by avoiding contact
with the other Shirefolk they started to have almost all Dwarven children. The Dwarves of this
‘lost’ city started to believe that the Dwarven line was stronger than the line of the other
Shirefolk with this belief came a very fascist attitude. However, without the sense of the
Gnomes and the lightheartedness of the Hobbits their cities fell to enemy invaders, civil war or
the forces of Inritius… or so it was thought.

Seeing the effects of their isolation and the purity of race they had achieved by separating
themselves from their cousins, the lost Dwarves came to believe themselves superior. The lost
Dwarves questioned the divine plan laid forth by the Ultimate when it created the Shirefolk, and
their questioning had been rewarded. Without having to dedicate their lives to protecting the
foolish hobbits or the eccentric gnomes, the lost Dwarves grew stronger, heartier, better. In
their minds, they were no longer weak like their inferior cousins… but it wasn’t enough. There
were still races on Geos whose power rivaled their own, and whose mere existence was an
affront to the will of the deities, who had shown them their true path.

It was decided by the counsel of elders of the lost Dwarves that their people needed to be
stronger to survive, and so they sought to purify and enhance their form through a great and
powerful ritual. The greatest of the lost Dwarven hunters were sent to find a beast whose
power was unmatched, whose dominion was unrivaled, and after months tracking, deep within
the great forest they came across a huge, savage and horrible dire bear. The creature’s flesh
was scarred from battle, and it’s eyes burned with fury. Twelve Dwarves descended upon the
beast, and when it breathed its last terrible roar, only three still stood. The survivors trekked for
two days and nights, hauling the massive body with them, until they arrived in the mountains
they called home. There, gathered upon the mountain top, was the entirety of the counsel of
elders, and the whole of their nation’s ritualists. In a ceremony that seemed to last hours, the
ritualists tore apart the beast’s body. Inside the ritual circle the lost Dwarves threw the muscle,
sinew and blood, hide, organs and bone being tossed to the wind in sacrifice, until they had
their prize. Within the ritualists blood soaked hands, was the massive heart of the beast.
Forever forsaking their ties to their Shirefolk brethren, they used the ritual circle to empower
their race using the heart of the beast, to let its blood pump through their veins, to let its
essence be their own, to let its spirit live within them. That day the lost Dwarven nation

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vanished into history. Some say it was war that wiped them out, other say Oblivion consumed
them whole. But only the creatures that dwell in the mountain halls of the lost Dwarves know
the truth. Only those who now fire the forges, and whose anvils ring deep within the mountains
remember that day, and the terrible mistake the hunters made in the forest, so many
generations ago.

As the Bugbears now know better then most, one’s form is not always one’s true self. The
beast was no mere bear, but a powerful, fierce and savage Blood Ork Shaman-kin, one who
had mastered the totem of the dire bear long ago. Now his blood pumped through their veins,
his essence was a part of them, and the spirit of the horde now burned within their very souls.
Stout and devoted worshipers of Shi-Urrg, the Horde god of mining, fire, and smithing, the
Bugbears are the only members of the Horde with access to Crimson Iron, a metal found only
in the holy mines of Shi-Urrg, deep within the Bugbear mountain caverns. Much like their
Dwarven ancestors, the Bugbears have strong ties to their family, and a deep seeded need to
preserve their personal honour. To insult a Bugbear is to make an enemy for life, to insult his
craft; invites death.

Boon Cost: Due to the rarity of the race, and the power inherent in the race Bugbears have a
boon cost of 150 to play.

Roleplay Hints:
• Bugbears are distrustful of others, but once someone does earn their trust, they have it for
a lifetime. Bugbears are very unlikely to trust Shirefolk or Elves.
• To a Bugbear, honour is everything, if someone smears their honour, they invoke their
wrath. Bugbears never forgive an attack on their honour. Transgressors must be punished.
• Bugbears see their weapons and armour as divine and as such they take pride in them and
always make sure they are kept in good repair.
• Bugbears are always as direct as possible and they are always firm in their decisions.

Costuming Hints:
• Bugbears are always ready for battle. They love armour and tend to be as well defended as
possible. The heavier the armour, the better.
• Dark colours are all the rage in the cavernous halls of the Bugbears.
• The Bugbears see no need in clothes for clothes sake, their wear clothes that are
protective, like leather aprons.

Equipment Hints:

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• Tools of the forge are almost a necessity for repairing weapons and armour in the field.
Never be without the tools of your trade, even a whetstone can be the difference between
life and death.
• Bugbears always refrain from using any item of a lesser quality and to a bugbear, anything
not made by the hands of a Bugbear; is by its very nature lesser quality.
• Bugbears often look like walking arsenals; they always carry a number of weapons and so
as to have the right tool for every job.

Costuming Requirements:
• Bugbears are required to have grey or ashen skin. This has been the case ever since the
ritual ended.
• Due to their massive strength, Bugbears must represent the fact that they are stout and
powerful, and as such should appear hugely built. In order to achieve this appearance we
suggest padding and sports armour to increase body size.
• All Bugbears bare the braids of their clan, and each clan uses a different colour of beads to
distinguish themselves.
• Beards are a throwback to a weaker time, before they embraced the glory of the Horde; as
such no Bugbear should ever have a beard.
• Bugbears are the crafters of the forge and a leather forging apron and sturdy belt are a
costuming requirement.
• Bugbears must carry crafting tools with them at all times. This is partially because without
them they cannot mend weapons and armour in the field, but also because they do not feel
whole without them.

Racial Benefits:
• Strength and Resilience: The ritual that forged the Bugbears made them more resilient.
Bugbears start with a Might multiplier of x2. They also benefit from high Constitution and
Location scores.
• Strength of the Bear: Empowered forevermore by the fury of the Dire Bear, Bugbears
start with Strength Rank 2.
• Crafters of the Horde: As a benefit from their Dwarven heritage and because the Horde
uses them to supply arms and armour, all Bugbears begin with Rank 2 Craft Arms and
Armour.
• Master Crafters: As a benefit from their Dwarven heritage, in regards to production skills,
when a Bugbear is working alone on a project the effort required to create the item is
halved in regards to metal working when making weapons and armour.

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• Layered Armour: As a benefit from their Dwarven heritage, the rules for Stacking/Layering
Armour are relaxed for Bugbears. Bugbears may stack one additional layer of medium
armour, and one additional layer of heavy armour.
• Lords of the Hammer: Born as natural smiths, Bugbears are proficient with all forms of
hammers (1 handed, 2 handed, oversized, and throwing). These proficiency make
Bugbears eligible to purchase Master at Arms.
• Masters of the Hammer: In the forge and out, Bugbears find mastery of any hammer a
simple task. Bugbears can learn Weapon Mastery Ranks 1-5 without a teacher.
• Iron in the Blood: The ritual of the dire bear built resilience and toughness into the
Bugbears, however the Bugbears built on that ritual by taking the gift of Crimson Iron that
they had been given and bonding themselves to it, this has built and Iron like toughness
into their skin. Those rituals and toiling deep within the earth, exposed to the fires of the
forge, the fumes of the smoke, the lack of fresh air, and Bugbear cooking, has
strengthened the bodies of the Bugbears to resist punishment of all sorts. Because of this,
Bugbears have a natural soak of 2. This does not stack with soak from any other source,
and does not apply to hits that deal damage to the players armour. If damage breaks
through the armour points, the ‘over flow’ of damage can be soaked if it is 2 or less.
Damage calls of ‘through’ which ignore armour, can still be soaked by natural soak,
however ‘through regardless’ cannot.

Racial Disadvantage:
• Lack of Dexterity: The Bugbears suffer from the same lack of dexterity as they did before
the transformation, as such, their Agility multiplier starts at Four rather than Three, but it
can be reduced as normal.
• Vengeful: An insult to the Bugbears honour cannot be ignored, and must be dealt with
swiftly, and harshly. Bugbears are devout worshippers of Shanxcis and take matters of
revenge and avengement as a sacred act. To a Bugbear there is no such thing as
forgiveness.
• Sacred Armoury: Bugbears must only use metallic weapons and armour, and they must
be forged by a Bugbear smith. To do otherwise would be an affront to Shi-Urrg, and would
surely invoke his divine wrath. Bugbears do not allow non-Bugbears to repair or handle
their weapons or armour under any circumstances. It would be an affront to Shi-Urrg if
Bugbear arms and armour were magically mended by someone other than a Bugbear
priest.
• Anti-Social: Bugbears are anti-social and isolationist by nature; this has a number of
effects. The Connection multiplier of a Bugbear starts at six rather than three and the
Bugbear cannot choose to increase it any further.
• Reduced Etiquette: Bugbear characters generate free etiquette skills at half the rate their
Connection modifier suggests. Normally a character generates one free point of etiquette
skill per X games, where X is their Connection modifier.
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• Barred from Guilds: Due to their anti-social nature and inability to cooperate with others
the boon and gold costs for joining or progressing in any guilds (even horde guilds) are
tripled. In addition, the boon costs for Social Rank are doubled for Bugbears because of
their inability to cooperate.
• Prone to Rage: Bugbears often get very angry and often learn how to enter a destructive
rage. Bugbears are likely to squash those who irritate them, like hobbits. Bugbears tend to
learn the rage skill and even those who don’t tend to charge screaming into combat. A
Bugbear is unable to resist spells that cause anger or incite rage.
• Iron in the Blood: Bugbears added iron to their blood in order to strengthen their bodies;
however, Magic on Geos does not like iron. Bugbears start with a Magic Multiplier of 5
rather than 3 which can be reduced normally. In addition, Bugbears cannot purchase
additional ranks of mana and non-priests find it extremely difficult to cast spells.
• Divine Magic: Bugbears start the game with specialist access to the Faith sphere and
minor access to the Fire sphere. Bugbears can never develop casting higher than their
craft arms and armour skill or higher than their faith rating. Bugbears may not learn
spheres which do not please Shi-Urrg.
• Distrustful: Bugbears are automatically distrustful of others, especially Shirefolk or Elves.
Bugbears do not open up to those they don’t trust nor will they share secrets or information
with them. Bugbears distain aide, such as a hand up or chirurgery, from those they do not
trust. Once someone does earn the trust of a Bugbear they have it for a lifetime.
• Distrustful of Casters: Bugbears are afflicted with some of the fear of magic that the rest
of the Horde suffers from and, because of this, they are unlikely to allow any one they do
not trust to cast spells on them. Bugbears will always accept spells from priests of Shi-Urrg
and are likely to accept magic from priests of deities who are similar to Shi-Urrg. Bugbears
are less likely to accept spells from arcane casters and will not accept spells from priests of
deities who oppose Shi-Urrg. While Bugbears retain the necessary common sense to seek
healing before they die, they do not do so unless the need is great. No non-priest of Shi-
Urrg is ever allowed to target a Bugbears weapons or armour with magic.

Hobgoblins:
Note: About ‘true’ Goblins: In the wild times of the Harsh people the strength of the Orks and
the stealth of the Goblins were used in harmony for the betterment of the Horde. However, the
Orks never really respected the Goblins and the Goblins resented the Orks for this. After many
years of the Orks taking the best kills, claiming the best loot and generally abusing their
smaller, sneakier brethren the Goblins began to harbor treacherous feelings and they began to
seek other methods of advancement. History is vague on what happened next, the common
story is that the Goblins sought magicks to use against the Orks in order to enhance their
status at the expense of the Orks and when the Orks became aware of this through their Gods,
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they exterminated the Goblins.

Note to all players: The fact that Hobgoblins are a twisted version of Hobbits is a game
secret, only some Horde members and certain scholars know it.

The Hobgoblin tribes are both fierce and proud, but it is not pride in their people that beats
within the Hobgoblin heart, it is pride in the individual. Every hobgoblin seeks to be the best at
what he does; the most ruthless assassin, the most cunning thief, the most profitable
merchant. To be anything but the best is to show weakness, and to show weakness is to invite
death.

Before the Alliance treaty which forced the Orks to free their Shirefolk slaves, Hobbits were
captured in great numbers to serve as laborers and farmers for the savage hordes. Because of
their eagerness to please and the fact that they had no chance of physically resisting the might
of their captors the Hobbits were perfect slaves; some joked that with the waves of Ork slavers
the Hobbits luck had finally turned. After generations of service, the Brown Orks began so see
more use in their diminutive slaves. Their skills with locks and traps, and their ability to move
as the shadows began to peak the interests of their masters. It took decades for the skills of
deceit, and larceny to become accepted by the Orks, but eventually they adopted them as their
own. Ork scouts and assassins became more and more common among the Brown Orks, and
the Hobbits were happy to teach these skills for the measure of better treatment it earned
them.

Once the Orks had accepted Ork rogues as useful members of the tribe, it gave the Hobbits
their chance. By proving that they were superior in the way of the rogue, some Orks slowly
started accepted them as something more then slaves. It was a very slow process and it took
nearly a hundred years before the Orks finally begrudgingly accepted that the Hobbits were
worthy of any measure of respect; the greatest among the Hobbits were even able to earn
Urlaghi status, and become full tribe members. After many generations living among the
Horde, the viciousness and cunning began to build in the heart of the Horde Hobbits, so mush
so that they drew the attention of Siguric; the Ork god of Stealth and Shadow, and Shanxcis;
the Ork god of Thievery, Greed, and Revenge. These Horde gods sorely missed their first
creations, the Goblins, as they had been driven out of the Horde many centuries ago by the
Orks for covert magic use. Those deities saw great potential in the Hordling Hobbits, and
decided that they have come far enough to be granted the highest honour; the Spirit of the
Horde.

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It was a terrible night that followed, full of cries of agony and pain as the Hobbits shed their
skin, grew in might, and changed physically until they bore the brutish appearance of their
brethren the Ork. Most Hobbits did not survive the transformation, and the Hobbit-Goblins (or
Hobgoblins) took this as a sign that their gods demand that only the best should be allowed to
survive.

Over the course of generations, the hobgoblins bred in vast numbers. In all cases, no fewer
then two children were ever born in a single birthing, and as their Gods decreed; only the
strongest, most skilled Hobgoblin child of each birthing was permitted to reach the age of
fifteen. And so, every Hobgoblin was raised with fear in his heart. However, as their Gods had
planned, the child was driven by this fear to be the strongest, the most skilled, and the most
cunning. Only by being the best could they survive, and earn status within the tribe. Despite
their divine inclusion into the Horde, the Orks still mandated that the Hobgoblins be restricted
to the duties they were best at. Under Horde law, the Hobgoblins were not considered true
Horde members and they were not privileged enough to use the true weapons or armour of
warriors. The Horde’s restrictions designed to hinder the young race had the opposite effect,
these restrictions suited the Hobgoblins fine however, as light weapons and armour lent
themselves much easier to the shadow crafts. Hobgoblins were also forbidden from ever
embracing magic or learning the ways of the Shaman, for only the most worthy of the Orks
were even allowed such a privilege.

Today, Hobgoblin society has become a thriving and ruthless entity. Hobgoblin couples have
many birthings over the years, and the children from each birthing are considered siblings,
while those from another are not. A birthing always produces at least two Hobgoblins, and
often reaches as high as eight. Only one child from each birthing is allowed to survive past
their 15th birthday, and it is always the most cunning and ruthless one who is chosen. It is
seen as a point of personal pride if a Hobgoblin is able to dispatch all of his siblings and
become the sole survivor before their 15th birthday. This trend continues later in life, were
Hobgoblins will seek any opportunity to better their situations. Unguarded pockets are an
opportunity for enrichment, and weak superiors; a chance for advancement. Every Hobgoblin
parent knows one of his children will kill them one day in order to rule the family, and as they
die with a blade in their back, their last feeling is one of pride. The relationship between
Hobgoblin masters and apprentices is similar; the master expects to die by the hands of the
apprentice. Even the great Hobgoblin Chieftains know that they will be murdered in their sleep
by their most worthy protégé.

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them. Playing a Hobgoblin has a boon cost of 35.

Roleplay Hints:
• Light Aversion: Hobgoblins suffer from an aversion to bright light and especially to
sunlight. As such Hobgoblins tend to lurk in the shadows.
• Hobgoblins are almost never goodly aligned. Their vicious and opportunistic nature leads
them to constantly betray allies for their own gain. No player is allowed to play a goodly or
lawful hobgoblin without express referee permission.
• Hobgoblins tend to see those with similar talents in excess of their own as rivals, to be
surpassed… or suppressed. Those with inferior skills are ridiculed.
• Hobgoblins tend to gloat and to revel in their own successes and achievements. They tend
towards arrogance and self importance.
• Hobgoblins are always suspicious of everyone and their motives. At some point, they
believe that any individual will want their position, and they are aware that when that
happens a slit throat is the most efficient method; this has bred paranoia in most
Hobgoblins.
• Hobgoblins are always ready to run to preserve their lives.

Costuming hints:
• Hobgoblins tend to adorn themselves with trophies from successful raids, assassinations,
or even just particularly memorable murders or thefts. However, Hobgoblins do not
normally allow these trophies to build up to the point where they are a hindrance.
• Hobgoblins favor black, brown, and dark green clothing. They are aware that black alone is
terrible for hiding in the darkness.
• Hobgoblins tend towards light armours and non restrictive clothing. Hobgoblins are always
ready to run to preserve their lives.

Equipment hints:
• Hobgoblins travel light, but they are rarely under prepared.
• Hobgoblins favor light weapons, such as daggers and short swords; the easier to conceal,
the better.
• Hobgoblins carry spare tools to help them in their illicit actions. They also feel that pouches
to store and conceal their ill gotten gains are a great asset, especially hidden or concealed
pouches.
• Hobgoblins are fond of fighting dirty. Anything which can give a Hobgoblin an edge in
combat from marbles, to caltrops, to venoms to weaponized diseases should be utilized in
order to survive.

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Costuming Requirements:
• Ever since that terrible night when the Hobbits were filled with the power of the Horde, all
Hobgoblins have had orange tinted skin.
• Hobgoblins are still very similar to Hobbits in physiognomy and should have exposed feet,
which should be orange and hairy. For safety reasons we advise that you wear shoes,
which are modified to appear bare and orange.
• In order to emulate the Orks, Hobgoblins have embraced the art of tattooing, and piercing.
All Hobgoblins bare a tribal tattoo on their faces which they only conceal when they are
committing dastardly deeds. Members of the same tribe often have similar tattoos.
• Every Hobgoblin wears a piercing somewhere on their face for every sibling he killed to
ensure his own survival (minimum 1). The more piercings a Hobgoblin wears the greater
respect he is given. Some Hobgoblins have started piercing other locations for other types
of people he has “overcome” to ensure his own survival.

Racial Benefits:
• Sneaky: Hobgoblins share their Hobbit ancestor’s speed and dexterity, and begin with an
Agility modifier of 2 rather then 3 which can be raised or lowered as normal.
• Skilled Scouts: Hobgoblins are skilled at the arts and abilities of scouts, pick-pockets and
sneak-thieves. Hobgoblins may begin play with Pick Pockets rank 1. Hobgoblins may also
begin play with Open Locks rank 1. Hobgoblins may also begin play with Appraise rank 2.
Hobgoblins may also begin play with Hide rank 1. Hobgoblins may also begin play with
Move Silently rank 1.
• Concealed Strength: Hobgoblins are still seen as weak inferiors by the Orks, so they have
become skilled at showing strength when needed. Hobgoblins may start play with Burst of
Strength Rank 1.
• Nocturnal: When operating in darkness, free from the glare of the wretched sun
Hobgoblins become more dexterous. In game terms, Hobgoblins gain +2 ranks in DAC,
which stacks with all other sources of DAC. In order to count as dark there must be no light
near the goblin that is brighter than moonlight. Players should ask a ref before applying the
bonus.
• Focused Terror: Hobgoblins have learned to use their panic, fear and paranoia in their
own favor; in times of extreme duress, Hobgoblins may enter a heightened state of
awareness. All Hobgoblins begin play Terror Focus rank 2. Terror Focus is an Advanced
Skill and can be found in the Skills of Geos rulebook.
• Resist Poison: Due to the lives the Hobgoblins live they have become skilled in the use of
poisons, part of this has led to the Hobgoblins building up their own resistance to toxins. A

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Hobgoblins constitution is considered to be five points higher when resisting poisons or
venoms.
• Darkvision: Due to their Nocturnal activities, Hobgoblins have developed the ability to see
in the dark. This allows them to see in natural darkness and magically created darkness.
Some rumours have suggested that Horde Shamans have started creating darkness
bombs for use by attacking Hobgoblins, but as yet these are only rumours.

Racial Disadvantages:
• Magic Oppressed: The Orks were worried that the Hobgoblins would go the way of the
Goblins so have instilled the Hobgoblins with such a fear of the punishment for learning
magic that it has become inconceivable for any Hobgoblin to dare learning the ways of the
Shaman. Hobgoblins start with a magic multiplier of 6, which they cannot voluntarily
increase.
• Fear of Magic: The Shamans and Witchdoctors of the Ork hordes are so terrifying that the
Hobgoblins have come to fear all magic users for their power. The Orks have also made
the Hobgoblins fear the consequences of all magic. It is rare that any Hobgoblin would
allow anyone other than their own tribal shaman or a respected Horde Shaman to cast a
spell on them. When the enemy contains casters Hobgoblins either flee from the casters or
target the casters with extreme prejudice.
• Racial Suspicion: You have no friends, no one likes you, and everyone is out to get you.
While this may not be entirely true, it is a way of life for the Hobgoblin tribes. Everyone is a
potential threat, and even those with good intentions are simply hiding their true motives.
All Hobgoblins have the Deranged: Paranoid flaw. This flaw can never be bought off.
• Distrusted: Hobgoblins are nothing but thieves, assassins, and thugs; everyone that has
met a Hobgoblin or that has heard a taverns stories knows this. Before the Alliance, many
civilizations offered a bounty on Hobgoblin ears. Even Hobbits with their accepting
attitudes, find it hard to let a Hobgoblin live.
• Burden: Hobgoblins cannot wear more then 3 points of hindrance per location. This can be
overcome using the Heavy Armour Advanced Skill, but Hobgoblins believe that they were
divinely mandated not to wear heavy armour when they were accepted into the Horde so
very few Hobgoblins pursue heavy armour.
• Racial Disgust: Hobgoblins pity and dislike Hobbits, they cause revulsion and disgust in
the Hobgoblin. Hobgoblins will never help Hobbits and will normally kill them given the
opportunity.
• Light Aversion: Hobgoblins suffer from an aversion to bright light and especially to
sunlight. When a Hobgoblin is in bright light they suffer a two rank DAC penalty. Hobgoblins

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associate bright light and sunlight with pain, as such, they will attempt to avoid going into
light and they will loudly object when casters near them cast any form of light spell.
• Prone to Fear: Hobgoblins are naturally cowardly and as such are only able to use half of
their Willpower against Fear or Terror effects. Creatures that have proved themselves
powerful should be avoided (or rapidly eliminated). All Hobgoblin characters start the game
with two moderate phobias, although the object of their fear is up to the player.

‘True’ Goblins [Gremlins].


Note to all players: All, non-goblin, players believe that the race called Goblins was subjected
to genocide by the vengeful Horde. No information exists to the contrary and the belief is
backed up by a powerful magical compulsion. If a player ever feels that their character has
learned this piece of information in character please see a referee. Many players have heard of
a race called Gremlins, they are a small purple skinned race which are often sought by wizards
as assistants. The Goblin council have started to punish transgressors by ritually stripping
them of their innates and affecting their minds so that they truly believe they are Gremlins.

The Horde exists as a terrifying and beautiful symphony of aggression and brutality. The Orks
form the basis of the Horde, able to fill any role with vigor and prowess. The Bugbears,
strongest among the Goblinoids, bring their superior crafting skills and natural battle prowess
to the mix, where as the Hobgoblins, the ruthless masters of the way of the rogue, add their
own special talents to the Horde. But such was not always the way. Many centuries ago,
before the creation of the Bugbears or Hobgoblins, the Horde was made up of the Orks, and
the now forgotten Goblins.

The Goblins were first welcomed into the Horde because of their mastery of the brutally vicious
and cunning wolf species known as Worgs. The Goblins understood the exotic and difficult
training techniques required to 'tame' the beasts. For centuries the Goblins bred and trained
these beasts, and during times of war Goblin Worg riders were devastating cavalry. The speed
and strength of the beasts, magnified by the cunning tactics of their riders earned the Goblins
a place in the horde. The Goblins role in the Horde was not simply to tame vicious beasts, for
the Goblins were also masters of the art of skullduggery and stealth, slipping in and out of the
shadows with unrivaled skill and finesse. Amongst the Horde, there are certain rules and
status quo's enforced. One such harden fast rule is that only the Orks, and very few of them in
fact, may learn the ways of the Shaman and study the art of magic. The Goblins became so
adept at concealing themselves and their secrets from all, that they decided they could conceal
their own exploration into magic from their Ork brethren, and for several generations; they
succeeded. The Orks would have been wise to accept the Goblins study of magic, but their

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own pride prevented them from seeing the benefit to the Horde. When the truth was
discovered, and the Goblins conspiracy exposed as heresy, their fate was sealed. The
combined forces of all Ork tribes swept through Horde lands, slaying all Goblins they could
find. No single Goblin was spared the wrath of the Orks, and when their siege came to a halt,
they had wiped the Goblins off the face of Geos forever. Or so they believed and continue to
believe…

The Orks rampaged through the Horde lands and many thousands of Goblins and almost all of
the Worgs were slain. For the next dozen decades the Orks kept a kill on sight order active
against Goblins and the bestial allies. However, the Goblins had been far more devious and
clever than their Orkish brethren had imagined; once they had mastered magic, they
established a hidden city outside of Horde territory where the most gifted Goblins could study
magic in secret. When the onslaught began, most Goblins outside of the city were slain, the
most powerful shadow-gated back to the city and the Goblins immediately sealed their
borders. Despite the Orks reliance on brutal force the Ork shamans and oracles were using
ritual magic to search for any surviving Goblins so the Goblins sought aid. They needed to find
an ally capable of shielding them from the terrible fury of the Orks. The Goblins sought
salvation from the only being that they believed surpassed their own mastery of the magic of
stealth and darkness; they devoted themselves to an Unseelie Fae.

The Fae accepted the deal the Goblins made; they needed safety from the raging Horde and
in exchange, they offered their devotion to her. In an amazing display of high stealth magic
which has scarcely been rivaled, the Fae cast a veil of invisibility upon the entirety of the
Goblin capitol, forever hiding it from the senses of the unwelcome. For a time, the city
prospered under the direction of the Fae. The Goblins devoted themselves to her teachings,
and became masters of the Stealth and Darkness spheres. It was generations before they
believed they had learned all they could from her, and decided they no longer needed to
devote their lives to her service. After some time, the Goblins broke their covenant and, in a
powerful ritual, bound and imprisoned the Fae within a cocoon of pure magic. The Fae now
resides within the heart of the Goblin capitol, her fate to forever act as a power source for the
Goblins to draw upon to fuel their magic.

However, just as the Goblins tricked the Orks, they too have been manipulated by the Fae; for
she is a being far more cunning and devious then they could ever imagine.

Note to all Goblins: All goblin players believe that the Fae is forever secure and subdued; she
is no threat. No evidence exists which opposes this fact and this belief is backed up with a

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powerful magical compulsion. If a goblin’s player feels that their character has learned this
piece of information in character please see a referee.

Boon Cost: 150. Due to the rarity of the race, and the powerful Fae bonuses it includes, True
Goblins have a boon cost of 150 to play.

Roleplay Hints:
• Cover Identity: The Horde believe that the Goblins have been wiped out. Should the Orks
ever discover this to be false, they would immediately start a new Dark Crusade to finish
the job. As a result of living under a cover identity for so long, Goblins have a tendency to
hide what they really are, and they have made up the 'Gremlin' race to satisfy the curiosity
of nosy outsiders who ask too many questions about the identity of their race. Goblin
diplomats have spread rumors and stories of the Gremlin race far and wide.
• Goblins are very secretive, Goblins were always sneaky and secretive, but now all Goblins
have the blood of a Stealth Fae in their veins and their secrecy has been magnified.
Goblins guard their secrets well, and are always careful to protect their true racial identity.
• Goblins love magic; for them any problem that can be solved with magic; should be solved
by magic. Magic is a great gift that the Orks tried to keep from the Goblins, now you have
that gift you should embrace it.
• For Goblins violence is the last resort of those without the cunning or wits to think around
the issue. Stealth and spells are far better solutions than violence; this is not to say that
Goblins are pacifists more that they prefer to use brain than brawn.

Costume Hints:
• Goblins almost always wear clothing that allows them to hide better; this includes, but is not
limited to, dark colours, cloaks, cowls, and hoods.
• Goblins carry, pack and stow their own equipment carefully. They are attempting to ensure
that their possessions are muffled and do not hinder them. Rattling coins and clinking
armour can mean disaster when you need to keep quiet.
• Goblins want to be seen by each other as powerful magic-users and Gremlins are
supposed to be the perfect assistants for mages. As such, Goblins dress like mages and
favour a shamanic appearance.

Costume Requirements:
• Purple Skin: Part of the Fae’s attempts to conceal the Goblins from the Orks has resulted
in an unusual skin ton. All Goblins are required to have rich purple skin.

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• Shamanic Charms: As a race devoted to magic, Goblins all carry various tribal icons of
significance. Skulls, rabbit’s feet, shrunken heads, runic icons, and so on are all valuable
tokens that find their place in a Gobin’s wardrobe. A Goblin’s costume must always display
at least one shamanic charm per three levels. Goblins often focus on collecting minor
magical items.
• Goblin Ears: Because of their stolen Fae heritage Goblins have developed ears similar in
physical appearance to Elven ears. Goblins must have pointed ears, which should match
their purple skin tone.

Racial Advantages:
• Forever Empowered: Goblins go through many important rituals during their lives. The
ritual of empowerment, performed on all Goblins at birth, leaves them powerfully in touch
with magic, at the cost of their own strength. A Goblin's magic multiplier begins at x1.
• Forever changed: The Goblin's use of the powers of their 'confined' Fae maiden has
strengthened their connections with the spheres of Stealth and Darkness. When beginning
play, a Goblin must select Stealth or Darkness as their specialist sphere and they gain
sorcery with that sphere. If they later become a specialist in the other sphere as well they
do not gain free sorcery with that sphere.
• Mantle of the Shaman: All Goblins are trained from birth to be powerful shaman. They
begin play with Contribute to Ritual Rank 2 and Ritual Magic Rank 1.
• Beast Tamer: Goblins have a natural affinity for the now scarce Worgs, and they spend a
good deal of time learning how to rear, breed and ride vicious beasts. Goblins begin play
with Handle Animal Rank 2 to represent their brutally efficient training techniques. Goblin
beast training regularly kills weaker creatures and as such cannot be used on small or soft
creatures.
• The Way of the Rogue: All Goblins know at least the rudimentary basics of moving
undetected. They begin with Rank 1 of Hide, Move Silently and Disguise.
• Blood of the Fae: Unknown to the Goblins, their captured Fae is far from a secure 'power
source'. She is in fact completely free to leave her prison at will, and has been
interbreeding with the Goblins in the guise of one of their own for the entirety of her
imprisonment. There is not a Goblin born today who doesn't have a touch of her essence
within them. The Goblins Fae ancestry must match their specialist sphere chosen at
character creation. Goblins are already Fae Blooded and cannot take that template, but
they meet the parental requirement to take the Fae Born template. They must still meet all
other prerequisites of that template and must pay its normal cost.
• Innate Magic: As a Fae Blooded race, Goblins are able to call upon the powers of their
Parent Sphere. For 10 halo, the character can call upon and cast the actual third level spell

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of their sphere. The character can do this even if they do not have spell casting to that level
and even if they do not know the spell. This effect is innate and does not require verbal
components.

Racial Disadvantages:
• Forever Empowered: Goblins go through many important rituals during their lives. The
ritual of empowerment, performed on all Goblins at birth, leaves them powerfully in touch
with magic, at the cost of their own strength. A Goblin's might multiplier begins at x6 and
can be reduced normally, however Goblins cannot choose to increase their might multiplier
further.
• Frail: The ritual of empowerment has left Goblins weaker than even Hobbits. Goblins find
feats of strength far from easy. No Goblin may ever purchase Strength above rank 1, Burst
of Strength above Rank 2, or Constitution above rank 4. In addition, no Goblin may
purchase more than three sets of Location. In addition, no Goblin may ever learn the Brutal
Strike skill.
• Hunted: Despite the fury of the Horde’s Gods, the Orks continue to believe their
extermination of the Goblins was divinely mandated. It has been hundreds of years since
the Orks finished their campaign of genocide, and while they believe the Goblins extinct,
any Ork who discovered a Goblin to still live would surely devote himself to its destruction
and would rouse the Horde to destroy the interloper. Fortunately it has been so long since
anyone, Ork or not, has seen a Goblin; no one knows what they currently look like and
Gremlins look completely different to how Goblins used to look.
• Unseelie Conditioning: Unknown to the Goblins, centuries of mental programming has
been bred into them by the Unseelie Fae that they unwittingly serve. Despite their
insurrection, they have become as loyal to her, and to the rest of the Unseelie Court, as
possible. If any initiated member of the Unseelie Court asks a Goblin to perform an action
beginning with the sentence 'Would you kindly', it must be treated as an irresistible
command. The Goblin has no idea he is being coerced, and believes he has chosen, for
what ever reasons, to undertake the action of his own free will. Powerful Unseelie Fae can
command Goblins without issuing polite requests. The Fae Maiden herself can activate an
enhanced domination spell against any Goblin at will from any distance.
• Opposing Spheres: If a Goblin elects to take access in any spheres that oppose his Blood
Sphere then the costs are doubled, this is in addition to the doubling that occurs because
the character has specialist access to that opposing sphere.
• Iron: Goblins are all considered Fae Blooded, as such they cannot wear or use iron
armour, weapons or implements. Fae Blooded characters detest Iron, do not like it and it is

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very uncomfortable when they touch it. Goblin characters take an extra two points of
damage from Cold Iron weapons and from Fae Bane weapons.
• Talisman: Of the many Shamanic items that clutter a Goblin’s garb, one is of vital
importance to the Goblin. This is normally the first Shamanic item that was given to the
Goblin, usually as a birthing gift. If the Goblin is without that Talisman then they lose access
to their Halo. If that item is lost or destroyed then the Goblin must undertake a ritual to
make another of his talismans the focal talisman; this ritual can only be undertaken at night.
• Fae Blood: With their Fae Blood the Goblins have also acquired the Fae’s biggest
weakness, the inability to develop at the speed of normal mortal races. In game terms this
will mean that each award given to a Goblin with be five experience points less than the
same award given to a human.

Racial Statistics Table:


The following table shows the statistics that a character of each race would start the game
with, these statistics are modified by the characters skill purchasing, their casting level (for
mana) and their actual level (for halo).

Table 4-x: Racial Statistics


Locatio Constitutio
Halo Willpower Mana
Race: n n
Humans:
Argead 3 10 10 0 0
Keltoi 4 12 5 0 0
Barbarian 5 16 0 0 0
Minerian 2 7 0 2 10
Amazons 5 12 10 0 0
Shaman-kin 3 12 10 0 0
Cathayans 3 8 0 1 0

Shirefolk:
Dwarf 6 16 0 1 0
Hobbit 2 5 10 0 0
Gnome 2 5 10 0 10

Elves:
High Elf 2 5 10 2 20
Air Elf 2 5 10 0 10
Nature’s Elf 3 8 10 1 10

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Earth Elf 4 8 10 0 0
Water Elf 2 6 10 0 10
Fire Elf 2 5 10 1 10
Ice Elf 3 8 10 2 10
Poison Elves 5 12 10 0 0
Dull Elves 5 12 0 0 0
Light Elves 2 4 20 1 10
Shadow Elves 3 8 10 1 10
Death Elves 2 5 10 2 20

Melusine 2 5 20 2 20

Sprite 2 4 20 2 20

Beastkin:
Felinae 2 (4) 8 (14) 10 1(0) 0
Wolf-kin 4 14 10 0 0
Snow Beast 5 15 10 0 0
Evolving Prey 3 8 10 1 0
Evolving Predator 5 14 10 0 0
Totem Prey 2 6 20 1 10
Totem Predator 4 12 20 0 0

Harsh People
Green Orks 4 14 0 0 0
Brown Orks 4 12 0 0 0
Blood Orks 8 16 0 0 0
True Goblins 2 5 10 2 10
Bugbears 7 18 0 0 0
Hobgoblins 3 12 10 0 0

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Templates:
Templates are a key part of the IA world, they represent special packages that can be taken by
suitable characters. The characters must meet a list or prerequisites to be suitable.

Templates are divided into two groups, Inherited templates and Acquired Templates. Inherited
templates stem from something which is true from the moment of the characters birth like Fae
Blooded or Fae Born. Acquired templates represent special training that the character has
received, usually while attaining some title, examples include Knight or Samurai.

Most templates can be taken at character creation at for a reduced cost, this suggests that the
character has been through the roleplay requirements before their first game. If this option is
taken the character has the title and all of the disadvantages, however, they do gain any of the
advantages until they meet all the prerequisites.

Characters may only take one set of racial templates. For example, it is impossible for a
character to be Demon Blooded and Fae Blooded.

Templates have the potential to unbalance the game, because of this, while templates
themselves are supposed to be balanced between advantages and disadvantages
manipulative players could load up on disadvantages in exchange for loading up on
advantages. Because of this the first three templates that are applied to a character use the
boon costs listed, the second trio of templates that a character takes cost double the base cost
and templates seven and beyond cost triple the listed boon cost.

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The Chosen: Limited Acquired Template
Note: The information below is unknown to most. If a character has Lore Magic Secret Rank 4
or higher he knows the majority of the information listed below. Lore Chosen Secret 2 will
provide the same information.

Geos is a land of balance. The balance of magic upon Geos is of the utmost importance, both
for this world and for every other nearby world in this series. It has been postulated by some
scholars that Geos marks the central point between the castles of the Fae. Other scholars
have suggested that the magic of Geos reaches through the Bleed and affects the countless
other worlds. It is therefore vital that magic on Geos be held in balance.

In order to maintain that balance an ancient ritual is enacted each year on the summer
solstice. The ritual is conducted every year, but only the final seventh year in each cycle is
vital. This ritual is called the Raising of the Land and it is conducted by special teams of
ritualists across Geos. The Ritual involves ritual representatives enacting balancing power
between themselves to represent the balance of power across Geos. The seven ritualists are
referred to as the Chosen of Fire, Earth, Water, Air, Ice, Light, and Dark. There are
believed to be at least seven cabals of Chosen across Geos. Each Cabal has a specified
domain and they must be in the heart of their domain in order to work the ritual.

Unfortunately, the forces of Oblivion have no interest in holding this world in balance and
would revel in the opportunities that would present themselves should balance be destroyed.
Inritius’s forces have learned about the Chosen and seek to destroy the Cabals in order to
prevent the Raising of the Land ritual from being completed. Inritius has learned to his dismay
that the mantle of Chosen must pass from one capable of being the Chosen to another
capable of being the Chosen. If a Chosen is slain then the mantle of the Chosen will pass on
to his killer, but if the killer is ineligible then the mantle will pass on to the nearest eligible
person.

Boon Cost: The boon cost to become the Chosen of an Element is 50, assuming that the
character has the Mantle of the Chosen upon them. Note: The boon cost for Chosen is
competitive and as such, it is not possible to enter boon debt to purchase this template.

Gaining the Mantle: To gain the mantle of the Chosen the character must either kill the
previous chosen or be the nearest eligible person when the previous chosen dies. It is
preferable that the mantle be gained in game, however, if the character does not have the
Mantle then they may pay 250 boons for the mantle if the mantle lies with a NPC or 450 if the
mantle lies with a player. In this instance you are paying Boons for the death of the other
Chosen and for your own proximity to them upon their death. Note: The boon cost for Chosen
is competitive and as such, it is not possible to enter boon debt to purchase this template.

Pre-Requisites:
• The character must have Sorcery with the Element that they want to become the Chosen
of.

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• The final moments before the character becomes Chosen, they are bombarded by a lot of
elemental energy of their type. The character must be able to survive this damage to
become Chosen.
• The Chosen are all mages, the minimum casting level for one of the Chosen is three. If
there are multiple eligible individuals the mantle will settle on the one with the most casting
and it will use the most ritual magic as a tie-breaker.

Costuming Requirements:
• The Chosen are creatures of rare power. They are required to have amazing and
wonderful costumes.
• The Armour of a Chosen is a powerful and wonderful magical item. The armour of a chosen
must be physically represented by an excellent prop or its power will be reduced.
• Every aspect of The Chosen’s costume should reflect their element. This includes their
weapons, tools, and accessories.

Template Advantages:
• Resist Element: At the time the character becomes chosen their resistance to their
element triples. For instance if a character has Fire Resistance 10 then that would change
to Fire Resistance 30. A Chosen may also chose to call no effect to any spell from their
element of any level equal to or less than on tenth of their resistance. If a Chosen gains
additional resistance after they become Chosen then that resistance is also tripled.
Resistance from magical items is not tripled.
• Champion of Element: The Chosen of an Element is considered an important person by
those who know of The Chosen. The character is considered to have Magical Status 3. It
is advised that the character gains Etiquette to back this up.
• Elemental Mastery: The Chosen totally understand their element. They gain an additional
rank of Spell-crafting (Their Element) to a maximum of Rank 10. The Chosen may learn up
to five spells per level for their Chosen list. Chosen also apply their specialization modifier
to the spell crafting table, which allows them to craft level eleven spells (for the same cost
as others craft level 10 spells) and allows them to craft level zero spells (for which they can
choose one column on the crafting table to not pay). For the Chosen, the boon cost to
attune secondary spell lists which have their Elemental list as a parent list are halved.
• Enhanced Powers: It is believed that each Chosen is able to quest for an Elemental power
which is unique to that individual. All of the legends suggest that it will take years of
questing to achieve.
• Armour of the Element: The Chosen are known by their suit of living armour crafted from
the raw element to which they are attuned. The Armour is a master-crafted physical object,
it is considered to be hardened and it has been refined for the use of The Chosen, but it
can be further refined. For twenty halo, The Chosen can concentrate and summon his
armour. If the armour is removed by The Chosen it vanishes. If the armour is somehow
broken, crushed, disintegrated or even Obliviated the Chosen can summon it again as
normal. Elemental Armour regenerates at a rate of one hit per minute, unless otherwise
specified.
o Fire: This suit of Brazen Brass plate mail is made from molten brass; it protects
whichever locations are covered by the prop. It regenerates it’s hits at a rate of two
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per minute and cannot be the target of fire spells or effects. Physical contact with the
armour deals 3 points of fire damage every twenty seconds to anyone who touches
it. The Chosen while wearing this armour cannot suffer Spontaneous Combustion.
Stats: AC: 14, Hindrance 4, Soak 2.
o Ice: This suit of Ice-Crystal plate mail is made of finest diamond ore and protects
whichever locations are covered by the prop. The Ice Crystal armour is focused to
reflect spells, one a day for fifty halo, the Chosen can reflect a single hostile spells
that targeted the Chosen specifically. Three times a day, for twenty halo, the Chosen
can deflect a hostile spell that targeted the wearer specifically. The Chosen while
wearing this armour cannot be coated in Ice against his will or crystallized.
Stats: AC 14, Hindrance 6, Soak 3.
o Air: This set of leather armour is almost always white or sky blue. While worn, the
Chosen is considered to have Climb Rank 5, Balance Rank 5, DAC Rank 5 and
ADAC Rank 5 unless the character would normally have higher ranks than that. For
ten halo, the Chosen can activate the fluttering winds spell. For twenty halo, the
Chosen can activate the fly spell. The Chosen while wearing this armour will never
fall and can always breathe without danger.
Stats: AC 9, Hindrance 0, Soak 2.
o Earth: This suit of earthen plate mail is laced with adamantine ore; it is considered
to be indestructible. It cannot be Obliviated, disintegrated, shattered, sundered, or
crushed. For forty halo, the Chosen while wearing this armour is able to meld into
the earth where he can move about as he wishes as if earth were liquid until he
chooses to emerge. The Chosen while wearing this armour cannot be petrified or
paralyzed.
Stats: AC 18, Hindrance 8, Soak 4.
o Water: This suit of scale mail armour is almost weightless and offers no hindrance
when in water. While wearing this armour, the Chosen can breathe water, walk on
water, and swim effortlessly (As if they had Swim 8); in addition amphibious Chosen
find that the armour provides them with the water they need to survive when out of
water. The Chosen while wearing this armour cannot be drowned, or suffocated, or
dehydrated.
Stats: AC 12, Hindrance 2, Soak 2.
o Light: The armour of light forms as a suit of plate mail. The Chosen’s defensive
willpower is considered to be three higher while they are wearing this armour. The
armour of the Chosen of light acts as if affected by a continuous light spell which the
Chosen can activate and deactivate. The Chosen while wearing this armour will
never feel fear or be compelled to hurt their allies.
Stats: AC 14, Hindrance 6, Soak 3.
o Dark: This set of dull black plate mail absorbs light. The wearer of this suit of
armour can see in all forms of Darkness including Demonic Darkness, Eternal night
and the Blackness of the Void. For 20 halo, the character can cast True Seeing.
While wearing this armour, the chosen is immune to blindness and Cause Pain,
Wracking Pain, Cause Agony, and Cause Torment.
Stats: AC 14, Hindrance 6, Soak 3.

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Template Disadvantages:
• Elemental Dedication: The Chosen is supposed to champion the cause of their element.
They must avoid taking deliberate actions to destroy a manifestation of that element. For
instance a Fire Chosen cannot put out a fire. This flaw should not be taken ad nauseum,
for instance, a Dark Chosen is allowed to light a fire to cook on and an Air Chosen is
allowed to light fires, breathe, and experiment with Alchemy.
• Fragile Template: One hour after the character’s death they stop being the Chosen; if the
Chosen is ready to pass on the mantle then they can also do this in the moments that
follow death. So if a character is restored to life later resurrected, then they must re-buy
the template, assuming no-one else has purchased it in the time the former Chosen was
dead. Many Ex-Chosen spend the rests of their lives attempting to regain the power they
lost. Note: If you lose the template the mantle settles on the nearest eligible person. The
ex-Chosen can purchase the template back for fifty boons as long as they do so before the
new person purchases the template.
• Weakness to opposing Element: Members of the Chosen take double damage from
opposing Elements. This doubles an existing doubling effect. So an Ice Elf Chosen of Ice
would now take quadruple damage from Fire. Please note that for the purposes of this
effect Water and Ice both oppose Fire.
• Hunted: Oblivion is seeking to destroy the Chosen and as such is sending eligible
assassins to kill any member of the Chosen that it manages to locate. You have been
warned, if you are looking for your character to live a long life be warned.
• Elemental Faith: Each of the Chosen should dedicate their lives to the service of their
Element. Many of the Chosen worship the deity that embodies their element.
• Opposing Magics: A Chosen is unable to gain additional access to any lists that oppose
their parent Elemental list. If the Chosen had access to any such lists before becoming
Chosen they are no longer permitted to cast those spells.
• Champion of Element: The Chosen is the champion of that Element and must support the
cause of that element. That does not mean that every minor fire imp can whine to the Fire
Chosen, but it does mean that the Fire Chosen must undertake important missions relevant
to the element itself.
• Ritual Failure: If the Raising the Land ritual is not completed successfully the elements
will be moved out of balance, the Chosen are the buffers for their elements and will be the
first to die. If the Raising the Land ritual is a failure then the Chosen will all die, other
permanent effects such as permanent death will depend on how severe the failure was.
• Elemental Teachers: In order to spread the power of the Element, the Chosen are almost
all teachers. They will spread the knowledge of their Element and especially any custom
spells they may have written. The Chosen often take apprentices who share their opinions
and they keep them close in case accidental death befalls them.
• Present: Because the availability for Chosen is so rare players of Chosen are required to
be regular players. If a Chosen is able to retire or is advanced then they should appoint an
apprentice to be their representative in the lower level games.

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Death Touched: Acquired Template.
Every creature that lives upon Geos has its allotted time to pass on, it’s place amongst the
crowds that shuffle off this mortal coil, the time when that creature is truly meant to pass into
the beyond, never again to return. It is not uncommon for adventurers to spend their lives
passing between the realms of the living and the dead with spells and rituals, but even for
those adventurers, their time eventually runs out.

Recorded in the journal of Gwyn Ab Nudd, is the exact moment of ‘True Death’, for every soul
on Geos, and once ‘True Death’ is upon you; there is no escape. Or at least, there shouldn’t
be. However some souls, through miracles, luck, or from some negligence or purpose on the
part of Gwyn Ab Nudd, have escaped Death’s grasp for one final time. They are the Death
Touched and they now live their half-lives, always wary of being claimed once again by the
chill grip of Death himself.

Boon Cost: Death Touched characters are extremely rare, for it is extremely rare that Death
allows a soul to leave his care. As such, playing a Death Touched has a boon cost of 50 if
taken at character generation or 500 if taken afterwards.

Template Pre-Requisites:
• True Death: To be eligible to take this template a character must have suffered ‘True
Death’, meaning they have reached their final days upon the world, and according to the
will of Death himself; will never again be restored to life. This normally means that the
individual does not have sufficient Constitution to be restored to life.
• In Death’s Care: To be eligible to take this template the characters soul must be in the
care of death. That means that particularly faithful creatures whose souls reside with their
deities are not eligible, nor are those whose souls have been trapped or traded.
• Escape Death: Death Touched characters are exceedingly rare, as to become one means
you have escaped Death himself, rather than just escaping death itself which is much more
common. A Death Touched character must have been restored to life when it seemed that
such a resurrection was impossible. This may have been because Gwyn Ab Nudd
permitted it, yet held onto the characters reins, or that the soul was stolen or won from his
care. In any case, returning to life in a fashion that qualifies the character for this template
is always at the digression of the Plot Team.
• Lore Death: Death Touched characters must have experienced Death and True Death and
they much have learned from it. Death Touched characters must have at least Rank 1 in
Lore Death and Lore True Death. If this template is taken at character creation then the
character gains no free lore points until this requirement is met.
• Reduced Constitution: Because this character has died sufficient times to render
themselves immune to resurrection their Constitution must reflect that immunity. A
character is only considered eligible for this template if their Constitution is no more than
half (round down) than that of a starting character of their race. If this template is taken at
character creation then the characters starting constitution is halved (round down).

Role-play Hints:

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• Intense: Death Touched characters have very intense personalities. While many of them
are morbid and macabre, others ironically enough, are among the staunchest enjoyers of
life. Regardless of whether the Death Touched character is wholly consumed by revenge or
convinced that they have been given one final chance, they are always very intense of
personality.
• Afraid: Death Touched characters have known true death and they strongly do not wish to
return to that. As such they are very careful with their own skins. Because of this, many
Death Touched are obsessed with protecting themselves from death.

Costuming Hints:
• All Death Touched are individuals, as such it is impossible to suggest costuming hints. Any
given Death Touched is likely to look very different to the next, as their personalities run the
gambit from morbid and macabre to joyful and vibrant.

Equipment Hints:
• Many Death Touched characters carry charms or baubles that they believe will help hide
them from Death’s notice.
• The material Jade is a bane to the Undead and to Death Touched characters; as such they
will never touch or carry any.

Costume Requirements:
• Pale Skin. Death Touched are required to have noticeably paler skin then other members
of their races. This applies even to races with innately pale skin, such as Ice and Air elves,
and Snow Beasts, and if a marked difference cannot be seen; the costume requirement will
be considered unfulfilled.
• Blue Lips. The lips of a Death Touched are a pale blue, much like they were while they
were cold and dead.

Template Advantages:
• Death Sense: Those who have escaped death’s final grasp, have the ability to partially see
through his eyes. For 5 halo, the Death Touched can activate their Death sense. This
allows them to examine a target and see any effect currently killing them, such as a lethal
poison or disease, the Dark Fate flaw, or a fatal wound to the head or torso.
• Spirit Sight: The Death Touched can focus their minds, to allow them to see across the
shroud of death, and into the spirit realms. By spending 50 halo, the Death Touched is able
to shift their sight from the material plane to the ethereal, allowing them to see and
communicate with spirits, wraiths, ghosts, and the souls of the recently dead. While viewing
the ethereal plane, they cannot see in the material plane. Some spirits do not take kindly to
intrusions into their realm. This ability lasts for ten minutes or until the Death Touched
character chooses to end the effect.
• Chill Touch: For 5 halo, the Death Touched may use the second level Death spell; Chill.
This is an innate ability that requires no casting time. The caster replaces the warmth of life
with the chill of death. For the duration of 10 minutes, the victim shivers and is lethargic.
The victim is unable use halo in any way, cannot use DAC, cannot sleep and cannot focus
enough to use ritual magic or to meditate. This effect is resistible by willpower.
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• Resist Death: Because the Death Touched have already suffered final death they have a
certain amount of protection against magical death effects. Spells like Cause wound cause
physical damage, but spells like Touch of Death, Life Drain and Destroy the Soul work by
moving the character towards final death and as such have no effect on a Death Touched
character.
• Cold Dead Flesh: Death Touched characters are alive but only just as such, their flesh has
never quite recovered from the chill of true death. Death Touched characters have one
point of resistance to cold and are immune to the Chill spell.

Template Disadvantages:
• Pull of the Afterlife: The Death Touched have all passed their allotted time to die and yet
they have escaped Death’s grasp one final time. Death Touched characters may never be
restored to life, through any means, without the consent of Gwyn Ab Nudd. Their souls are
tightly under the watch of Gwyn Ab Nudd, as such they cannot be cloned, turned into
Undead, bound into objects, or sent through time; in addition, they cannot trade their souls
with other beings for their souls are not theirs to give.
• Removed from the Stream of Life: Death Touched characters are not dead, but they are
not quite alive either. At the moment of their supposedly permanent death they were
removed from the stream of life. Because of this, Death Touched creatures carry death
within them making them resistant to healing magics. All Life magic or other healing
magics, have half the usual effect on a Death Touched character, rounded down. This
does not just effect hit point based magics, but all forms of Life magic, restore limb only
restores half a limb, cure disease/poison functions at half the casters willpower and so on.
Death Touched characters benefit from Chirurgery normally.
• Death’s Debt Repaid. The constant pull upon the Death Touched’s soul to return to the
afterlife is strong enough to affect those around him. Anyone who dies within 20 metres of
a Death Touched has half as long to be restored to life through any means, such as Total
Heal, Resurrection or True Resurrection and rituals count the time that the individual has
been dead as double what it has actually been.
• Hand of Death. Because Death himself holds their souls all Death Touched characters are
the pawns of Gwyn Ab Nudd whether or not they do willingly or even knowingly. Gwyn Ab
Nudd uses these escaped souls rather then recapturing them. At anytime, a Death
Touched character may be dominated by Death himself to perform any task. This effect
cannot be resisted via any means and lasts as long as Death desires.
• Weakness of the Dead. Just as the walking Undead are affected by certain effects, so to
are the walking dead. Death Touched are considered Undead for the purposes of damage,
this includes Jade items and other Bane Undead weapons. Death Touched characters find
that the touch of Jade burns them and causes them extreme pain. Death Touched
characters detect as Undead of their Willpower is greater than that of the caster. If a Death
Touched character is affected by the Destroy Undead spell they will be destroyed if their
Willpower is weaker than that of the caster.
• Disconnected: At the moment of their, supposedly, permanent demise, Death Touched
characters were removed from the stream of life and from the halo of life that connects all
living things. A Death Touched character has only half the halo that a normal living creature

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of his level and race would have. Oblivion aligned Death Touched characters gain the other
half of the halo as Shadow Halo.
• Afraid: Death Touched characters have known true death and they strongly do not wish to
return to that. Death Touched characters have a moderate fear of Death and a severe
phobia of the thing that caused their final death regardless of whether it was drowning,
being burned, being hung and so on.

Faithful Acolyte: Acquired Template.


Within most major temples, there is one high-priest, a host of priests, and countless acolytes
and pages. Pages and servants serve the temple and the priests, but Acolytes are the lowest
level of those who serve the deity rather than the church. Almost all priests and key figures
within the church started their lives as acolytes and many acolytes dream of holding higher
office within the church.

Acolytes live to serve the deity and they recognize the fact that they are preparing for great
acts of service by completing minor acts of service. Acolytes have dedicated their lives to the
reverence, promotion, and study of their deity.

Boon Cost: Acolyte is a template that carries with it a boon cost of 25 because it has
enhanced power.

Pre-Requisites:
• To Know God: Acolytes must have studied enough to understand the ways and history of
the deity. In order to pass the Acolyte exam the character must have Lore Secret [Specific
Deity] Rank 3. In addition, because they must have Lore Common Rank 1 in at least three
other deities, this is because in order to truly understand their own deity they must
understand other deities.
• Church Member: Acolytes must be members of their church. They must have Rank 3 in
their Church. Churches are exactly like Guilds and one belongs for each pantheon.
Belonging to a Church takes up one of the characters available guild slots. In order to
maintain this rank Acolytes must have Etiquette rank 3 specific to their church.
• Master Of Novices: Acolytes are required to teach the congregation and pages about the
deity and the church. Acolytes must have Teach Rank 2.
• Faithful: Acolytes must be individuals of Faith. In order to take this template the character
must have a minimum Faith Rating of 3. Temporary reductions in faith rank below three will
temporarily suppress this template and a permanent reduction below three will result in the
loss of this template.
• Divine Focus: To take this template, an Acolyte must not have higher ranks in any other
guild than they hold in their church. In addition, the character must not have higher ranks in
any skill than their Lore: Secret: [Specific Deity] skill.

Costuming Hints/Requirements:
• Acolytes are the visible representatives of a church within the community. They are
required to dress in good quality, clean, garb.
• Acolytes and must bear a prominent symbol of their faith at all times.
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• Acolytes should be identifiable as such on sight, and should never bring shame to their
church by their appearance (or actions for that matter).
• Acolytes are required to have hoods; this is a mark of their station. During major divine
works Acolytes are required to raise their hoods.
• Acolytes should carry the tools or props needed to carry out the services that they provide
for their deity.
[These are the Hints and Requirements for the majority of churches, exceptions are
possible if relevant and discussed with the referee.]

Roleplaying Hints
• Understanding Faith: Faith is when a faithful person asks his god for help, does not
receive it and yet still thanks their god. A faithful player must be willing to fail, to lose, to
suffer, and even to die, with no reward, ever.
• Acolytes are usually ensconced in a temple; however, it is not unheard of for Acolytes to
seek to serve their god through spreading the word, seeking lost items, or carrying the fight
against the enemies of the Faith.
• Acolytes are always willing, and enthusiastic, to inform others about their beliefs, their
church, and their deity.
• Acolytes are often youthful and exuberant; acolytes are often inducted into the church at an
early age, but even established acolytes have a tendency towards naïveté, due to their
sequestered lifestyle.

Template Advantages:
• Guild Training: Acolytes are eligible for reduced price training from the church. Because of
their rank they are entitled to a 25% discount on the price of any training that the church
would be able to provide. However, Acolytes that want to learn Lores or Etiquettes, that
their church can teach, do not pay for training until they want to purchase the sixth rank.
Acolytes who want to learn Faith spells can also do so for free until they want to purchase
the level six spell.
• Shield Other: Acolytes are rarely martially trained; however, they are often paired with
church knights or martial faith members because of their unique ability to protect a
champion of the faith. An acolyte starts by touching a champion of the faith, then spends 25
Halo and 25 Divine mana to create an aura which has a number of global hits equal to the
acolyte’s faith rating. For the duration of the effect, the acolyte is considered to not have a
faith rating and their Location score is reduced to one per five points of faith they would
normally possess. For the duration of the effect, the acolyte is weakened and distracted; as
such they cannot use Strength, DAC, Casting of any form, Support, Bardic Performance,
Ritualism, Contribute to Ritual, or Meditation. This effect cannot be ended prematurely. For
the duration of this ability the Acolyte must have their hood raised.
• Group Prayer: Acolytes spend much of their lives in group prayer and divine worship.
Because of this, Acolytes excel in group prayer and religious ritual. Acolytes have a +2
rank bonus to their contribute to ritual skill [to a maximum of rank 12] when the ritualist is of
their church and the ritual is of religious importance. During Group Prayer, Acolytes must
have their hoods raised.
• Faithful: Acolytes gain a +1 bonus to their Faith rating.
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Template Disadvantages:
• Divine Focus: An acolyte's primary purpose is to their deity and their temple. It is
impossible for an Acolyte to hold a higher rank in any guild than they do in the church. In
addition, it is not possible for an acolyte to possess higher ranks in any skill than their Lore:
Secret: [Specific Deity] skill.
• Acolytes are beings of faith. As such, under normal circumstances, they tend to not learn
magic of the Arcane school of magic.
• Church Hierarchy: While all members of churches and guilds are required to respect
those above them in their organization, acolytes find that by divine mandate they are
required to listen to, show respect to, and obey those who hold a higher church rank. If the
requests or commands of the church elder break the tenets of the faith then the acolyte
may disobey. If the instruction or request is legitimate then the Acolyte will lose one rank of
church status and probably suffer a one point penalty to their faith rating. Because of the
indoctrination of the church, when acolytes hear “[Insert Deity] requests this of you” most
acolytes act without thinking. Acolytes should never raise a hand against others of their
Faith.
• Professional Acolyte: Acolytes must dedicate a large portion of their time to the church.
As such the amount of money that an Acolyte can gain from profession skills is halved; as
is the amount of Time they have available for crafting skills each month. Alternately, some
Acolytes come to an arrangement with their high priest to donate money instead of time.
• Divine Service: Acolytes are always given a particular service for their deity; this service is
usually menial such as polishing the candlesticks or scrubbing the temple floor. Often there
will seem to be no rhyme or reason to the compulsion, however, that task never appears
boring or pointless to the Acolyte. The deity or a high priest can change this task whenever
it suits them. Many adventuring acolytes have tasks which involve them operating outside
of the temple.
• Divine Prayer: Acolytes follow a dedicated and strict schedule of ritual and prayer. Every
morning, an acolyte must rise and conduct a prayer which lasts at least thirty minutes.
Failure to do so means that the Acolyte will have no Divine Mana for that day. It is
especially important that the Acolyte does not eat anything before performing their morning
prayer. In addition, Acolytes do not regain Halo from a nights rest unless they prayed for
no less than ten minutes before sleeping. It is especially important that the Acolyte does not
eat anything after performing their night-time prayer.

Blessed Creature: Inherited or Acquired Template.


Ye blessed Creatures,
I have heard the call
Ye to each other make.
I see the heavens laugh with you in your jubilee;
My heart is at your festival,
My head hath its coronal,
The fullness of your bliss,
I feel - I feel it all.
Wordsworth.
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Throughout the history of Geos there have always been are stories of heavenly influence
helping ordinary, and extraordinary, people through their trials and tribulations. In some stories
this influence is subtle; a quiet voice heard on the wind, a beam of light showing the way, a
calming figure in the distance. However in other instances this influence is tangible, manifest,
and undeniable like an army’s wounds healing, the masses being fed from a satchel or food, a
castles walls crumbing, enemies of the faith falling dead, or immaculate conception.

One of the more common signs of divine intervention on Geos is the occurrence of Blessed
Creatures. These creatures arrive during desperate times and lend their strength to good and
hopeful causes. Their presence is an inspiration to their allies. They are a force to be
reckoned with and they often act as advisors to kings and generals. Other Blessed Creatures
function as one man strike forces. However, as soon as they aren't needed, they leave,
searching for others to inspire and help.

Until recently, sightings of Blessed Creatures were so rare that many believed that they were
simply the imagination of bards and storytellers. Since Inritius's rise to power, there has been
an increase in sightings which has led some theologians speculate that the resurgence of
Blessed Creatures is Heaven's answer to Inritius’s Tainted Ones roaming the land, while
others have muttered that these creatures are yet another sign of the approaching End Times.
Regardless of why the Blessed Creatures have returned, the forces of Good and Hope have
new allies in their war against Oblivion.

The Blessed Creature template can be chosen as an acquired or inherited template.

Acquired Template Boon Cost: 250. This represents 50 to bring yourself to the attention of
a suitable Deity and 200 to convince them that you're worthy.
Inherited Template Boon Cost: Only at Character Creation: 200.

Pre-requisites:
• The character must be Goodly and Hopefully Aligned.
• The character must have at least Major access to the Faith sphere. As an Inherited
template taken at character creation the character must have a Faith Rating of 3 or higher.
Is taken as an Acquired Template the character must have a Faith rating of 6 or higher.
• The character must have a hero complex.
• The character must be dedicated to an individual Goodly and Hopefully Aligned Deity, and
must be accepted by that deity. The Bards tales of Blessed Creatures who serve a
pantheon are almost certainly just bards tales.
• If taken after Character creation, the character must be of at least level 25.

Roleplay Hints:
• Blessed Creatures are loyal and trustworthy.
• Blessed Creatures almost always stand on the front lines of battle, even if they're primarily
spell casters or healers. They do not believe in leading from the back.
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• Blessed Creatures are passionate about the cause of Hope. They are the inherent
cheerleaders for their cause and they are willing to die for their cause.
• Blessed Creatures are almost always walking embodiments of the characteristics of their
patron deities.
• Blessed Creatures almost always refuse to hide their true nature. Blessed Creatures are
unlikely to join a group using subterfuge or whose tactics include infiltration.

Costuming Hints:
• Blessed Creatures tend to wear bright, pure colors, especially the colours favored by their
deities. Most Blessed Creatures dress mainly in white.
• Blessed Creatures show the hand of the divine upon them. Their costumes should always
reflect this.
• Blessed Creature’s costumes tend to favour the form of their deity and also tend to include
several holy symbols.

Equipment Hints:
• Blessed Creatures always carry the highest quality equipment they can afford and they
maintain it in excellent condition.
• Blessed Creatures tend to carry items they can give as gifts.
• Blessed Creatures always carry additional food, money, and supplies to aide those in need
that they come across.

Costume Requirements:
• Blessed Creatures have metallic (Silver, Copper, or Gold) coloured skin.
• Blessed Creatures must have impressive and inspiring costumes. Anyone playing a
Blessed Creature should expect to have their costume judged harshly.
• It should be easy for a theologian to identify what divinity the creature is blessed by from
his costume alone.
• Blessed creatures costumes must reflect the fact that they have manifest haloes. These
halos appear as a glowing circlet above their heads.
• Blessed Creatures must carry a holy symbol of their deity on their person at all times.
• Most Blessed Creatures have Angelic Wings, which are usually white. However, accepting
wings is optional, an option which is sometimes declined by wearers of plate mail, cavalry,
and diplomats. .If declined, the character may not later elect to develop wings. If the
Blessed Creature does not take wings then he loses the Flight advantage listed further on.
If the Blessed Creature ever fails to meet the Angelic Wings costume requirement then they
have lost their wings forever.

Template Advantages:
• Natural Empathy: Blessed Creatures are very connected to the world and to the divine. A
Blessed Creature’s Connection multiplier is reduced by one, to a minimum of one.
• Bastion of Hope: A Blessed Creature is seen as a positive symbol for the masses. While
in a Blessed Creature's presence people are less likely to fall to oblivion as Blessed
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Creatures embody and radiate hope. For similar reasons, corpses kept close to a Blessed
Creatures are less likely to rise as undead.
• Sphere Access: Blessed Creatures are considered to be Attuned to the Hope list and gain
Minor Access to that sphere for free, however unless they have found a teacher for this lost
sphere of magic they do gain the spells of that sphere, nor may they write new ones without
a frame of reference.
• Faith Mastery: Blessed Creatures may learn up to five spells per level for the Faith list.
Blessed Creatures who are Faith specialists apply their specialization modifier to the spell
crafting table which allows them to craft level eleven spells (for the same cost as others
craft level 10 spells) and allows them to craft level zero spells (for which they can choose
one column on the crafting table to not pay).
• Sense Enemies: Blessed Creatures gain the ability: Detect Oblivion at Rank 3. Blessed
Creatures also gain the advanced skill Detect Evil at Rank 1. Blessed Creatures also gain
the Faith advanced skill Detect Enemy of the Faith at Rank 1.
• Stay the Course: A Blessed Creature cannot have their alignment changed against their
will by magical effects unless the alignment is changing the Blessed Creature’s alignment
to match that of their deity. If a mind affecting spell causes them to act in a way that is
against their alignment, it does not affect their alignment standing, although they are
expected to be remorseful and seek atonement.
• Divine Blow: Blessed Creatures are channels for Divine power, as such the weapons that
they wield are considered Divine while they are wielding them, this has no effect on ranged
weapons.
• Wrath of the Righteous: For a cost of 5 Divine Mana, a Blessed Creature may imbue their
next attack (either physical or magical) with the power of Hope, which almost always affects
Oblivion Tainted beings and is normally more harmful to them. This attaches the Hopeful
descriptor to any damage type dealt by the character, although it retains its original damage
type.
• The Strength of the Heavens: For a cost of 50 Halo and 15 Divine Mana per creature
affected, a Blessed Creature may transfer the positive effects of a spell or ability that they
have cast or manifested onto themselves another Good and Hopeful aligned creature. The
effect to be transferred must be a Light, Life, or Faith effect. Note: This spell does not allow
the Blessed Creature to have multiple Sanctuary spells active.
• Divine Light: For a cost of 20 Halo and 5 Divine Mana, a Blessed Creature can radiate an
aura of light for 10 minutes; this aura gives light equal to the Light spell and moves with the
Blessed Creature. While the aura is activated, a Blessed Creature is immune to Fear
effects, and all Hope aligned creatures within the aura of light have their Defensive
Willpower increased by an amount equal to the Blessed Creature's Willpower against fear
effects. This aura always marks the individual as a Blessed Creature, and is impossible to
hide.
• Flight: Those Blessed Creatures who accepted wings at the moment they took this
template may use those wings to fly providing their wings are undamaged and unhindered,
and providing that they are unencumbered. This flight ability works exactly the same as the
Fly spell only, as it is mundane, it cannot be dispelled. Blessed creatures are naturally land

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based, so are required to spend most of their time on the ground and they are required to
make their flights short although occasional longer flights are permitted. Blessed creatures
do not automatically gain the flight of the Zephyr ability.
• Blessed Demise: When Blessed Creatures fall, they are surrounded by the blessing of
their deity. Blessed creatures never rise as undead against their will. Blessed creatures are
also easier to resurrect for this reason. When Blessed Creatures die, especially if they die
forever, tangible divine intervention are common, like allies wounds healing or the Blessed
Creatures killer being smitten.
• Faith Boost: Blessed Creature have a +1 bonus to their Faith Rating.
• Divine Power: There are rumors that there are other powers available to Blessed
Creatures, specific to their patron deity. These powers must be researched and quested
for.

Template Disadvantages:
• Alignment: A Blessed Creature must maintain a Good and Hopeful alignment. If their
alignment ever shifts through their own actions, they lose the template and all of its
benefits. Former Blessed Creatures tend to receive negative attention from their former
patron.
• Heroic Act: Blessed Creatures are expected to be bastions of heroism; during the course
of each game they must commit (at least) one act of extreme heroics such as saving
someone’s life; if the Blessed Creature is not able to describe their heroic moment to the
referee at the end of the game then they will earn no experience for that session.
• The Burden of the Mantle: Blessed Creatures are required to aid Goodly Hopefully
aligned creatures. They are also required to attack Oblivion aligned beings on sight,
regardless of the power of the being in question. Blessed Creatures will always seek to
destroy tainted or corrupt items and will never support selling them on. Blessed Creatures
are always willing to lay their lives on the line for the cause of Hope and to defend those
people who serve it.
• Damage Weaknesses: Blessed Creatures suffer double damage from Oblivion, Dark, and
Unholy damage types. Blessed creatures are considered Living Angels for the purposes of
bane weapons.
• Unclean Items: Blessed Creatures will never use items, wear armour, or wield weapons
that have borne Oblivion Taint. Once an item has borne taint it will never be truly clean.
Blessed Creatures will be able to tell whether an item has borne taint in the past through
the use of their Detect Oblivion ability.
• In the Company of the Just: Blessed creatures hold their allies and companions to a high
standard; they are not likely to travel in the company of assassins, thieves, or blaggards.
They will intervene if their companions are utilizing torture, killing or robbing the innocent,
killing the helpless, or despoiling the dead. In a similar manner, Blessed Creatures are very
unlikely to join guilds that are not Goodly and Hopefully aligned.
• Divine Weakness: Every Blessed Creature gains an additional weakness depending on
the deity that they revere and serve. For example, a follower of Thor would gain rage
triggers, a follower of Urbanus would struggle in a sylvan setting, a follower of Ignatius

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would take extra damage from water, etc. Please meet with the referee team to decide your
additional flaw.
• Attacked First: Oblivion or Evil aligned creatures will usually attack Blessed Creatures
first, and with as much strength as they can muster, assuming they recognize the Blessed
Creature for what it is which they usually do as Blessed Creatures are forbidden from
hiding their divine power.
• Hunted: Oblivion is seeking to destroy the Hopeful creatures and as such is sending
assassins and even small armies to kill any Blessed Creatures that it manages to locate.
Those who take this template should expect to face many enemies who are targeting them
on purpose.
• Banned Spheres: Blessed Creatures cannot cast spells from the following lists: Dark,
Death, Demonology, Disease, Madness, Curses, Necromancy, Oblivion, Nigrimancy, Pain
and Poison. It is frowned upon by most deities for Blessed Creatures to cast spells from
the Stealth list, although it is not specifically banned. Blessed Creatures cannot participate
in rituals which are focused on their banned spheres.
• White Mantle: The Blessed Creature cannot receive beneficial spells cast by persons who
are Evilly or Oblivion aligned. This includes healing, removing curses, protective spells, and
raising from the dead. Blessed Creatures cannot be part of a ritual that includes evil or
Oblivion aligned creatures, if they are in a ritual with such a person against their will then
they automatically negatively contribute rather than positively contribute.
• On a Mission from God: Blessed creatures are divinely mandated to travel wherever they
are needed. Players of Blessed Creatures should be aware that where they are being sent
is not always where the rest of the party is going; as such, they should be aware that they
will not be available to play every game. Blessed Creatures can normally be played at least
once a month, but if changes in the meta-plot occur then their presence may be required
someone else.
• Tithe: While not all Deities demand poverty or charity of their servants, all require tithing. A
Blessed Creature must tithe 20% of all monetary profit they make from adventuring,
crafting, profession, or any other source of monetary income beginning when they take this
template. This tithe may be handed in at a church of the Blessed Creature’s Deity, or in the
case of those without local churches; sacrificed in a religious ceremony, requiring no ritual.
The tithe need not be made immediately upon receipt of profit, but must be made by the
beginning of each new season.
• Expected Faith: Blessed Creatures are required by their role-play restrictions to act in the
way desired by their deity. They are also required to be pious and to invoke the name of
their deity. If Blessed Creatures do not display their faith then their faith rating will
degenerate faster than that of a non-Blessed faithful character. In addition, Blessed
Creatures are expected to roleplay as if their Faith ratings were 25% higher than it actually
is.
• Arch-Hero Complex: A Blessed Creature’s hero complex is extreme, it can be considered
to be double its usual effects and limitations. If Blessed Creatures have other loyalty,
honesty, chastity, or similar flaws then the effects and limitations of those flaws are also
doubled.
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• Humble: Blessed Creatures earn less experience than other people, this is because their
actions have been aided by the force of the divine flowing through them. Blessed Creatures
suffer a -5exp penalty compared to the experience achieved by a normal character. This
penalty stacks with any other XP penalties, such as from being an elf, or fey blooded/born.
• True Charity: As a special requirement to gain this template, you the player must spend 5
hours working at a charity, give blood, donate 20$ worth of food to the food bank, or give
20$ to a charity. This must be repeated at least once per year that the Player runs this
character.

Heroic Knight of the Chamber: Acquired Template:


There are many heroic knightly orders across Geos and several other orders who turn their
inner circles into heroic knights. To a heroic knight, their honour is their life and they lives their
life by strict adherence to a code which is made up of a set of vows. While the sets of vows
vary by order they often include poverty, chastity or abstinence, they also often claim to avoid
the seven deadly sins and attempt to uphold the seven great virtues. Heroic knights feel that
their duty is to put themselves between danger and the weak, because of this many maidens
and children feel safer and more hopeful when heroic knights are around. However, there are
other dark knights who choose to destroy the weak and take advantage of the innocent.

The path to become a knight is long and hard, the page needs to undergo certain challenges
before he can become a squire and the squire must undergo certain challenges and ordeals
before he can become a knight. The various heroic knighthoods across Antios share a sacred
chamber; it is referred to as the Chamber of the Ordeal. Until recently, the chamber was
protected by the Order of St. David, but when that Order was destroyed the chamber was
moved to another location. The night before a squire would become a heroic knight; the
would-be heroic knight must spend one entire night inside the Chamber of the Ordeal without
making any noise or crying out. The chamber itself is an artifact and it can see into the soul of
the would-be heroic knight; it essentially runs the heroic knight through the events in his life
that they feel the most guilt for and through variations on those events. While no heroic knight
is permitted to talk about the events inside the chamber many still shudder when it is
mentioned. The Chamber of the Ordeal affects the heroic knights who graduate from it and
binds them strongly to their ideals.

Note: This template is for heroic knights who have taken their vow of knighthood inside the
Chamber of the Ordeal and who wish to stand resolute against evil and oblivion. This temple
is not suitable for knights with different goals or ideals.

Boon Cost: Heroic knights are rare on Antios, because of this, and because of the enhanced
power of this template, the heroic knight template has a base cost of 75 boons. This template
can only be taken at character creation if the character somehow meets the requirements.

Pre-requisites:
• A character who wants to become a heroic knight must be Lawful, Good, and Hopeful in
Alignment.

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• A heroic knight’s willpower is often the difference between success and failure, they
must have the courage of their own convictions and they must be able to withstand
temptation. A heroic knight must have a minimum of Willpower 3 or Rank 4 Burst of Will.
• A character who wishes to become a heroic knight must be able to prove that he is able
to fight in heavy armour with sword and shield. The heroic knight must have a minimum of
Weapon Mastery Rank 2 with a sword.
• A heroic knight is a being of manners, rules and regulations. A heroic knight must have
Etiquette Nobility Rank 2, and Etiquette Knightly Orders Rank 3.
• Before being granted heroic knighthood, the character must be a member, of at least
Rank 5, in good standing of any heroic knightly organization.
• Subdue and Restrain: Heroic knights must be able to incapacitate foes without the use
of deadly force, as such they must have Disarm, Subdue Strike and Use Rope to rank 2 or
higher.

Template Benefits:
• Honour Blade: Every heroic knight has the ability to augment the specific blade that
they were knighted with. The heroic knight can spend time, and two out of boons, gold and
skill points to purchases material upgrades, quality upgrades and special abilities for the
weapon. In the hands of any other individual the weapon is considered to be completely
normal and meditation when the wielder dies, the weapon becomes a completely mundane
weapon again. In order to imbue a weapon with power it takes a variable amount of time
and eight hours of meditation. Some weapons also have a Geas, which functions like a
flaw. See the Magic of Geos sourcebook for rules and costs for Personal Weapons.
• Last Stand: A heroic knight who believes he is about to face a foe that he could not
normally stand against can lay his very life on the line in order to stand his ground; this
ability is usually used to hold off a foe in order to allow others to escape. The heroic knight
clearly marks out a box (15 feet by 15 feet maximum) and expends an amount of Halo
equal to five times the number of minutes he wants the effect to last; the heroic knight must
decide the duration of his last stand at the beginning and he cannot alter it afterwards. For
the duration, the heroic knight cannot leave the box (willingly or unwillingly). For the
duration, the heroic knight remains conscious, alive and whole. If at any point during the
Last Stand the knight died or was dismembered then at the end of the Last Stand he
suffers that effect regardless of any healing effects cast on him during the Last Stand. For
the duration, the heroic knight gains DR 2 and +2 ranks of weapon mastery. For the
duration, the heroic knight is immune to mind affecting, stopping and slowing spells and
abilities. This ability must be used sparingly as if a heroic knight uses it needlessly he will
find that he no longer has access to it. Rumors tell that different heroic knights have honed
this ability in different ways.
• Bastion of Hope: Heroic knights are seen as a positive symbol for the masses. While in
a heroic knight’s presence people are less likely to fall to oblivion and corpses kept close to
a heroic knight are less likely to become undead; this is why people often ask knights or
witches to watch over the corpses of the friends and family on the first night after they die.
Heroic knights are bastions of hope because they generate hope.
• Surge of Will: A heroic knight’s willpower is often the difference between success and
failure. Because of this, heroic knights have learned to bolster their own Willpower in the
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face of mental assault. For 20 halo, a heroic knight can, in reaction to any mental attack,
push his defensive Willpower up by two, this boost stacks with Willpower or with Burst of
Will, but not with both.
• Right to Duel: Despite the fact that Argead law states that only Swordsmen may issue
duels, Knights have always had the right to issue a challenge to anyone who they believe
have sufficient evidence to bring to trial. Knights are also able to respond to duels on behalf
of anyone weaker than themselves that they wish to defend. Because of this, all knights are
granted honourary membership of the Swordsman’s guild.
• Resist Fear: A heroic knight who is affected by a fear effect has more options that
normal people. They can flee, they can retreat steadily, they can use Surge of Will to resist
or they can call Last Stand.

Template Drawbacks:
• My Honour is My Life. A heroic knight is held to his ideals by his pact with the
Chamber of the Ordeal. The Chamber instills a number of condition heart-stops in the
heroic knight. If a heroic knight ever breaks one of their vows (as dictated by their flaws)
they feel a tremor in their heart akin to a minor heart attack; the heroic knight then has one
full month to seek atonement or they die. A heroic knight who dies in this manner cannot
usually be resurrected. For Argead Knights, this includes breaking their Work of Honor and
for Melusine Knights this includes lying.
• Behavior befitting a Knight: The populace expects a knight to loyal, honest, fair and
thrifty and they put their faith in them. Because of this, whenever anything goes wrong the
knights get blamed. All knights must be willing to undergo martial court Inquiries about
their actions. If for any reason they are ever found guilty by that court they will lose their
knight status (and abilities) until they can atone or prove their innocence before a court of
their peers. If any heroic knight lies willingly and knowingly in a knight’s court his heart will
stop.
• Knight Complex: This flaw functions in a very similar way to hero complex. If the
character already has a hero complex then the effects of that flaw are doubled.
• Oaths and Vows: When a heroic knight takes his heroic knightly oaths they must take
on a number of new vows and oaths. A heroic knight must take on an additional 15 points
of flaws which represent the vows they made inside the Chamber of the Ordeal these
include things like Cannot Lie, Suitable Superstitions and Hero Complex. If a heroic knight
runs out of suitable flaws they can invent new ones or they can take enhanced versions of
the flaws he already has.
• Vows: Heroic knights are required to live by the concepts behind the Vows of Poverty,
Chastity and Abstinence. These are ideals that heroic knights attempt to live up to;
however, unless they take those vows as their flaws they have a certain amount of lee-way.
Some races and heroic knightly orders place different weighting on each of these vows.
• Seven Deadly Sins: Heroic knights must attempt to avoid succumbing to the seven
deadly sins for if they embrace any of those sins their vows and oaths mean nothing. The
seven deadly sins are Lust, Gluttony, Greed, Sloth, Wrath, Envy and Pride, although, some
races and heroic knightly orders place different weighting on these sins. When a heroic
knight suffers from one of the sins they attempt to calm themselves and atone for what they
have done. Almost all heroic knights are struggling with at least one of these sins, usually
pride.
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• Seven Heavenly Virtues: Heroic knights must also attempt to hold to the seven virtues
as they are the virtues that the ideal knight must hold. The seven virtues are Prudence,
Justice, Temperance, Courage, Faith, Hope and Charity, although, some races and heroic
knightly orders place different weighting on those virtues.
• Guilt: Heroic knights are often wracked by guilt over the things they have done, things
they have allowed others to do, or things that they have not prevented. Heroic knights often
agonize over things that they had no way of stopping. Because of this knights are often
rejected as being over-emotional or angsty.

Church Knight: Acquired Template:


Across the land of Geos, there are warriors who distinguish themselves from lesser men; those
whose prowess, loyalty, and determination are unmatched and unwavering. They serve noble
lords, chivalrous orders, and rulers alike. They are knights, and to be a knight is to swear one’s
life to the service of a liege, or ideal. Some knights go beyond that call, and swear not only
their life, but their very soul. Unwilling to swear to a petty noble, or archaic order, these men
bend their knee and are knighted by one of the immortal gods.

Church Knights walk a different path then Acolytes or Priests, though it is not unheard of for
their ranks to include such men. While an Acolyte serves by fanning the flames of faith in the
worshipers of their god, and a Priest does so by spreading the word of god and calling forth
miracles from the heavens, the Church Knights walk the land smiting the enemies of the faith,
and protecting the faithful from the wrath of the unrighteous.

Boon Cost: There is a boon cost of 200 to become a Church Knight. This represents 100 to
pass all the Ordeals and challenges in becoming a knight and 100 to attract the attention of the
deity. If the character already has the Heroic Knight template, the Black Knight Template, or
the Acolyte Template, then the boon cost is halved.

Template Requirements:
• Conduct: No god will suffer a Church Knight who does not exemplify his ideals, and so the
Church Knight must have the same ethics as his deity. The alignment of the Church Knight
must be within one step of their deity. If the alignment of a Church Knight ever changes,
then the Church Knight loses all access to this template until they have atoned.
• Devotion: Those wishing to enforce the will of their God must have fanned the flames of
their heart. Faith rank 4 is required. Temporary reductions in faith rank below four will
temporarily suppress this template and a permanent reduction below four will result in the
loss of this template.
• Strong of Spirit: To serve one’s God as a Church Knight, one must swear their soul to
their deity, and that soul must have flourished. The character cannot have the Absent Halo
flaw, and must have at least 150 halo when full.
• Wrath of God: The Church Knights must be able to strike down the blasphemers in their
path. Weapon Mastery rank 3 is required in a weapon found to be acceptable by their deity,
preferably the favored weapon of their deity.

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• Willful: Church Knights are called upon to resist temptations to stray from their holy path,
and so they must be strong of will. Willpower rank 3, Burst of Will rank 4, or a Faith rating
of 7 is required.
• Divine Focus: To take this template, a Church Knight must not have higher ranks in any
other guild than they hold in their church. In addition, the character must not have higher
ranks in any skill than their Lore: Secret: [Specific Deity] skill.
• To Know God: Church Knights must understand the ways and history of their deity. Before
entering the ordeal of knighthood the character must have Lore Secret [Specific Deity]
Rank 4. In addition, because they must have Lore Common Rank 1 in at least two other
deities, this is because in order to truly understand their own deity they must understand
other deities.
• Church Member: Church Knights must be members of their church. They must have
Rank 5 in their Church. Churches are exactly like Guilds and one belongs for each
pantheon. Belonging to a Church takes up one of the characters available guild slots. In
order to maintain this rank Church Knights must have Etiquette rank 5 specific to their
church.

Role-play Hints:
• There are many asses thy god wishes kicked. Knowith them, seekith them, and kickith
them.
• Crimes committed by enemies of thy god should be judged by him, not by a court. Deliver
them unto judgment. This doesn’t mean Church Knights are exempt from murder
restrictions, more that they are unlikely to allow people to be tried by a favourable civil
court.
• Understanding Faith: Faith is when a faithful person asks his god for help, does not
receive it and yet still thanks their god. A faithful player must be willing to fail, to lose, to
suffer, and even to die, with no reward, ever.

Costuming Hints:
• The garb of a Church Knight varies wildly from church to church, however it should always
be practical in combat, and inline with their god’s tastes.
• Church Knights are the visible representatives of a church within the community and in the
wilderness. They are required to dress in good quality, clean, garb.
• Church Knights must bear a prominent symbol of their faith at all times.
• Church Knights should be identifiable as such on sight, and should never bring shame to
their church by their appearance (or actions for that matter).
• The weapon of a Church Knight should appear special and should bare holy symbols and
runes.
[These are the Hints and Requirements for the majority of churches, exceptions are
possible, if relevant, and discussed with the referee.]

Equipment Hints:

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• Holy water, extra holy symbols, the book of your faith, and other tools useful in your
crusade against the blasphemers are always useful.
• Church Knights often quest for divine blessed weapons and armour and when they have
found it they will use no other.

Template Advantages:
• Divine Blow: Church Knights have been trained to imbue their attacks with a small
measure of divine energy. For 10 Halo, Church Knights can add Divine to their damage
code with a melee weapon. This works in exactly the same way as the Magic Blow ability
and does not stack with that ability.
• Divine Smite: Those who have been knighted by their church can summon forth some
of the wrath of their deity and smite their enemies. For the cost of 50 halo per blow, a
Church Knight may add half their Faith rating to their damage code. The entire damage call
also becomes ‘Divine’. Example; a normal damage call of 4, when empowered by the
Righteous Smite of a faith 4 character, becomes ‘6 Divine’. If striking an actual enemy of
the Faith, then the character adds their entire Faith rating to the attack instead of half.
Church Knights can use Divine Mana to fuel this ability instead of Halo if they choose. [See
later to determine which races or groups are the enemies of your deity.]
• Wrathful Gaze: Those who displease the Churches of Geos, often find themselves
baring an unseen mark of displeasure from the gods they have wronged. Church Knights
can at all times see the mark of displeasure of their deity upon those who have earned it.
Church Knights can see Divine Marks of their deities upon the heads of others.
• Deliver Unto Thee: When a Church Knight slays someone their god truly desires to be
smote, they are immediately rewarded by a blessing. Whenever a Church Knight kills an
enemy of the faith, or someone who has born the divine mark of their deity for longer than
three months, the Church Knight receives X points of Divine Healing, divided as needed
across the Church Knights wounds. If the Church Knight does not need healing then they
can elect to receive the blessing as X points of Divine Mana or Halo. X is always the same
as the character’s faith rating.
• Faithful: Church Knights gain a +1 bonus to their Faith rating.

Template Disadvantages:
• Crusaders Blood: Within the very soul of a Church Knight, burns the desire to combat
enemies of their faith. This desire makes social niceties and intellectual pursuits difficult
when such an enemy is present. All deities have opposition groups and enemy groups.
Church Knights cannot abide the presence of an enemy and gets agitated when opposition
is present. While agitated, the Church Knight takes a -3 to all skills which require
concentration including Ritual magic, Contribute to Ritual, Etiquette, Lore, Support, Bardic
Performance among others. [See later to determine which races or groups are the
enemies and opponents of your deity.]
• Divine Prayer: Church Knights follow a dedicated and strict schedule of ritual and prayer.
Every morning, a Church Knight must rise and conduct a prayer which lasts at least thirty
minutes. Failure to do so means that the Church Knight will have no Divine Mana for that
day. It is especially important that the Church Knight does not eat anything before
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performing their morning prayer. In addition, Church Knight’s do not regain Halo from a
nights rest unless they prayed for no less than ten minutes before sleeping. It is especially
important that the Church Knight does not eat anything after performing their night-time
prayer.
• Holy Focus: Church Knights must bare the symbol of their deity. A Church Knight who
does not posses a holy symbol of his Deity has no access to any of the benefits of this
template, though his vows still bind him to the templates drawbacks.
• Church Knights are beings of faith. As such, under normal circumstances, they tend to not
learn magic of the Arcane school of magic.
• Church Hierarchy: While all members of churches and guilds are required to respect
those above them in their organization, Church Knight’s find that by divine mandate they
are required to listen to, show respect to, and obey those who hold a higher church rank,
especially Priests. If the requests or commands of the church elder break the tenets of the
faith then the Church Knight may disobey. If the instruction or request is legitimate then
the Church Knight will lose one rank of church status and probably suffer a one point
penalty to their faith rating.
• Defender of the Faith: Church Knights are designed to protect members of their churches.
As such they should always be aware of which members of their faith are on an adventure.
If one of their protectees dies during the course of the adventure the Church Knight
receives no experience points for the adventure.

Priest: Acquired Template:


Every being on Geos believes in the gods; their works are visible, and evidence of their
existence is all around. Some rare few have even felt the divine presence, or laid their eyes
upon a divine or near divine form. To believe is one thing, to truly, devoutly worship is another.
The Priests of Geos go beyond worship, they do more then give thanks to their Deities for the
blessings around them; they actively seek to serve the will of their God, to shape the world
according to their Deity’s wishes.

As walking embodiments of the will of their Deities; the Priests of Geos spread the gospel of
their Deity, and encourage others to live their lives by the tenants of that specific God. The
Divine Way presented by each group of priests varies; for Priests of War, their gospel involves
combat, but for Priests of Knowledge, learning and teaching form the divine path. Truly; the
Priests of Geos are as varied in appearance and approach as the gods they serve. Most
Priests take up positions in Churches and Temples, while others travel the world and bring
faith to the faithless.

In times of need, the Priests of Geos know their God will see them through their strife, and in
times of fortune; they rejoice and give thanks for their blessings. The true difference between a
faithful worshiper, and a Priest; is that the worshiper does so to receive something in return
from the Deity, the Priests lives only to serve their Deity and to praise that Deity’s Holy name.

Boon Cost: Becoming a Priest brings with it power and responsibility and carries a boon cost
of 120. That represents 60 to gain the acceptance of the church and 60 to gain the acceptance

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of the Deity in question. If the character already has the Acolyte Template then the boon cost
for this template is halved.

Template Requirements:

• True Faith: To gain the blessings of one’s deity, and enter the ranks of the ordained, one
requires great faith. Faith rank 7 is required. Temporary reductions in faith rank below
seven will temporarily suppress this template and a permanent reduction below seven will
result in the loss of this template.
• Magical Prowess: The candidate must show proficiency with advanced divine magics.
Divine Casting rank 6 is required.
• To Know God: Priests must understand the ways and history of their deity. Before
becoming priests the character must have Lore Secret [Specific Deity] Rank 5. In addition,
because they must have Lore Common Rank 1 in at least five other deities, this is because
in order to truly understand their own deity they must understand other deities.
• Church Leader: Priests must be leaders of their church. They must have Rank 7 in their
Church. Churches are exactly like Guilds and one belongs for each pantheon. Belonging to
a Church takes up one of the characters available guild slots. In order to maintain this rank
Priests must have Etiquette rank 7 specific to their church.
• Conduct: No god will suffer a Priest who does not exemplify his ideals, and so the Priest
must have the same ethics as his deity. The alignment of the Priest must be within one
step of their deity. If the alignment of a Priest ever changes, then the Priest loses all access
to this template until they have atoned.
• Faith’s Power: Most people on Geos start with free specialist access to a sphere of arcane
magic. If the character has arcane access then they must have access to the Faith sphere;
under normal situations, it should be their specialist sphere, but if their specialist sphere is
the prime sphere of their deity then acceptations can be made.
• Divine Before All Else: Priests must be focused on the Divine above all else. The
character must have a Divine casting level at least twice the level of his weapon mastery,
weapon finesse, divine casting, druidic casting, bardic performance, psionic science, DAC,
Strength, or Ritual Magic.
• Divine Focus: To take this template, a Priest must not have higher ranks in any other guild
than they hold in their church. In addition, the character must not have higher ranks in any
skill than their Lore: Secret: [Specific Deity] skill.

Role-play Hints:

• Know and understand what acts your Deity considers sinful, abstain from them, and try to
convince others to abstain as well.
• Know and understand what your Deity considers virtues, live them, and try to encourage
them in others.
• Understanding Faith: Faith is when a faithful person asks his god for help, does not
receive it and yet still thanks their god. A faithful player must be willing to fail, to lose, to
suffer, and even to die, with no reward, ever.
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Costuming Hints/Requirements:
• Priests are the visible representatives of a church within the community. They are required
to dress in good quality, clean, garb.
• Priests must bear a prominent symbol of their faith at all times.
• Priests should be identifiable as such on sight, and should never bring shame to their
church by their appearance (or actions for that matter).
• The clothing worn by a Priest should vary based on their Deity.
• Priest tend towards robes and even adventuring priests wear clothes that are emblematic
of a divine role.
• Holy water is a valued asset.
• Priests must dress in a way that does not offend their Deity’s tastes.
• Priests must bare a visible holy symbol of their Deity at all times, concealing your holy
symbol is tantamount to denying your God.
• A Priest represents their Deity and as such they care for their appearance as they
understand that they are an ambassador for the divine.
• A Priest should never be without their Holy Symbol.
[These are the Hints and Requirements for the majority of churches, exceptions are
possible if relevant and discussed with the referee.]

Template Advantages:

• Divine Power: The Priests of Geos wield sacred and wondrous powers, varied by the
Gods they worship. See the Divine Power section for the power of each respective type of
Deity.
• Resist Corruption: Priests are minor embodiments of their Deities will, and due to the
current struggle most deities are focused on opposing Oblivion or Hope. In being so fueled
by their deities, Priests receive a resistance to the corrupting influence of Oblivion or the
purifying influence of Hope depending on the Deity worshipped. The exact effects are at
the digression of plot, but it is extremely unlikely for Priests to be fall to the opposing side.
• Divine Attention: A Priest garners a decent amount of their Deities attention, and when
in great need; might draw divine intervention. A Priest in dire circumstances may spend
Divine Mana, Permanent Divine Mana, Ranks of Faith, and Permanent Ranks of Faith in
exchange for Divine assistance. Intervention may or may not work and any effects are
based on plot’s discretion. If the Priest is granted a miracle it is advised that the character
undergo a Holy quest to repay their Deity’s blessing as soon as possible, lest they lose the
favor of the Divine.
• Faithful: Priests gain a +1 bonus to their Faith rating.

Template Disadvantages:

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• Divine Weakness: For all the power the Priests are bestowed by their Deities, they all
suffer from a divine folly. See the Divine Weakness section for the weakness of each
respective type of Deity.
• Holy Focus: A Priest who does not possess, and display prominently, a holy symbol of
their Deity has no access to their Divine Mana, their Divine Power ability, their Resist
Corruption ability, and they benefit from no additional Divine Attention. Some Gods will still
pay attention to their priests if their priests are in need and if they are without their holy
symbol through no fault of their own.
• Vow of Obedience: A Priest’s life is devoted to serving their Deity and, as such, the needs
of their God or Goddess come before their own. While the Priests are free to roam and
spread the word of their Deity at their leisure, occasionally their God or Goddess will
demand action of them. In such cases, compliance to the Deity’s will is demanded, and it is
unknown for Priests to resist these divine mandates.
• Conduct Becoming: The Priest is expected at all times to act with the proper decorum set
forth by his Deity. Breaking any of his Deity’s expectations tends to result in ever gradually
increasing reminders of the Priests transgressions. These reminders can be as subtle as a
chill through their body, or as severe as torturous pain, depending on the demeanor and
anger of the Deity at the infraction.
• Tithe: While not all Deities demand poverty or charity of their Priests, all require tithing. A
Priest must tithe 20% of all monetary profit they make from adventuring, crafting,
profession, or any other source of monetary income beginning when they take this
template. This tithe may be handed in at a church of the Priest’s Deity, or in the case of
those without local churches; sacrificed in a religious ceremony, requiring no ritual. The
tithe need not be made immediately upon receipt of profit, but must be made by the
beginning of each new season.
• Divine Prayer: Priests follow a dedicated and strict schedule of ritual and prayer. Every
morning, Priests must rise and conduct a prayer which lasts at least thirty minutes. Failure
to do so means that the Priest will have no Divine Mana for that day. It is especially
important that the Priest does not eat anything before performing their morning prayer. In
addition, Priests do not regain Halo from a nights rest unless they prayed for no less than
ten minutes before sleeping. It is especially important that the Priest does not eat anything
after performing their night-time prayer.
• Divine Focus: A Priest’s primary purpose is to their deity and their temple. It is impossible
for a Priest to hold a higher rank in any guild than they do in the church. In addition, it is not
possible for a Priest to possess higher ranks in any skill than their Lore: Secret: [Specific
Deity] skill.
• Priests are beings of faith. As such, under normal circumstances, they tend to not learn
magic of the Arcane school of magic.
• Church Hierarchy: While all members of churches and guilds are required to respect
those above them in their organization, Priests find that by divine mandate they are
required to listen to, show respect to, and obey those who hold a higher church rank. If the
requests or commands of the church elder break the tenets of the faith then the Priest may
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disobey. If the instruction or request is legitimate then the Priest will lose one rank of
church status and probably suffer a one point penalty to their faith rating.
• Professional Priest: Priests must dedicate a large portion of their time to the church. As
such the amount of money that a Priest can gain from profession skills is halved; as is the
amount of Time they have available for crafting skills each month. Alternately, some Priests
come to an arrangement with their high priest to donate money instead of time. Priests of
Creation are exempt from this disadvantage.

Samurai: Acquired Template:


The title Samurai is given to the elite of the Cathayan Warrior class. The title was originally a
verb meaning to wait upon, or accompany, a person in the upper ranks of society; however it
now only refers to the Cathayan Lords of War.

The Samurai are similar and dissimilar to the Argead knights, they follow a very strict code, but
their code allows them the freedom to do anything their lord deems necessary. Samurai
describe themselves as following the ‘Way of the Warrior’ or the Bushido code. This code
allows them to overcome their own fear of death and to distance themselves from the act of
killing. A samurai does not have to be tall and heavily muscled to be strong; he can be barely
five feet tall, seemingly weak, handicapped, or be female. Equating size with power and
strength is a mistake when facing Samurai.

The Nobles rule, the Merchants trade, the Peasants fill the markets with basic goods and the
Warriors fight and die. But despite the fact that the Nobles word is law it is the power of the
Samurai that keeps Cathay running smoothly and safely. The Samurai are, literally, the thin
line between War and Peace. When Cathay was at its height the Samurai served as judge,
jury and executioner for the warrior and peasant castes. For several periods of time during the
peak of Cathay, only the Samurai were permitted to carry weapons.

The conduct of a Samurai was seen as the correct conduct for a citizen, because of the
emphasis on formality. A Samurai was expected to read and write in several languages, to be
well read and to understand mathematics. In times of peace, Samurai turn their attention to
spirituality and to studies and, during the height of Cathay; the Samurai were scholars par
excellence. During times of peace, many Samurai began studying such topics as archaeology,
botany, and literature. Samurai introduced vegetables like the potato and sweet potato to
farmers who remained apathetic to these imported vegetables. The Samurai transcribed and
studied historic books and records and studied anatomy and medical science not looking for a
better way to kill, but simply because they were interested. Samurai were expected, though not
required, to have interests in other arts such as dancing, Go, literature, poetry, and tea.

The Samurai are the front line of Cathay’s conflict with Anharat. The Samurai believe that their
weapons contain their chi and as such are more efficient against the demonic forces of
Anharat. The Samurai work on meditation and ritual in order to better hone their willpower and
chi against their opponents. Since the Demon War there have been rumours of a brother hood
of Samurai that accept only the best of the best and who provide training in advanced martial
and chi based techniques.

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In the Argead world, many Samurai join the Bodyguard’s guild to hone their skills and to learn
the tricks of protection they teach. The Cathayans have sent some Samurai to Argea in order
to seek assistance in winning their Demon War, they know that Anharat was once a plague to
Argea as well, but that the people of Antios defeated him and they want to know why.

Boon Cost: Cathayans are rare on Antios and Samurai are extremely rare on Antios. Because
of this and because of the enhanced power of this template, the Samurai template has a base
cost of 100 boons. This template can be taken at character creation for 50 boons; however,
the Samurai would not gain any of the templates benefits until they meet all of the
prerequisites.

Prerequisites:
• The Samurai template is only available to those Cathayans of the Warrior caste who have
dedicated themselves to defending a Cathayan of the Noble Caste. Although, some
Cathayans of the Noble Caste have also taken up the mantle to defend a more important
Noble of their house.
• A Samurai must have been named as a Samurai by a potent lord to whom the Samurai has
pledged his life.
• The life of a Samurai is extremely ritualized; as such they must have Ritual magic Rank 1.
• A Samurai must be strong of body and as such must have a minimum of 6 Location.
• A Samurai must be strong of mind and as such must have a minimum Willpower of 2. Burst
of Will does not allow a character to meet this requirement.
• A Samurai must be strong of flesh and as such must have Strength Rank 2 or Burst of
Strength Rank 4.
• A Samurai must be able to move in high society, they must have Cathayan Etiquette Rank
4.
• A Samurai must have a minimum of 10 lore skills and a minimum of 5 etiquettes.
• A Samurai must also be able to read, write and speak Cathayan and at least one other
language.
• A Samurai must be able to remove opponents without killing them; as such they must have
Disarm and Subdue Strike at Rank 1 minimum.

Role-play Hints:
• For a Samurai, losing face is tantamount to losing an arm. A Samurai works hard to show
off and to gain face, while doing everything in your power not to lose it. Out of respect, they
try not to make other honourable warriors or those of higher status lose face either, even if
it means lying.
• A Samurai’s purpose in life is to fight and die in the service of their lord.
• For a Samurai, honour is important. Samurai shouldn’t lie, cheat, or steal, unless they are
directly ordered to by their lord. To a Samurai, his honour is his life.
• Samurai are honoured Warriors as such they are above most people, and they only thing
standing between war and peace. Samurai tend to be cordial with people, but they have no
fear of cutting down those that dishonour or insult them.
• Samurai distance themselves from the rest of the world; this is part of the way they deal
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with the atrocities which necessity often forces them to commit.
• Samurai are always aware of the situation that they are in. Everywhere they go they take a
moment to consider the tactical value of where they are.
• Samurai who prefer death to dishonour.

Costuming Hints:
• Samurai’s costumes are required to be imposing. Their armour should be as much a tool
for intimidation as it was for protection. As such, Samurai armour should be impressive and
intimidating.
• Samurai’s tended to alternate between being clean shaven and being bearded. During
times of war, they are almost always bearded as they don’t want the enemy to assume they
were female and dispose of their bodies.
• Samurai are figures to be respected, as such they should not wear dirty things, be poorly
groomed, or be of poor complexion.

Equipment Hints:
• Samurai are often at the right hand of their lords, so they dress well. However they never
let finery interfere with their primary purpose. Samurai are always armed, even when
sleeping or using the washroom.
• Samurai are famed for their swords, daggers, pole arms and bows. They rarely use
crushing or bludgeoning weapons.
• The Samurai would armour themselves more for appearance than for protection. Samurai
armour focused on protecting the chest and head and often did not defend the lower body.
Some Samurai found with only cloth covering them below the waist to enhance mobility.

Costuming Requirements:
• Samurai are required to be armed at all times.
• Samurai are required to be clean and to keep their costumes and equipment in good repair.

Racial Benefits:
• Master of Arms: Samurai are taught from birth how to use all weapons. They are
proficient with all common weapons, most exotic weapons and with improvised items that
can be used to deal death.
• Required to Stand: The higher rank a Samurai gains the less acceptable it is for him to be
affected by fear or terror. As such a Samurai, when affected by a fear or terror spell, can
add his Social rank to his Willpower for the purposes of resisting.
• My Father’s Sword: All Samurai bear an ancestral weapon. This is either a weapon of the
Samurai’s own ancestors, or the ancestors of his liege lord. In the hands of any other the
weapon is considered to be completely normal, however, the Samurai gains the ability to
purchase abilities for the weapon. The Samurai can enhance the objects material and its
quality. However, the real power of this ability is the ability to layer powers and magical
effects into the weapon. In order to imbue a weapon with power it takes a variable amount
of time and eight hours of meditation. When the wielder dies, the weapon becomes a
completely mundane weapon again. Some weapons also have a Geas, which functions like
a flaw. See the Magic of Geos sourcebook for rules and costs for Personal Weapons.
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• Honour Duel: Those of the Samurai caste commonly fight one on one duels against
opposing champions. If a Samurai either issues a challenge which is accepted or accepts a
challenge which is offered he can spend 30 Chi to make the fight an honour duel. While the
duel continues, the Samurai gains four points of location and two points of defensive
willpower. The duel ends when one party surrenders, falls or flees the duel is over and the
Samurai loses the extra location and willpower. During the duel the Samurai may not attack
or use skills on anyone other than his opponent, but the Samurai also gains DR: 2 against
anyone other than his opponent.
• Heavy Armour Training: Samurai wear more armour than any other Cathayans. As such
they gain Heavy armour Proficiency Rank 3, allowing them to wear armour up to Hindrance
6.
• Forearm Parry: All Samurai are taught how to block incoming blows with their forearms.
For 10 Chi, a Samurai can parry a normal blow with his forearms. This ability only works on
abilities which deal Location damage to the character. This ability has no effect against
abilities like Loc to Zero, Crush, Sever or against any form of spell strikes. Most Samurai
wear bracers to prevent the bruises that come from using this ability.
• Ritual Suicide: The Samurai practice ritual suicide whenever they fail or if they are totally
dishonored. A Samurai may always commit ritual suicide regardless of other factors, for
instance a Samurai could commit ritual suicide while under a Domination spell, or when
affected by the Touch of the Dove.
• Draw and Strike: Most Samurai win their fights with their first swing; this swing can only be
done with a katana and must be done as the weapon is drawn from its sheath. This
opening strike can only be used once per encounter, but deals maximum damage plus the
Samurai’s willpower.

Racial Disadvantages:
• Flaw Vengeful: Samurais must always defend their own honour and that of their lord; as
such they consider matters of revenge and avengement as sacred. All Samurais find it
impossible not to brood over any slight that has happened to them or their clan. Insults,
slander, and grievances *should* be dealt with immediately. Samurai are not good at
“letting things slide.”
• Duel Bound: A Samurai must answer any challenge of arms he is faced with. To decline a
duel equals losing, and losing equals death.
• Cannot Flee: Samurai do not flee, but they may retreat. During a retreat a Samurai must
be among the last people to leave the combat. For a Samurai dying is preferable to being
the first to run away.
• Honour the Dead: Samurais will almost never remove the weapon from a fallen foe unless
they intend to return it to his family. Samurais tend to treat the bodies of worthy opponents
with great respect. Weapons are believed to contain the soul of the wielder so the Samurai
will restore the weapons of worthy foes that they vanquish to their families so they can be
passed down to their children. It is customary to keep shields and helms as trophies. This
belief applies to all Cathayans, but this tradition is an absolute to the Warrior caste. The
Samurai seek to never touch the flesh of the dead unless the dead person was a friend of
the Samurai in life.
• Requirements of Rank: Samurai is a title granted by a noble lord. As such, the Samurai is
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required to undertake certain tasks for the court without expecting any reward. All true
Samurai serve the Cathayan state loyally.
• Alignment Protection: Samurai are required to serve their lords without question, Samurai
have often bee required to commit atrocities because their lord deems it necessary.
Because of this we strongly recommend that Samurai in Inritius Alliance have the same
alignment as their lords. However, Samurai’s alignments will not be judged too harshly
when obeying a direct command from the liege lord.
• Martial Focus: When a Samurai accepts his title he must put aside magical dalliances. As
such, after purchasing this template a Samurai may not buy any additional spell lists.
Samurai may elect to buy additional ranks of casting, but those who do are frowned upon.
• Ritual Suicide: If a Samurai has dishonoured himself or his liege lord in any way, he must
work to regain his honour, usually by doing a special task set by his lord or by his
ancestors. If the character cannot regain his honour within three months, he must commit
ritual suicide. If a Samurai commits Ritual Suicide, then they may not, ever, return to life.

Mage: Acquired Template.


The world of Geos is full of magic and a little over half of the population is capable of using
magic of some description. Of those magic capable people, some never learn actual magic,
some never progress further than minor charms, and the remaining few dedicate themselves
to learning real magic. Of those who practice magic, only those who dedicate their lives to
magic are capable of becoming Mages.

Mages dedicate themselves to magic; they spend years studying magic and hunting down rare
scrolls, spells, and tomes. Mages are almost always those who focus on magical power above
all other forms of power.

The Mages Conclave is an international organization, although the main guild houses are
almost all within Argea. The Guild is operated and run by the council of arch-mages and is
headed by the guild-master.

Boon Cost: 100. This template cannot be taken at character creation because of the Test of
Arcana requirement.

Template Requirements.
• Test of Arcana: Any Mage hopeful must take and pass the Test of Arcana as administered
by the Mage’s Conclave. Before a character can take this template they must take and
pass the Test of Arcana. The test is very dangerous, is always a Private Game and only
non-mages who are ready and eligible to take this template may attend. The power of a
mage always comes with a harsh physical price. The Examination fee to take the Test of
Arcana is 50gp per person.
• Arcane Mastery: Guild members are not considered eligible to take the Test of Arcana
until they have proven that they can arcanely cast 2 different spells of level 8. The
character must have casting rank seven and must know the level eight spells of at least
two specialist spheres.

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• Magical Knowledge: Only through focused study can an Arcane Caster hope to be
deemed worthy of the title ‘Mage’. Secret Lore [Arcane Magic] rank 5 is required, as are
Secret Lore [Arcane Items] rank 3, and Secret Lore [Mage’s Conclave] rank 3. The ‘Mage’
hopeful must also be able to read/write magic.
• Inner Circle: ‘Mage’ hopefuls are hand picked from the ranks of Mages Conclave members
in good standing. Rank 5 in the Mages Conclave and Specialized Etiquette [Mages
Conclave] rank 5 are required.
• Magical Diversity: To understand the endless secrets of Arcane Casting, the Mage
hopeful must broaden their magical studies. A Mage hopeful must have at least 10 spheres
with Minor Access, 4 Major Accesses, and 2 Specialist accesses. The Mage must have at
least Major Access to the Arcane sphere and Minor access to at least 2 Exotic spheres.
• Mana Flow: Mastering the use of magic requires the Mage hopeful to master its flow, both
out, and in. Mana Gift and Mana Bridge are required.
• Master of Magic. A Mage must have full control over his own spells, including the power to
end them prematurely. Mages must also be able to end the lingering spells of others.
Release Own Spell is required. Mage hopefuls must always have ranks in Counterspell
equal to a third of their rank in Arcane Casting.
• Further Magic’s Cause: A Mage must be able to instruct others in arcane magic. A Mage
must be able to teach others the spells they know. The Mage’s rank in teach must be equal
to their rank in arcane casting.
• Arcanist above all Others: A Mage must be an arcanist above all other things. A
candidate must have an arcane casting level at least three times the level of his weapon
mastery, weapon finesse, divine casting, druidic casting, bardic performance, psionic
science, DAC, Strength, or Ritual Magic.

Costuming Requirements:
• Magic’s Embrace. To symbolize how magic surrounds and embraces them, all Mages
wear a Cloak or Robe. The length, colour, style, hood, and other such details are left to the
Mage’s own taste although they normally reflect the Mage’s preferred sphere of magic.
This cloak may be removed during play for logical reasons (swimming, climbing, etc.),
though it should be worn the majority of a game, and the Mage must wear their cloak to
each game. Mage’s must always wear this sash unless given a covert mission by the
Mage’s Conclave.
• Purple Sash: Mages are made distinct from the other members of the Mage’s Conclave
and other cloak/robe wearing individuals by a purple sash worn around the waist and from
hip to shoulder. Mage’s must always wear this sash unless given a covert mission by the
Mage’s Conclave.
• Crest of the Conclave. Once a Mage has their title from the Mage’s Conclave, they must
always display the crest of the Mage’s Conclave openly upon their person.

Role-play Hints.
• Mages are very knowledgeable when it comes to magic and its uses. When the topic of
magic, or anything related, is brought up, Mages are very quick to jump into the discussion.
• Mages have an unfortunate tendency to be pompous and arrogant. Mages are very unlikely
to accept anyone of less status questioning their knowledge or not giving them respect.
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• Mages often see and hear things beyond the ken of non-magical folk. Mages tend to look
for patterns of the grand design in all things.
• Mages are the masters and servants of magic; they know never to stand too firmly in the
path of the magic. They understand that magic will find a way to happen regardless of
those in its way.

Costuming Hints.
• Mages tend to wear clothing that doesn’t hinder their movements and which is easy to cast
spells in.
• Mages always carry their enchanted staff.
• Mage’s robes usually correspond to their most powerful and preferred sphere of magic.

Equipment Hints.
• Mages tend to carry a lot of magical oddments, regents, components and so on. Most
Mages tend to have an array of magical miscellanea on their person at any given time.
• Mages usually carry fine magical staffs.
• Mages usually carry a concealed silver dagger.
• Mages do not tend to carry any iron and never carry any cold iron.
• Mages tend to carry around a great tome of magic and knowledge. Mages record their
notes and spells in their tome.

Template Advantages.
• Mage’s Staff: When Mages are first named, they are given an enchanted staff by the
Conclave. The staff is mastercrafted and in the hands of the Mage it belongs to it is a
magical weapon. When the Mage’s guild wants to reward a member they often add an
enchantment to the Mage’s staff. The Mage’s staff functions as a mana store capable of
holding 20 mana; this mana can only be added to and removed from the staff by its owner
or by an Arch-Mage. The mage is considered proficient with their own staff.
• Mage’s Tome: When Mages are first named, they are given an enchanted tome by the
Conclave. The tome is mastercrafted and is protected by powerful spells. Mages are not
permitted to use the tome as a weapon. Only the Mage who owns the tome or an Arch-
Mage can open and read the Tome. When the Mage’s guild wants to reward a member
they often add an enchantment to the Mage’s tome.
• Mage’s Dagger: When Mages are first named, they are given an enchanted dagger by the
Conclave. The dagger is mastercrafted, made of pure silver, and in the hands of the Mage
it belongs to it is a magical weapon. When the Mage’s guild wants to reward a member
they often add an enchantment to the Mage’s dagger. When the dagger is concealed within
the Mage’s sash no-one but the Mage can find it. The mage is considered proficient with
their own dagger.
• Library Access: Mages are permitted to use the guild libraries. There are certain sections
of the libraries that are restricted or that only particular Arch-Mages or the Guild-Master has
access to. Mages apply to the guild for permission to peruse individual sections of the
library.
• Guild Training: Mages are eligible for reduced price training from the guild. Because of
their rank they are entitled to a 50% discount on the price of any training that the guild
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would be able to provide. However, Mages the want to learn Lores or Etiquettes that the
guild can teach do not pay for training until they want to purchase the fifth rank. Mages
who want to learn spells from the sixteen major spheres of levels 1-4 can do so for free.
• Exotic Discovery: Upon becoming a Mage, the Conclave seeks to pair the Mage with a
trainer of an exotic spell list. The mage selects a common [a list is common is the boon
cost to find a teacher when added to the boon cost to persuade the teacher to teach you
the list is less than 100] and currently available exotic list and the Conclave provides a
trainer. The Mage must still pay the boon cost to attune to the list in question and must still
purchase access to the list as normal.
• Magical Senses: Mages find that they are very adept at noticing magical effects and
workings. They are trained to identify magics that other less trained observers would
otherwise miss. Mages treat their Detect Magic skill as if it were two ranks higher, to a
maximum of Rank 10.
• Mana Transfer: Mages understand the flow of mana better than dabblers in magic.
Because of this they are able to accelerate the flow of mana into and out of their own
bodies. When a Mage is using Mana Gift or Mana Bridge, they may move 3 points of mana
per second rather than 1 per second.
• Studious Habits: The Mage always seems to find enough extra time for some additional
studies in magic fields. The Mage gains additional free Lore points monthly at the same
rate they gain their standard free Lores. These additional Lore points must be spent on
magically focused Lores, such as Lore Arcana, Lore Artifacts, Lore Magical Items, Lore
Rituals, Lore Potions, etc. Additional acceptable Lores can be cleared with the Plot team,
and a suitable trainer for these skills is normally available through the guild.
• Contingent Flexibility: Mages are taught a way of casting Contingency spells with multiple
trigger scenarios. When the Contingency spell is cast normally the caster may only pick
one trigger scenario, however a Mage is able to write three possible options into the trigger
scenario. For example: Major Heal release whenever I am badly injured, whenever I am
touching a non-enemy who requires major healing, or whenever I am knocked
unconscious.
• Hold spell: Mages have learned to hold spells in abeyance until they need them. A Mage
using this ability casts the spell as if it was double its actual level, but then can choose to
activate the spell at any time during the next ten minutes. Maintaining a held spell requires
some concentration from the Mage meaning that they cannot run, fight, cast, or shout while
holding the spell. If the Mage suffers damage greater than their Willpower they lose their
held spell.
• Mana Armour: A Mage is able to use their own mana as a shield. For fifty halo, a Mage
can assign an attack to their mana instead of to their physical form. The mage loses mana
equal to ten times the total physical damage [it is not reduced first to allow for global hits,
damage reduction, or anything similar]. If the Mage does not have sufficient mana to
absorb the entire attack then they cannot use this ability.
• Spell immunity: Mages have learned the holes in their favorite spells so that they are no
longer affected by them. When the Mage takes this template they may select any one spell
of Level 5 or below. The spell must be that the Mage knows from one of their specialist
lists; the Mage is considered immune to that spell but not from variations of that spell, other
spells which causes a similar effect, or non-magical means of replicating the same effect.
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Template Disadvantages.
• Hindrance Increase: While the physical restrictiveness of armour is no more
cumbersome to a Mage than to anyone else, a Mage is more involved in his spell-casting
meaning that Mages feel more of a distraction and annoyance from hindrance then other
casters. The Hindrance of any armour or shield a Mage uses is considered to be doubled.
• Conclave Loyalist: Mages are bound by the tenants and codes of the Mage’s
Conclave to obey the orders of any superior in good standing with the Conclave.
Disobeying, especially disobeying an Arch Mage, or the Guild-Master, may result in lost of
guild rank, penalties, or the stripping of the Mage title, and template. If the Mage can prove
that the superior was being coerced or was under Oblivion’s sway the Mage will be
exonerated. Mages may not slay, or permit the slaying of, other Mages unless a death
warrant has been completed by the Mages Council.
• Essence and Spirit as One: For the Mage, their soul and their magic are almost
indistinguishable, and as such; lack of one means lack of both. When the Mage is reduced
to 0 Mana, they have no access to any available Halo. When the Mage is at 0 Halo, they
have no access to any available Mana.
• Weapons of a Mage: Mages are required to be able to solve problems using magic;
they are not expected to be able to fight. According to Mage Conclave law, Mages may
only wield a mages staff and/or a small dagger. The Mages guild penalizes Mages who use
any other weapons.
• Behaviour Befitting a Mage: The Mage’s Conclave is one of the most exclusive guilds.
Only Mages are considered to be true members of the Mages Conclave and they are
expected to behave properly. Any Mage who is proven to have behaved in a way that does
not fit the Mage’s Conclaves image of how a Mage should comport themselves will be
punished. Mages are required to remain respectful at all times.
• Non-Natural: Mage’s have dedicated themselves to the Arcane sphere; they have
forever separated themselves from the natural world. Mages are not eligible to learn
Druidry or take the Druidry templates. Mages often find that they are the first target of
natural creatures or druids. In natural surroundings, Mages stick out like a sore thumb.
• Journal: Mages are required to maintain a journal. The journal entries of the Mage are
the property of the mage’s Conclave. At the end of each game the Mage must record a
journal entry on the journal section of the IA website. Failure to do so will lead to the Mage
not receiving any experience from that game.
• Duelist: The Mage’s Conclave has always includes magical duels to settle disputes.
Mage’s must always answer a formal duel from someone who is considered to be a
respected magic user. It is common for Mages to bend the knew, signifying defeat, to
Senior Mages. The challenger must be a member in good standing of the Mage’s
Conclave.

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• Spreading Knowledge: Mages are required to provide free teaching to Mage’s
Conclave members when directed by the guild. Free teaching is only required when the
Guild directs the Mage to do so directly or when it will clearly benefit the guild.
• Grueling Trials: The Test of Arcana tends to causes permanent physical damage to
the Mage. The Mage usually loses 1 or more permanent points of Con, 1 or more
permanent points of Loc, and often ends up with permanent physical flaws such as a poor
immune system, a frail body, poor senses, or premature age. The outcome of the Test of
Arcana could even cause the Mage’s physical multipliers to rise.

Spell-Sword: Acquired Template.


Magic is extremely common and useful across Geos; because of this many swordsmen have
learned that dabbling in magic can be the difference between success and death. One small
group, with the consent of the Mage’s Conclave, sought to find better ways of combining magic
and swordsmanship; they were seeking to copy the Elven fighting style of blade-casting which
is believed lost. The original group of Spell-Swords was almost wiped out during the Wars of
Inritius, but not before they perfected the art of storing spells into their swords that they could
unleash against their foes.

Those few Spell-Swords who still exist tend to have very close ties to the Mage’s Conclave,
the Swordsman’s Guild, or one of the combatant churches.

Boon Cost: 100. Spell-Swords are rare and rarely take pupils, because of this and because
of the enhanced power of this template; Spell-Sword training has a boon cost of 100.

Template Requirements:
• Master Swordsman: Before a Spell-Sword will consider a swordsman for a pupil the
swordsman must have proven their skill with a sword. The character requires Weapon
Mastery (Regular Sword) Rank 4 or Weapon Finesse (Regular Sword) Rank 4.
• Accomplished Caster: Before a Spell-Sword will consider a caster for a pupil the
swordsman must have proven their skill with magic. The character requires Arcane or
Divine Casting Rank 4.
• Spell-Sword’s First Step: Before a Spell-Sword will consider a swordsman for a pupil
the swordsman must have proven their ability to imbue a sword swing with magic. The
character must have the skill Magic Blow.
• Knowledgeable: Before a Spell-Sword will consider a candidate for training, they must
have proven that they understand the concepts behind the Spell-Sword. The character
must have Lore Magic Secret Rank 3, Lore Swordsman Secret Rank 2, and Lore Spell-
Sword Secret Rank 1.
• Guild Membership: Spell-Swords always select their pupils from those they have seen
at the Mage’s Conclave and in the Swordsman’s Guild. The character must have rank 3 in
the Mage’s Conclave and in the Swordsman’s Guild to be considered; the character must
also have the etiquette to back up those ranks.

Costume Requirements:
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• Identification: Spell-Swords are required to maintain membership in the Mage’s Conclave
and the Swordsman’s Guild; as such they should carry the insignia of both guilds upon their
persons.
• Shining Swords: Spell-Swords always carry beautiful gleaming swords. A Spell-Sword
must always carry one or more master-work one handed swords.

Costume Hints:
• Spell-Swords are flexible fighters, they tend to wear clothing and armour that us easy to
move in.
• Spell-Swords tend to prefer being un-burdened.

Equipment Hints:
• Spell-Swords, like most swordsmen, carry the finest best swords that they can get their
hands on.
• Spellswords are warriors in their own right, and while they do not rely on their casting
abilities, they have moved away from anything that may negatively affect their magics as
such they do not use Iron (or any derivative) equipment.
• Spell-Swords often collect magical trinkets which can assist them either in combat or
magically.

Roleplay Hints:
• Spell-Swords tend to be polite and courteous.
• Spell-Swords tend to be efficient in combat. They are proud of their abilities but they do not
tend to play with their opponents.

Template Advantages:
• Spell-Strike: This is the primary ability of the Spell-Swords. The Spell-Sword may, for
twenty halo, cast a spell into one of their master-crafted one handed swords and when they
strike an opponent may add the spell effect to their damage code. A spell cast into a Spell-
Swords blade will stay there for no longer than ten minutes before it dissipates. The spell
stored within a Spell-Swords blade can only be released by the Spell-Sword.
• Magical Blade: Spell-Swords have learned how to imbue their swords with magical energy
for longer than a strike. For twenty halo, the Spell-Sword is able to imbue one of their one
handed masterwork weapons turning it into a +0 magical sword for ten minutes. A sword
affected by this ability will not be magical in the hands of another, not even another Spell-
Sword.

Template Disadvantages:
• Unhindered: Spell-Swords require the ability to move freely during combat and they
require being un-hindered in order to cast their spells. Spell-Swords may not wear armour
or carry shields that prevent them casting the highest level spell that they know. Spell-
Swords may not wear armour or shields crafted of Iron (or any of its derivatives).
• Sword Wielders: Spell-Swords have all had swordsman’s training; as such they almost
exclusively fight with swords of various descriptions. If a Spell-Sword is using a weapon

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which isn’t a glaive, dagger, or sword (of any type) they suffer a -2 standard/maximum
damage penalty.
• Gentlemen: Spell-Swords are required to maintain membership in two gentleman’s clubs;
as such they are required to behave like gentlemen (even if they are ladies).
• Limited Access: By ancient pact, Spell-Swords are limited to the spheres that the can
select. No Spell-Sword may possess more than eight spheres of magic to any level of
access.
• Reduced Lore: Spell-Sword characters spread their time between learning magic and
learning martial prowess as such, they generate free lore skills at half the rate their Intellect
modifier suggests. Normally a character generates one free point of lore skill per X games,
where X is their Intellect modifier.

Forest Warden: Acquired Template.


The places of the wilds were once vast, dangerous, and fierce. While the same can still be
said, the true meaning of those terms has diminished over the centuries. In the first millennia,
the forests were so untamed that they needed no guardians. The very power of the forests
themselves could lash out at those who would seek to harm it, leaving behind no traces of the
transgressor. Since the decimation wrought against the ancient forests during the Kin-Strife
wars, the ravaging of the Horde, and the expansion of the Argead Empire; the primordial
powers that once guaranteed the safety of the wild lands have dwindled away, perhaps never
to return.

The Elven peoples of Geos have always revered nature. Being born of the elemental world has
tied them to the planet, and nurtured their love of the fierce and chaotic woodlands. And so,
the Elven people were the first mortal race to bare true children of the forest. The Elves have
ever been attuned to the natural world, and lived in harmony with it. So when devastation befell
their beloved lands, they rose up to defend these sacred forests. The Forest Wardens are the
Elven guardians of the woodlands, sworn to root out any corruption and dangers that lurk
within the borders of the wild lands.

The Forest Wardens have learned to join their very souls with the soul of a forest, to
experience and understand the woodlands in a way not unlike a Dryad or Heart connects with
their Soul Tree. This joining, while temporary and not as involved, allows the Forest Wardens
to feel the dangers and fears of the forest, and guides them on their quests to protect it.

Over the centuries, tales are told of outsiders who have proven themselves to the Elves to
such a degree that they are allowed to join the Forest Wardens. This will only be allowed after
the candidate has proven their devotion to the same ideals that the Forest Warden’s swear to.
In such cases, legends speak of rare cases of non Elven Forest Wardens, those who stand
beside their adoptive Elven brothers and sisters, and shed their blood as kin. One legend
speaks of a clan of Nature Elves known as the Farstriders many of whom were Forest
Wardens, who traveled to the land of Minera in response to a call for aid centuries ago and
clan later accepted a few Minerian members.

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Boon Cost: To join the Forest Wardens, there is a cost of 15 boons for a Nature’s Elf and 25
boons for Non-Drow Elves. Boon costs for other races will be calculated on an individual
basis, but the cost for destructive races like Orks and Drow would be astronomical and would
normally require a private game.

Role-play Hints:
• The forests and places of the wilds are sacred to the gods of nature, and it is the duty of the
Forest Wardens to safeguard them from harm.
• Loggers are a terrible menace, and tensions are always high when a logger and a Forest
Warden are close together.

Costuming Hints:
• Most Forest Wardens continue to dress in a similar fashion to how they did before their
indoctrination, though most like to shift their colour scheme to match the woodlands they
now patrol.

Equipment Hints:
• Weapons of bone, stone, and wood are favored; since Forest Wardens forswear the use of
metal weapons.
• Natural armours, such as leathers, hides, cloths, and even bone & stone are used in place
of the worked unnatural metals the Forest Wardens have abandoned use of.
• Equipment necessary for survival in the wilds is always recommended.

Template Requirements:
• Faith: Every Forest Warden is a devout worshiper of Nature, and must revere one of the
nature Deities. Faith rank 3 in any of the following nature deities is required; Cerunnos, The
First, Lord of the Hunt, The Runner, Emolash, Gaea, Autumn Willow, Spring Bud, Winter
Chill, Summer Bloom.
• Tamer’s Hand: A Forest Warden must know how to calm the wild beasts of the forest.
Handle Animal Rank 2 is required.
• Knowledge of the Forest: To become a Forest Warden, the initiate must demonstrate an
impressive understanding of the hidden nature of nature. Lore: Nature (Secret) Rank 2 is
required.
• Green Oath: To join the ranks of the Forest Wardens, the initiate must first swear to obey
the Druidic Council, the ultimate authority on the wellbeing of Nature. Guild Rank 1 (Druidic
Council) is a requirement.
• Spirit: The Forest Wardens rely on their ability to tie their own spirit to that of the forest,
and so they must not be devoid of their spirit. A potential Forest Warden cannot have the
Absent Halo flaw.
• Gift of the Soul: One duty of the Forest Wardens is to protect, and in fact fuel the life of
the forests. A Forest Warden must be able to give of his own Halo to a forest. Halo Gift is
required.

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• Nature’s Friend: Forest Wardens must be considered friends of nature. A Forest Warden
must not have the Black Thumb, Offensive to Animals, or Fey Disgust flaws. They must
also not bare the dying curse of a nature priest or druid.

Costume Requirements:
• Emerald Locks: Marking themselves with herbal dyes, the Forest Wardens streak their
hair with the greenery of the forest. Green streaks must be visibly noticeable in the hair.
• Shield of Foliage: The Forest Wardens are, in some ways, a force that polices the wild
lands. As such, they have come to mark themselves by baring a leaf on their outer-most
layer, over their heart, much like a badge. This leaf may be of any kind, but must always be
visible on the outermost layer, over the heart.

Template Advantages:
• Meditation: By spending 10 minutes in meditation, a Forest Warden may connect his soul
with the very spirit of a forest. This connection will inform the Forest Warden if the forest
has a Druid Grove, a Dryad, or a Heart. It will also inform the Warden of any dangers the
forest faces, though exact details may be unclear.
• Purify Nature: The Forest Warden may remove any harmful factors to nature, such as
diseases, infestations, oblivion taint, or any other factors that are harming the local
environment. Using this ability costs 5 Divine Points and 30 Halo, and is effective to a
radius of up to 10 feet from the Warden, dependant upon the strength of the corruption and
the faith rating of the Forest Warden.
• Speak With Nature: A Forest Warden who cannot here the whisper of the trees or the
voice of the woodland creatures is of little aid to nature in jeopardy. For 10 Halo, a Forest
Warden may Speak with Nature, as per the 4th level Nature spell.
• Nature’s Friend: A Forest Warden is considered to be a positive force by all natural and
mundane creatures in their natural environment, unless the Forest Warden is hunting, in
which case creatures sense that the Forest Warden is a predator. Because of this, a Forest
Warden will rarely be attacked or targeted by a feral creature, even one that is raging.
However, rabid animals or those who are being affected by drugs or spells can still attack
the Warden. If being attacked by a seemingly natural creature call Nature’s Friend to
signify to the crew member that they do not see you as an enemy.
Template Disadvantages:
• Natural Trappings: Forest Wardens find that weapons and armour made from non-natural
materials are uncomfortable to bare. Forest Wardens must not wield metal weapons, or
wear metal armour.
• Subservience to Nature: Every Forest Warden understands that it is his duty to serve
nature, and those who have a stronger connection to it, such as Druids, Hearts, and
Dryads; speak with the weight of nature itself. A Forest Warden must always obey the
commands of a Druid, Heart, or Dryad, unless they have proven themselves to be servants
of Oblivion. This compliance need not be without question, though if implicitly ordered to
take a course of action; the Warden cannot refuse.
Inritius Alliance: Basic Rulebook Page 183 of 184
Version: March, 2009
• Nature’s Pain: The soul of a Forest Warden is intermingled with the woodlands he strides
upon, and as such; harm done to the forest harms him as well. Any tree killed within 100
feet of a Forest Warden causes him to take 2 point of damage to all locations. This damage
is ‘Through Regardless’, and cannot be warded against in any possible way, though it can
be healed like any normal damage.
• Offering of Essence: To impart some of his very soul into the forests he walks is the duty
of all Forest Wardens, to ensure essence of the forest is nourished. During each game, the
Forest Warden must Halo Gift 20% of his total halo to the first forest he enters that day.

Inritius Alliance: Basic Rulebook Page 184 of 184


Version: March, 2009

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