You are on page 1of 96

Exotic Spell Lists:

Lightning
1 Spark Instant Touch
2 Lightning Dart Instant Packet
3 Stunning Jolt Instant Packet
4 Lightning Ward 1 hr Touch
5 Magnetic Repulsion 10mins Caster
6 Lightning Bolt Instant Packet
7 Storm 10mins Packet
8 Ride the Lightning Instant Caster
9 Forged Lightning 10 mins Caster
10 Electrocute Instant Packet
11 Charged Storm PERM Sunrise 5 miles

Those who say lightning never strikes the same place twice, have never run a foul of an
electromancer. Casters who delve into the mysteries of lightning magic seek to understand and
master nature’s most destructive force. It has been rumored that some of the Geos’ more
inventive races have developed ways to store lighting for later use.

Note: Lightning damage is potentially more damaging to creatures wearing heavy metal armour.

Note: Lightning springs from the parent list of Air. The lightning list is opposed by the Earth and
Water major lists. The lightning list is also opposed by the Blood and Research minor lists.

Note: The lightning list has a boon cost of 12 to Attune, 8 to find a teacher and 8 to persuade the
teacher to teach you the list.

1) Spark:
Touched conductive item starts emitting shocks. For the duration, the affected item, emits sparks
of lightning which cause 1 damage to the location contacting it. The wielder can choose to drop
the item or can suffer through the damage. A living creature cannot be the target of this spell not
can any item which is not normally conductive, such as bone, stone or wood. The damage occurs
at the end of the ten seconds. If used offensively, this spell can only cause harm to one location
at a time.

2) Lightning Dart:
An arc of electricity darts forth and strikes a foe. Thrown packet deals three points of lightning
damage to struck location. Lightning damage is potentially more dangerous to creatures wearing
heavy metal armour.

3) Stunning Jolt:
Lightning overloads the targets body control and leaves him on the floor spasming. The target
drops to the floor, dropping all carried items. It takes the target a few seconds to regain motor
control. Creatures without a central nervous system, such as undead or constructs, are immune to
this spell.

4) Lightning Ward:
A cunning electromancer knows that lightning repels itself. By channeling lightning through
himself, he wards off incoming lightning spells. If the person warded by this spell takes damage
from any lightning based source, the damage is redirected to the nearest conductive target; it is
unknown for the lightning to jump more than ten feet or across water.

5) Magnetic Repulsion:
The electromancer harnesses lightning to generate a field around himself that repels mundane
metal objects. For example, weapons made of, or tipped with, metal cannot strike the caster.
Weapons made of bone, stone or wood are not affected by this spell. Most projectiles, such as
arrows, travel with such velocity that they strike true as the spell does not have a chance to take
hold of the projectile. Those who approach the caster, find that no metal object on their person,
such as armour, will go within one foot of the caster. The magnetic field extends one foot from
the caster in all directions; this means that the character cannot wield or hold metal objects. The
caster does not gain control over the objects, they simply cannot come within one foot of him.
This spell does not, for various reasons, affect enchanted objects.

6) Lightning Bolt:
Electricity shapes into a bolt and strikes a foe. A thrown packet deals ten points of lightning
damage to the location struck. Lightning damage is potentially more damaging to creatures
wearing heavy metal armour.

7) Storm:
The caster summons forth a storm and unleashes it at his foes. A lightning storm gathers above
the area to be affected. The storm affects a circle 20 feet wide, which must be clearly drawn by
the caster prior to casting this spell. The referees will target those in the circle, or those merely
passing through the circle with lightning bolts; as a safe assumption, the referees will throw a
lightning bolt every three to five second. This spell can only be cast in an area reachable by
weather, so can not normally function indoors. Lightning damage is potentially more damaging
to creatures wearing heavy metal armour.

8) Ride the Lightning:


The caster transforms himself into a bolt of lightning which can almost instantly travel to any
location that the caster knows well within 10 miles. During a thunderstorm, the caster can opt to
travel to the edge of the storm, instead of to a place he knows well. Using this spell, the caster
can carry himself and anything he can comfortably carry, however, he cannot carry any other
living creature. This spell is not subtle, any observer sees the lighting flash down. Neither the
entrance, nor the exit location, can be indoors. The spell usually works exactly although outside
factors can affect this spell.

9) Forged Lightning:
The caster chains lightning into the core of a conductive weapon. For the duration of the spell the
weapon counts as magic. Any conductive weapon that blocks this weapon is subjected to Spark.
If the caster blocks an incoming blow from a conductive weapon, lightning channels down the
weapons and the opponent is affected by Stunning Jolt. The weapon is mundane in the hands of
anyone other than the caster.

10) Electrocute:
The caster projects lightning into his foe. The target who is struck by a thrown packet takes
twenty damage to each location. The target is thrown to the floor by the effect. Any items on the
targets body or in his hands arm conduct electricity for the next ten seconds. Some conductive
objects on the character may be charred, warped and destroyed, although this is unlikely.

11) Charged Storm:


The electromancer channels the purest essence of lightning on a massive scale. A storm of raw
power forms over the targeted location, it unleashes bolts of lightning in rapid succession to
destroy and kill. Grounded structures have some chance of survival, but most living creatures
will be slain. These bolts differ from normal in that they can transfer their charge through walls
or even the earth itself. For the duration, frequent and devastating lightning strikes rip through
the area, causing mild discomfort and vexation.
Scrying:
1 Heighten Senses 10mins Caster
2 Dark vision 10mins Caster
3 Scout 1 min Caster
4 See Invisibility 10mins Caster
5 Severed Eye/Ear 1 hour Caster
6 Sense Ethereal 10 mins Caster
7 Divination 10mins Caster
8 True Seeing 10mins Caster
9 Scry 10mins Caster
10 Block Scrying 1 hour Caster
11 Voyeur PERM 1 month 10miles

This list is one of the more common Exotic lists. The arts of scrying and divination are one
practiced by thousands of mages, so the ability to block scrying is also very desirable.

Note: Scrying springs from the parent list of Mind. The Scrying list is opposed by the Dark and
Stealth major lists. The Scrying list is also opposed by the Creation and Illusion minor lists.

Note: The Scrying list has a boon cost of 6 to Attune, 6 to find a teacher and 8 to persuade the
teacher to teach you the list.

Note: Diviners often augment their abilities to the point where they can see background spirits
and elementals. They often see ghosts, fey spirits and other things in the background.

1) Heighten Senses:
By focusing his magic on his senses, the caster heightens his own senses. For the duration of this
spell the caster gains Heightened Sense Rank 2. The ranks of Heightened Senses from this spell
do not stack with any other ranks of Heightened Senses.

2) Dark vision:
Through the use of this spell, the caster is able to overcome the limits of light and sight. For the
duration of this spell the caster can see in magical and mundane darkness. When this spell is used
to combat mundane darkness the character is permitted to use a small modern torch, although, if
this torch is used without care for the vision or experience of others this privilege will be
removed. Many mages attempting to use this spell against the forces of Oblivion have found that
it is ineffective when used against the Darkness of the Void spell or the Demonic Darkness Spell.

3) Scout:
By forcing his senses to step out of his bubble of perception the caster is able to leave his body
for a few moments. The only use of this power that allows the caster to reattach his senses
without mishap is to scout ahead of the party by some twenty paces. The caster must confer with
the referee team before using this power as while his senses are out of body the casters own body
is extremely vulnerable; the referee will also be able to let the caster know if the crew is ready to
be spied upon.

4) See Invisibility:
Through the use of this spell, the caster is able to overcome invisibility. For the duration of the
spell, whenever the player is faced by someone who is apparently not visible, the caster can call
See Invisible and the hidden person will inform the caster whether or not See Invisibility reveals
them. See Invisibility works on invisibility spells only, or spells like Call Shadows, it does not
reveal creatures who are ethereal, incorporeal or who are physically hidden through the hide
skill.

5) Severed Ear/Eye:
Through the use of this spell, the caster symbolically severs one of his own ears or one of his
own eyes and attaches the astral projection of that sense to an object. For the duration of the
spell the caster’s senses are reduced, if the caster has heightened senses treat him as having one
rank lower than he would have normally; although a Restore Sense spell will alleviate this flaw.
Whenever the caster actively concentrates on his severed sense he can perceive what that object
would see or hear. Use of this spell requires interaction with the referee team, otherwise if the
caster’s body is safe he can put his hand in the air and follow the object.

6) Sense Ethereal:
Through the use of this spell, the caster is able to overcome the sense of confusion when
creatures phase out of existence. When a creature such as a Wraith fades into another plane he
can no-longer be seen by creatures on this plane of existence, the Seer however is aware of
where he is in the other plane so he is able to work out where and when the creature is likely to
once again become tangible on this plane.

7) Divination:
When a Seer first learns this spell he must decide what type of divination he favors, examples
include Pyromancy, Geomancy, Rune Stones, Tea Leaves, Tarot Cards, Aquamancy or
Pendulums. The casting time for this spell is one minute per spell level and the divination must
be properly role-played. Through the use of this spell the caster may divine the answer to three
questions which have one word, or short sentence answers. The answers the caster receives are
usually correct, although, there is always some room for doubt because of outside influences and
the fluctuations of fate.

8) True Seeing:
Through this spell the Seer gains his reputation for seeing all. The caster gains Heightened
Senses Rank 5 for all purposes, although this rank cannot be increased by any means. The caster
gains the ability to see invisible creatures, camouflaged creatures and those cloaking themselves
with illusions. The caster is able to penetrate any illusions of level eight and below. The caster is
able to see in almost all forms of darkness, magical or otherwise. If the caster is blind at the time
of casting this spell then for the duration he is also able to see normally. This spell also offers a
measure of protection against mundane methods of blocking sight like smoke, fog, blizzards or
sand.
9) Scry:
When a Seer first learns this spell he must decide what type of scrying he favors, examples
include Pyromancy, Geomancy, Aquamancy, Star Gazing, Mirrors, Polished Metal or something
else. The casting time for this spell is one minute per spell level and the caster must focus on the
surface he is scrying through. For the duration, the caster can see the events going on in a five
metre radius around the object or person that the caster is scrying on. If the caster wishes, he can
expand the vision so that it can be seen by those who are touching him. The vision provides
either audio or visual information, if both are required, then the caster must cast this spell twice.
The caster must have a focus if the target is more than one mile away, typical focuses include
pictures, hair or blood of the target.

10) Block Scrying:


Through the use of this spell, the caster prevents anyone else scrying on a specified person or
object. Until the duration expires, it is impossible for anyone else to scry on the person or object
protected, although, the object can still be seen normally if viewed through mundane means;
which means that a Seer using Severed Eye or Voyeur can still perceive the object or person.

11) Voyeur:
This spell is what has earned a lot of Seers a bad name. Many mothers have petitioned the Mages
Conclave for this spell to be banned after one young Seer was arrested for using this spell to
experience young girls losing their virginity. For the duration of the spell, the caster can
(although he doesn’t have to) use any and all of the targets senses. The Seer can sense what the
subject is feeling, can feel the subject’s pain and share their orgasms. While inside the target, the
Seer can make suggestions to get the target to move towards doing things that the Seer would
like to experience; these suggestions are made through the persuade power and are made as if the
casters Willpower was only half of his total. If the target is unaware of his rider, the Seer is also
able to sense some of what the victim is thinking. It is rumored that some Seers have developed a
version of this spell that allows paying customer to take a weeklong trip in someone else’s body.
Combat Mastery:
1 Weapon Focus 10 mins Caster
2 Shifting Prowess 10 mins Caster
3 Dart Chain Instant 5 Packets
4 Backlash 10 mins Caster
5 Delay Spell 10mins Caster
Weapon
6 Imbue Weapon 1 hour Touched
7 Bolt Chain Instant 5 Packets
8 Reflect Blow Instant Caster
9 Mana Strike Instant Packet
10 Strike Chain Instant 5 Packets
11 Efficient Damage PERM 1 hour Caster

Some mages spend so much time in combat situations that they have developed a set of spells
which allow them to thrive in combat situations without relying on warriors to protect them.
Many combat mages are capable of waging war on their own, others travel with strike forces or
groups of adventurers as they can function as mages or as extra muscle when needed.

Note: The path of Combat Mastery springs from the parent list of Meta. The lightning list is
opposed by the Life and Stealth major lists. The Combat Mastery list is also opposed by the War,
Illusion, Research and Creation minor lists.

Note: The Combat Mastery list has a boon cost of 25 to Attune, 8 to find a teacher and 20 to
persuade the teacher to teach you the list.

1) Weapon Focus:
Using this spell the mage weighs an object in his hand and figures out how to use it properly.
The mage compares the weapon he wants to use to a weapon he already knows how to use and
gains an additional weapon proficiency; if the mage does not already have a weapon proficiency
then this spell does nothing. The mage is now able to use any object as if he was proficient in its
use; this spell has been used to efficiently fight with a tankard, a scroll case and even the severed
arm of a goblin. Please remember that without proficiency, a character can only deal one point of
damage with any given object. For the duration of the spell the caster is also considered to be
ambidextrous.

2) Shifting Prowess:
Using this spell the mage weighs an object in his hand and figures out how to use it properly.
The mage compares the weapon he wants to use to a weapon he already knows how to use and
gains Weapon Mastery in the new weapon equal to the ranks of Weapon Mastery he possesses in
his weapon of choice; if the mage does not already have ranks of Weapon Mastery then this spell
does nothing. The mage needs to be proficient in the weapon for this spell to be effective. This
spell has been used to efficiently fight with a tankard, a scroll case and even the severed arm of a
goblin.
3) Dart Chain:
With this spell, a caster is able to convert any of his dart spells into a chain of darts. The caster
casts this spell, then casts the dart spell he wants to chain. The mage stands still and is able to
throw five packets, each must be thrown at a different target and each target must be
progressively further away from the caster than the dart before it. The caster must throw all five
packets in rapid succession. The caster cannot pause, nor can he do anything in between
throwing each packet, if the caster speaks or takes so much as a single step, the spell breaks and
the chain ends.

4) Backlash:
An aura of static wraps the caster, those with high levels of heightened senses are put off by the
buzzing. The static is almost visible and sheds a small amount of light. When someone strikes
the caster in melee with a weapon or an unarmed attack the energy is released and runs along the
striking weapon until it finds the wielder, the wielder is thrown backwards and takes three points
of damage to every location. A missile or projectile weapon is not affected by Backlash. To be
clear, once the energy is released, the spell ends.

5) Delay Spell:
Through this spell, the caster is able to hold a number of spell levels in abeyance until he is ready
to release them in a display of power. The caster starts by casting this spell and then casts a
number of other spells which he wishes to hold. The caster is able to hold a number of spell
levels equal to his Willpower (Example a mage will Willpower 10 could hold 10 level 1 spells or
1 level 10 spell). Once this spell is active, the caster is unable to cast any other spell until it is
released as he is using all of his power to hold the spells in abeyance. Many mages use this spell
in conjunction with Contingency and Power Word in order to be able to release several near
instantaneous spells to appear as if they have the ability to verbalize spells.

6) Imbue Weapon:
The combat-mage through this spell is able to prepare a weapon of at least mastercrafted quality
to hold five levels of spells (this spell uses unmodified spell levels). The combat-mage or another
mage can store up to five levels of spells in the object so that the person bearing the object can
release the spells by striking an opponent. If the combat mage wields the weapon then he can
choose when to release the spells and can release some or all of the spells; if the wielder is not
the caster of this spell then all the spells are released the next time the weapon strikes a foe (or
nearly strikes a foe in the case of global hits). This spell lasts until the spells are released or until
one hour has passed. The weapon in question cannot be predominantly made of Iron or Steel.

7) Bolt Chain:
With this spell, a caster is able to convert any of his bolt spells into a chain of bolts. The caster
casts this spell, then casts the bolt spell he wants to chain. The mage stands still and is able to
throw five packets, each must be thrown at a different target and each target must be
progressively further away from the caster than the dart before it. The caster must throw all five
packets in rapid succession. The caster cannot pause, nor can he do anything in between
throwing each packet, if the caster speaks or takes so much as a single step, the spell breaks and
the chain ends.
8) Reflect Blow:
The combat-mage protects himself with a spell-web which causes the next physical blow to
strike him to unerringly strike the aggressor instead, assuming the aggressor is within 10ft (if the
source is not within 10ft the caster does not take the damage, but the aggressor is unharmed).
The thing to strike the caster is reflected regardless of the nature of the strike and the caster
cannot choose which blow is affected. This spell has no effect on RAW damage. This spell
cannot reflect spell effects.

9) Mana Strike:
The combat mage shapes his own mana into an offensive strike. The thrown packet deals twenty
points of Mana damage to the target. This strike has no affect if it hits someone with no Mana.

10) Strike Chain:


With this spell, a caster is able to convert any of his strike spells into a chain of strikes. The
caster casts this spell, then casts the strike spell he wants to chain. The mage stands still and is
able to throw five packets, each must be thrown at a different target and each target must be
progressively further away from the caster than the dart before it. The caster must throw all five
packets in rapid succession. The caster cannot pause, nor can he do anything in between
throwing each packet, if the caster speaks or takes so much as a single step, the spell breaks and
the chain ends.

11) Efficient Damage:


A savvy combat mage understands that different targets require different types of damage. For
the duration of the spell, the caster of this spell is able to decide whether his attacks deal damage
to the targets Location, Constitution, Halo, Mana or Willpower. Any damage that the caster deals
is considered to be magical and ethereal for the duration for purposes of who is damaged by the
effect.
War.
1 Rank Percept Instant Sight
2 Ventriloquised Command One Hour Touch
3 Obfuscate Command One Hour Touch
4 Forced March One Hour Touch
5 Triage One Hour Touch
6 Force of Arms Instant Touch
7 Aegis of Protection 10mins Touch
8 Unshakeable Loyalty One Hour Touch
9 Missile Aegis 10 mins Touch
10 Earth’s Ally One Hour 1 mile
11 Guaranteed Victory PERM Battle 5 miles

Note: War springs from the parent list of Arcane. The War list is opposed by the Mind and
Stealth major lists. The War list is also opposed by the Creation, Combat Mastery, Conjuring and
Weather minor lists.

Note: The War list has a boon cost of 20 to Attune, 8 to find a teacher and 24 to persuade the
teacher to teach you the list.

Today’s battlefield is no longer a place simply for ranked troops and archers, now-a-days every
successful battle-line always includes a large number of healers, support mages or mage based
artillery platforms. Inritius’s armies also include a large number of demonic and unliving allies,
many of which require magic to vanquish. There is a brotherhood amongst battle-mages wherein
they rarely target each other with magic and they work together to keep the costs for their
services high.

Many War mages focus on having a high Willpower score as their Willpower score dictates how
many people that can affect with the spells on this list. For the purposes of War Spells, the mage
uses his Willpower unmodified by any means as he is struggling to stretch spells across many
individuals. With the Unit/Army spells, the range of the spell is touch, however, the mage only
has to touch one member of the Unit/Army and as long as that member of the Unit/Army is
touching the next man the spell passes along the chain.

Note: All recipients of War Spells must share a common long-term factor; that factor could be
Race, Guild Membership or Army membership. If a single recipient does not share that factor or
is disloyal to that cause then the spell usually fails. Sharing a mission is not a sufficient factor.

1) Rank Percept:
The caster can use this spell to determine the military rank of a target. This spell identifies
displayed rank for any army or nation, even if the caster has never visited that nation or
interacted with that army. This spell does not identify the rank of people who are not displaying
rank. This spell is fooled by those who are displaying false rank or who are disguised physically
or magically. This spell works on anyone the caster can see and does not require a packet. This
spell only targets one individual at a time. Typically this spell will provide the answers: “Target
is not displaying rank” or “Target is dressed as a _________.”

2) Ventriloquised Command:
The caster uses this spell to issue commands to troops and provide updates to generals and
commanders. The caster selects a number of recipients that is equal to, or less than, his
unmodified Willpower score. For the duration of the spell the caster can throw his voice so that it
sounds clearly from directly behind the recipient(s). If the caster cannot see the recipient then the
recipient cannot hear the caster. This spell cannot be cast on an unwilling target. Many casters
find that the recipients can often hear everything that the caster says during the duration, so they
try to be careful about bad mouthing their commanders.
Note: This spell is being play tested, if we find that the referee team are wasting a lot of their
time running messages between players it will be removed.

3) Obfuscate Strength:
This spell has been used many times over the last few years to make an enemy under estimate the
risk that your unit poses or to make an enemy wary of engaging your unit. Essentially the caster
blurs how his unit is perceived by others. The caster can affect a single unit which shares a
common long-term factor with him; the maximum size of the Unit to be affected is ten times the
casters unmodified Willpower total. For the duration, any attempt to view, scout or scry the unit
in question makes the unit appear to be at half of its current strength or at double its current
strength. Spells which can pierce illusions ignore this spell and anyone viewing the unit from
within fifty meters can see the truth. For the duration of the spell, the unit leaves tracks as if it
were half or double its numbers, although someone with tracking Rank 5 can see through the
effect of this spell.

4) Forced March:
This spell is used by war-mages who need to get their unit into position, who needs to escape
pursuit, or who needs to pursue a foe. For the duration of the spell, the unit moves at twice their
normal marching speed, however, if any member of the unit stops marching for any reason the
spell ends. This spell blends a speed spell with a far step effect and, as such, has no in game
effect on the speed that people move. While protected by this spell the unit gains DAC Rank 1
and ADAC Rank 1 which does not stack with DAC or ADAC from any other source. The caster
can affect a single unit which shares a common long-term factor with him; the maximum size of
the Unit to be affected is ten times the casters unmodified Willpower total.

5) Triage:
A prepared mage focuses this spell on his medics to help them prepare for the aftermath of the
fight. The war-mage can affect a number of individuals equal to his un-modified willpower with
this spell. Those Chirurgens who are affected by this spell are able to ply their craft in half the
time it would normally take them. Anyone with Rank 3 Chirurgery or higher is able to staunch
the bleeding from a wound with a slow ten count. Anyone who is treated in this way is advised
by the doctor to have the wound cleaned and re-dressed later as the chance of infection is higher
during field surgery. Any Specialist Life Mages who are affected by this spell may cast
Diagnosis three times a minute for free instead of once a minute as is usual.
6) Combined Might of Arms:
This spell is cast by mages who need their similarly armed close allies or bodyguards to pack a
harder punch. The war-mage can affect a number of individuals equal to his un-modified
willpower with this spell. Those affected with this spell find that their damage with one type of
physical weapon increases by one. For this spell to have an effect all those affected must have
proficiency with that weapon. This spell is often used by units with uniform weapon allocations
like the Argead legions or by specialized hit squads of archers or knifemen.

7) Aegis of Protection:
This spell is cast by mages who need to offer their close allies or body guards greater protection.
The war-mage can affect a number of individuals equal to his un-modified willpower with this
spell. Those affected find that they have Damage Resistance Rank 1 against all forms of damage
apart from that which targets their Halo, Willpower, Mana or Constitution. This spell offers no
protection against Raw damage.

8) Bolster Loyalty:
Many mages using untrained troops or directing troops against undead or demons find that they
need to use this spell to stop their men from running away. The caster can affect a single unit
which shares a common long-term factor with him; the maximum size of the Unit to be affected
is ten times the casters unmodified Willpower total. Those affected by the spell find that their
Willpower is increased by two against any mind affecting attack. In addition, the unit has an
additional plus two willpower against fear or terror effects. While under the effect of this spell
the unit’s morale is boosted. If the mage acts as if he is afraid or worried this spell ends.

9) Missile Aegis:
This spell is cast by mages who need to offer their close allies or body guards greater protection.
The war-mage can affect a number of individuals equal to his un-modified willpower with this
spell. Those affected find that arrows and crossbow bolts totally miss them, however, if they are
part of a larger group those affected tend to watch arrows meant for them claim the lives of their
brothers in arms who are not protected by this spell. This spell offers no protection against siege
weapons or alchemical attacks. Some Elven sharpshooters have proved that they are able to
shoot those protected by this spell, but it is unknown how they do so.

10) Earth’s Ally:


Through this spell the mage calls upon the battlefield itself to rise up in support of the mages
army. The effects of this spell vary hugely, however vines tend to trip the feet of the opposing
force, mud often causes the opposition to slip, the earth often moves creating/closing ditches and
trenches to stop the opposing army advancing or to help the Allied army advancing. This is a
difficult spell to cast, it requires that the mage makes a sacrifice to the earth and the value of the
sacrifice affects how much help the earth offers. More than that, this spell cannot be cast in
advance of this battle as it requires that the blood of the army to be protected has fallen to the
earth. If two opposing war-mages cast this spell on the same battlefield then horrible things
happen, as such, the use of this spell is discouraged by the Brotherhood Of War-Mages.

11) Guaranteed Victory:


Through this spell the mage enchants an army. The mage is able to extend the spells of this list to
affect a single army which shares a common long-term factor with him; the maximum size of the
army to be affected is one hundred, times the casters unmodified Willpower total. The affected
soldiers are bolstered by the spells: Force of Arms (with all melee weapons, bows and
crossbows), Aegis of Protection, Missile Aegis, Bolster Loyalty and Obfuscate Numbers. In
addition all Chicurgerns and Life Specialists in the army are bolstered by the Triage spell and all
officers holding the rank of Captain or above can hear the mage’s commands. Any
reinforcements moving in to the attack are affected by the forced march spell, but anyone fleeing
battle is not. All of these spells last until the battle ends or until five hours has passed whichever
is shorter. This spell cannot be cast until both armies have suffered wounds. A mage opposing
the caster of this spell finds that they cannot cast the Earth’s Ally spell and if the same war-mage
casts the Earth’s Ally spell he finds that the Earth is much more willing to help him.
Illusion.
1 Glow Touch 10 minutes
2 Light Touch 1 hour
3 Disguise Touch 1 hour
4 Minor Image Touch 1 hour
5 Deceive Target Packet 1 hour
6 Reveal Illusions Touch Instant
7 Major Image Touch 1 hour
8 Sentient Image Touch 1 hour
9 Illusionary Terrain Touch 1 hour
10 Mindscape Touch 1 hour
11 Permanent Image PERM Touch Permanent

Note: Illusion springs from the parent list of Light. The Illusion list is opposed by the Dark and
Mind major lists. The Illusion list is also opposed by the Scrying minor list.

Note: The Illusion list has a boon cost of 16 to Attune, 8 to find a teacher and 6 to persuade the
teacher to teach you the list.

Illusions spells are opposed by the targets Willpower, as some people are too stubborn to be
tricked by light play; however, the victim must try to disbelieve before their Willpower is
considered. If the character believes the illusion then their Willpower is not a factor, although
players will often be given hints that something is illusionary. If a character has a good reason to
disbelieve or believe then their Willpower is significantly modified and as such Willpower is not
a negating factor with this list as a character with 10 Will could be fooled by something he
expects to see and a character with 0 Willpower could recognize that something they believed
was impossible was an Illusion.

Illusions can harm someone if they can affect the sense of touch, although, all illusionary
damage is subdual and heals totally within 10 minutes of the damage being dealt, the exception
to this is Permanent Illusions. Illusionary damage can only target one player at a time. The
highest damage an Illusion can deal is equal to the mages Willpower.

1) Glow:
Through this spell the illusion mage creates a tiny glow or an orb of glowing light. With this orb
the character can trick the eyes of the unwary. This ability is usually used to scare the unwary by
making their equipment glow.

2) Light:
The caster generates a light to make it easy for those nearby to see. The caster can centre the
spell around a packet or on a touched object. This spell lights up a 20ft area. This spell counters
and cancels darkness.

3) Disguise:
The caster calls upon the rudiments of illusion magic to conceal himself or another. When cast
rapidly the spell makes the target look like a completely average member of his own species, but
the caster can spend several minutes sculpting the magic to change the targets appearance,
gender, race, height, weight or clothing. This spell can only alter the targets height and weight
within 50%. This spell does not conceal the characters scent, tracks or voice.

4) Minor Image:
Through this spell, the Illusionist can craft a static illusion which will fool one sense only. The
illusion cannot be more that 5ft cubed. A caster can throw up a sudden illusion or can take more
time to craft an intricate image.

5) Deceive Target:
Through this spell the Illusionist can target one person with his next illusion, for that target the
illusions will fool all of the target’s senses and the target resists with half his Willpower.
Essentially this spell is used on people who are likely to see through illusions.

6) Reveal Illusions:
Through the use of this spell, the Illusionist can learn whether something he is confused by is
illusionary. This spell will reveal almost all known illusions even Permanent Illusions, however,
if the caster is the target of the Deceive Target spell then the Illusion is not revealed as
illusionary.

7) Major Image:
Through this spell, the Illusionist can craft an illusion which will fool all of the targets senses.
The illusion can deal real damage which is sufficiently real to knock out a character. However, if
the Illusion is disbelieved by the victim or by the healer then the wounds fade away. The illusion
cannot be more that 20ft cubed. A caster can throw up a sudden illusion or can take more time to
craft an intricate image. Illusions can move but they move slowly.

8) Sentient Image:
Through this spell, the Illusionist can craft an illusion which is also capable of thinking and
reacting to stimuli. Sentient Illusions can only handle so much damage before they break up;
they have a number of global hits equal to the Illusionists Willpower. Sentient Illusions can think
so they can be targeted by mind effects, they use the Illusionists Willpower score.

9) Illusionary Terrain:
Through this spell, the Illusionist can craft an Illusion making it appear that the terrain for one
square mile is completely different. The Illusionist could wish to be in a desert, or on a glacier
etc. Powerful Illusionists have used this to make a desert appear to be a forest to gain shade, or a
lake to be a plain and walk over it. A caster can throw up a sudden illusion or can take more time
to craft an intricate image.

10) Mindscape:
Through this spell, the Illusionist can craft an Illusion which he can invite others into. The
Illusionist gains complete control over the mindscape, however, at the end of the Mindscape
nothing in the real world is altered.
11) Permanent Image:
Through this spell, the Illusionist can craft an Illusion which will never fade.
Blood.
1 Staunch Bleeding Touch Instant
2 Fast Bleeding Touch 10 mins
3 Blood Loss Touch Special
4 Taste Of Blood Touch Instant
5 Blood Hound Touch 1 hour
6 Cauldron of Blood Touch Sunrise
7 Hemophilia Touch PERM
8 Blood Weakness Touch PERM
9 Blood Burst Touch Instant
10 Blood Travel Touch Instant
11 Clone PERM Touch PERM

Note: Blood Magic springs from the parent list of Life. The Illusion list is opposed by the Mind
and Meta major lists. The Blood list is also opposed by the Illusion minor list.

Note: The Blood list has a boon cost of 20 to Attune, 10 to find a teacher and 12 to persuade the
teacher to teach you the list.

1) Staunch Bleeding:
Through this spell the Blood-Mage can stop a subject from bleeding even if he is bleeding from
multiple wounds. This spell is of no use to protect Hemophiliacs.

2) Fast Bleeding:
Through this spell a Blood-Mage speeds up the rate of bleeding, usually, this ability is used to
accelerate the rate that someone bleeds to death, although it has been used to rapidly bleed
subjects in a laboratory. The victim bleeds out at twice the normal rate (quadruple for
Hemophiliacs).

3) Blood Loss:
Through this spell the caster disorientates his victim by robbing him of his blood. The victim
becomes light headed and disoriented. The caster is confused and feels unwell. The characters
constitution is 2 lower for all purposes. This effect lasts until the character receives magical
healing of any kind.

4) Taste Of Blood:
Through this spell, the caster tastes a sample of blood and learns information about the person
the blood came from. The character is often able to learn about the characters race, alignment
and any types of taint.

5) Blood Hound
With a sample of the targets blood, the Blood-Mage can learn where his target is. For the next
hour, the blood becomes a compass of sorts which shows the direction and rough distance
between the Blood Mage and his target.

6) Cauldron of Blood.
Through the use of this ability, the victim suffers sweats and fevers. The character loses one
point of Con every hour and is constantly dizzy and disoriented. The cure disease spell ends this
spell prematurely.

7) Hemophilia
The victim of this spell starts to bleed out every time he is hurt from any means; even a pin prick
could cause the character to bleed to death. If a character with this affliction is put into a position
where he would be bleeding out normally, he bleeds at twice the normal rate. The cure disease
spell ends this spell prematurely.

8) Blood Weakness
Through this spell, the Blood-Mage is able to curse a victim so that he loses access to his
strength, becomes frail and gains a weak immune system. The characters Con is halved for the
duration. The cure disease spell ends this spell prematurely.

9) Blood Burst
The Blood-Magus ruptures all of the blood vessels in the targets body. The target is reduced to -1
and bleeding on every location.

10) Blood Travel


The Blood-Magus steps into one victim and steps out of another more than ten feet away. The
entry target falls to the floor in agony and vomits, while the exit target is subjected to a blood-
burst.

11) Clone
Through this power, the Blood-Magus is able to create Clones of himself which he can transfer
his consciousness into. A Blood-Magus with clones in reserve, could almost be considered
immortal.
Sonic:
Lvl Name: Range Duration
1 Eavesdrop Caster 10mins
2 Ventriloquism Caster 10mins
3 Audio Shock Packet 1 minute
4 Resonant Vibration Packet 10mins
5 Sonic Blast Packet Instant
6 Audio Severance Packet 10mins/Perm
7 Audio Senses Caster 10mins
8 Unfading Echoes Caster 10mins
9 Sonic Wave Cone Instant
10 Wail of the Banshee Wail Instant
11 Sound of Silence 1 mile radius 1 month

Many adventurers as they get old find their hearing starts to fade from being too close to high
pitched bards, roaring monsters or from having metal helmets hit with metal weapons. These
characters are often aware of the potential damaging effects of sound waves.

The spells of the Sonic list work by moving sound waves around. A sonomancer is capable of
doing wonderful things and they are often also powerful bards capable of bolstering their own
bardic songs.

Note: Sonic damage is more damaging to creatures who can see through sound or to anyone with
Heightened Senses.

Note: Sonic springs from the parent list of Air. The Sonic list is opposed by the Stealth and
Arcane lists. The Sonic list is also opposed by the Research and Illusion minor lists.

Note: The Sonic list has a boon cost of 20 to Attune, 15 to find a teacher and 15 to persuade the
teacher to teach you the list.

1) Eavesdrop:
By manipulating sound waves to carry noises to his ears, the caster gains the equivalent of
Heightened Senses Rank 4 for hearing only. Due to the ability to manipulate sound waves the
caster is able to stand twenty feet away from a conversation and still hear everything perfectly. If
necessary, the player can put his hand in the air and move close in order to eavesdrop.

2) Ventriloquism:
By manipulating sound waves, the character can move a sound so that it does not sound from its
point of origin, but instead it sounds as if it originated from somewhere else. The caster literally
moves the sound making it sound from somewhere else within 20ft. While this spell doesn’t
have the ability to form an actual mouth on the rock (for example) which is now speaking, many
people who have witnessed this spell would swear that it does.
3) Audio Shock:
The character rolls a vicious set of sound waves across the head of a target. The victim takes
three points of damage to the head, although armour protects the victim normally. The victim is
also considered deaf and disoriented for one minute.

4) Resonant Vibrations:
The caster rolls sound waves off of an object in order to make it vibrate. The vibration is
extreme, not only is it impossible to hold on to the object its pieces vibrate so hard against each
other in opposing directions that the object soon falls apart. This spell can only be used to shatter
rigid objects such as glass or metal. If the object targeted resists the shatter effect it vibrates for
the next ten minutes.

5) Sonic Blast:
The caster rolls discordant sonic waves across the victim’s body. The sound waves clash against
every part of the victim’s body running over his arms, legs, head and torso. The victim takes two
points of sonic damage to every location.

6) Audio Severance:
Through aggressive use of discordant sounds, the caster robs the victim of his ability to hear and
the ability to speak. The vibrations of the effect quaver the victim’s voice box and burst the
victim’s ear drums (which causes considerable pain). The victim loses the ability to speak for the
next ten minutes and the ability to hear until the effect is cured.

7) Audio Senses:
The caster, while benefiting from this spell can substitute his hearing for any other sense. If the
caster is blind he can use his hearing to see, if he cannot feel he is able to hear the tactile
sensations, if he cannot smell he can hear smells, if he cannot taste he can hear tastes. Many
masters of the Sonic art keep this spell active almost all of the time and rely on their hearing
above all other senses.

8) Unfading Echoes:
Through use of this power, the caster is able to focus on the ambient vibrations of old sounds.
The nature of a vibration is that it takes a lot time to totally stop vibrating. The caster handles an
object and focuses on the Unfading Echoes within the object. The length of time that something
can be heard over depends on the level of the sound. A whisper can be heard up to an hour after
the effect, regular conversation can be heard up to a day after the conversation, shouts and cries
can be heard up to a week after the effect, very loud noises can be heard up to a month after the
effect. It is rumored that some of the loudest noises can be heard centuries later through the use
of this spell.

9) Sonic Wave:
The caster creates a waving cone of rolling discordant sound. The caster holds his arms out and
specifies the cone and the cone extends in a straight line ten feet from the caster. Everyone
within the cone takes a Sonic Blast.

10) Wail of the Banshee:


Mirroring the ability of one of the darkest Undead the Sonics master is able to extend his scream
so that it confuses the mind of all who hear it. Those who hear the effect see all those around
them as foes. This ability is resisted by Willpower. Fortunately, the effects of a Banshee scream
only last for a couple of minutes. It is believed by many that this spell is Oblivion tainted.

11) Sound of Silence:


Calling on the powerful resonances of ancient sounds and silence, the Sonic Mage is able to end
sound. For the duration, no single sound can be heard within the area. Everything continues as
normal, but nothing is heard, the birds sing, but no-one hears, trees fall, but no one hears, people
write songs that voices cannot share.

Research:
Lvl Name: Range Duration
1 Dictate Pen Touched 10 minutes
2 Read Language Named Lang 10 minutes

3 Copy Parchment 1 minute


4 Speak Language Named Lang 10 minutes
5 Legend Lore Caster Instant
6 Comprehend Languages Caster 10 minutes
7 Sphinx’s Knowledge Riddle Instant
8 Analyze Dweomer Item or Spell Instant
9 Understanding Caster Sunrise
10 Break Riddle Riddle Instant
11 Complete Understanding Caster 3 months

Some of the keenest scholars and record keepers across Geos are powerful casters and priests.
Many casters keep intricate spell books and journals. However, there are also a few casters who
have mastered spells to allow them to copy documents, understand foreign languages, solve
riddles and gain important knowledge in a moment. It is believed that this spell-list was
originally written by the Minerians.

Note: Research springs from the parent list of Arcane. The Research list is opposed by the Fire
and Water lists. The Research list is also opposed by the Lightning and The Beast Within exotic
lists.

Note: The Research list has a boon cost of 30 to Attune, 25 to find a teacher and 5 to persuade
the teacher to teach you the list.

1) Dictate:
Through the use of this spell the caster is able enchant a pen so that it records everything a linked
individual says. For complex documents it is common to enchant a pen for every individual who
might be speaking and in that manner it is possible to record long and complex conversations.

2) Read Language:
Through the use of this spell the caster is able to read any single conventional (non-magical)
language that he is faced with. The caster must know what language the text is written in for this
to work. The caster must already know how to read and write at least two languages for this spell
to function.

3) Copy:
Through the use of this spell the caster is able to copy any non-magical non-formulaic document.
The caster enchants a piece of parchment of suitable size and places it over the document to be
covered; for this spell to function there cannot be anything between the two documents. The
process takes one minute, but after that the enchanted parchment shows everything on the
original document. This spell cannot be used to copy spells, spell scrolls or recipes of any kind.

4) Speak Language:
Through the use of this spell the caster gains the ability to speak any conventional (non-magical)
language that he is faced with. The caster must know what language he is trying to speak for this
spell to function. The caster must already know how to speak at least three languages for this
spell to function.

5) Legend Lore:
Through the use of this spell the caster learns the story attached to any suitable unique item.
This is very useful for items which have ritual importance, magical items, artifacts and Minerian
technology. When you cast this spell contact the referee. The referee will immediately let the
caster know whether the item in question has a history, although, the legends themselves have
been known to take up to 24 hours to flow into the mind of the caster.

6) Comprehend Languages:
Through the use of this spell the caster gains the ability to speak and read all conventional (non-
magical) languages that he is faced with. The caster must already know how to speak, read and
write at least four languages for this spell to function.

7) Sphinx’s Knowledge:
Through the use of this spell, the caster gains the Sphinx’s knowledge of riddles. This almost
always means that the caster is given a hint as to how to solve the riddle.

Note: Riddles are put into the game to provide a non-combat, non-heavy role-play encounter.
Please do not over use this spell to solve riddles that others might enjoy solving the old fashioned
way.

8) Analyze Dweomer:
Through the use of this spell the caster is able to accurately identify almost any magical item.
Other spells give hints and tips, but this spell is the best spell on Geos to identify powerful items.
In addition, the spell could also be used on powerful magicks.

9) Understanding:
Through the use of this spell the caster is able to augment his own knowledge through the use of
magicks. The caster picks an area which they already have at least one rank of lore in and
magically enhance their Lore in that area to Secret and so that it equals the highest rank that the
caster possesses any other Lore skill to.

10) Break Riddle:


Through the use of this riddle, the caster solves a riddle. This spell can also be used to gain
solutions to tricks, puzzles and challenges.
Note: Riddles are put into the game to provide a non-combat, non-heavy role-play encounter.
Please do not over use this spell to solve riddles that others might enjoy solving the old fashioned
way.

11) Complete Understanding:


Through the use of this spell the caster is able to augment his own knowledge through the use of
magicks. The caster picks an area which they need to learn more about. The caster gains Rank
11 Secret Lore in any area of their choice. This spell has been used to find lost information and
to uncover secrets that have been lost for centuries.

Exotic Races:
Wolf-Kin (Cainids).

Of the tribes of wild 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. Many people have suggested that wolf-kin are born when randy human women
choose to mate with actual wolves, but everyone who says this 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.

Boon Cost: Wolf-kin created after August 2008 have a Boon cost of 5.

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.
 The wolf-kin are careful around Argeads who hunt them for their pelts and they often
hate Argeads for their enslavement of their relations the dog-kin.
 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-kins 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.
 Wolf-kin almost never 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 themselves 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 1.
 Speak with Wolves: Wolf-kin gain the ability to speak to wolves. 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 Wolfs 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.
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.
 The cost of Etiquette for beastkin is always doubled again after all other modifiers have
been applied their inner beast makes it hard to think about which fork to eat with when
they are hungry. However, Wolf-kin can purchase wolf pack etiquette at half its base
cost.
 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.
Dryads: Pure-Blood Fae Race.
In the heart of the densest forests live the fae-kin known as Dryads. These tree-spirits develop a
bond with a tree that is so absolute that they can feel the needs and pain of their tree. These
sprites usually linger close to their trees for when threatened they prefer to return to their tree.
Dryads are not a self populating race, as there are no male Dryads. Female Dryads seduce males
of every species and mate with them. When Dryads give birth, about half of females born are
Dryads and the other half are of the line of their father, while all males born to Dryads are of
their father’s race. Some children born to a Dryad mother bare the marks of their ancestry and
some are unaffected; those that are affected arte referred to as Dryad-Born and they are favored
by Nature.
Some others, usually Druids and Nature Elves have taken on a soul tree in order to become the
heart of a particular forest or wood. When there is a male Heart of the Forest he is considered to
be the husband of all of the Dryads in the area and their children are always Dryad born males or
Dryads. It is not uncommon for Dryads to seek vengeance on another female who approaches
the Heart of a Dryad’s forest.
There are rumors amongst some Druids that there are other types of Dryads whose abilities are
focused to the type of their Soul Tree.
Boon Cost: 150: Due to their rarity and increased power, playing a Dryad has a high boon cost.
Dryads have major benefits and major flaws.
Role-play Hints:
 Dryads, like most Fae, are very arrogant and think that they should be the focus of
everyone around them.

 Dryads can tend to be quite bitchy, especially about other women.

 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:
 Dryads tend towards wearing very little. In their natural habitat Dryads are normally
totally naked, although, those Dryads who live near civilization tend to wear basic
coverings to avoid shocking the people. [This is listed as a costuming hint rather than a
costuming requirement because it isn’t designed to dissuade those who do not want to
show off their bodies from playing this race.]

 Dryad’s costumes almost always look totally natural.

 Dryad’s love their bodies and often adorn themselves with tattoos, lichen or vines.

Equipment Hints:
 Dryads tend towards using purely natural items. Their weapons and equipment are
usually made of bone, wood or stone.

 Dryads will never use any form of Iron equipment.


 Dryads tend to shun heavy armour.

Costume Requirements:
 A Dryad’s skin should be green or brown. It is not uncommon for Dryads to appear
mottled or for their skin to resemble bark.

 Dryads are required to wear Elven pointed ears which should be green or brown.

 A Dryad’s costume must show her natural roots. This could include leaves and flowers
growing on her, roots weaving about her body etc.

 Dryads, as pure blood Fae are unearthly and as such a Dryad’s costume must be of the
highest quality. Any character wanting to play a pure-blood Fae should expect their
costume to be judged very harshly.

Racial Advantages:
 Fae Innates: Due to their inner magic, a Dryad is able to use her halo to fuel some of her
abilities. Speak with Animal: For two halo, a dryad can speak in the languages of beasts,
this ability lasts one minute. Speak with Nature: For five halo, a Dryad can ask three
questions of any tree or plant, the plant will almost always respond to the best of its
knowledge. Return to Soul Tree: For ten halo, a Dryad can teleport without error to her
Soul Tree, this ability only works if the Dryad is within 10 miles of her Soul Tree.
Barkskin. For five halo, a Dryad can strengthen her own skin with Bark to better resist
damage. The Dryads gains 2 points of armour per location and the effect lasts for 10
minutes. (This ability does not stack with any other spell which affects the skin, like
Stoneskin.) Tree Merge: For twenty halo, a Dryad can step into any living tree. There is
no durational limit to this spell and the Dryad can see out of the merge point. Charm:
For ten halo, a dryad can charm another being into performing some simple task for her.
Charm is opposed by Willpower and the effects totally fade after 10 minutes. Charm
cannot be used to make someone do something which they are totally opposed to doing.
Induce Lust: For ten halo, with a coquettish glance and a seductive touch the Dryad can
induce absolute lust in the heart and loins of her target. This ability is resisted by
Willpower and lasts for ten minutes. This ability does not cause make the target lust for
the Dryad, but it does make the target lust. Eyes for no other: For ten halo, a Dryad can
make someone who is already feeling lust (either naturally or because of a Dryad’s
power) have eyes for no one other than the Dryad. This ability only usually works on
those whose general sexual preferences would include the Dryad. Tree Gate: For ten
halo, a dryad can step into one tree and out of another than is no further than 20 feet
away. This effect is not instantaneous, the Dryad walks to her new location with her
hand in the air, but Time Stop is not called. Limb Running: For ten halo, a Dryad that
has already merged with a tree can now move from that tree to another tree whose
branches or foliage is in contact with the tree she merged into.

 Nature Incarnate: Dryads are innately connected to other creatures, it is said by some
that Dryads are the living incarnation of the halo of plants. A Dryad’s connection
multiplier starts at one.

 Sorcery: Dryads are naturally magical, they all have sorcery of one kind or another.
However, unlike all other races, different Dryads have sorcery with different lists. A
Dryad may choose their sorcery from any one of the following: Beast Within, Nature,
Moon Druid, Sun Druid, Mind, Nymphology, Nature’s Friend, Earth or Weather.

 Sun Druids: Dryads are the only race whose females are allowed to learn the magicks of
the Sun Druids. They are able to circumvent the male prerequisite of the Sun Druid spell
list.

 Nature’s Friend: A Dryad is considered to be a neutral or positive force by all natural


and mundane creatures in their natural environment. Because of this, a Dryad 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 Dryad.

 Mistress of Herbs: Dryads understand plants in a way that no other race can. They start
the game with Herb Lore Rank 5 and all Herbal tasks that they undertake require only
half of the effort that a member of another race would require.

 Knowledge of Nature: Dryads start the game with Lore (Secret) Nature 4.

 Fae Halo: Dryads are pure-blooded Fae. As such they gain 15 points of halo per level
rather than the usual 10.

 Unchaste, yet pure: Dryads are very definitely not virginal, however, mating is a natural
part of the cycle for them and they are not considered impure. As such, Dryads can be
Mood Druids, can ride Unicorns and can perform purity rituals.

 Due to their bright inquiring minds, their natural magic and their lithe bodies, Dryads
gain an additional statistic multiplier which can only be used to lower Intellect, Magic or
Agility.

 Tree Aspect: It is rumored amongst Druids that certain Dryads can assume the qualities
of a specific tree. They usually then hold onto that Aspect for the rest of their lives.
Taking on an aspect costs 25 boons and has various advantages and disadvantages .
Common aspects include Oak (Strength and Constitution), Willow (DAC and Dodge),
Silver Birch (Wisdom and Magic), Poison Ivy (Herbs and Toxins) and Yew (Archery).
 Fertile: Dryads are extremely fertile. They enjoy sex, but have a 70% chance of
conceiving through mating, assuming the male is fertile. Dryads are capable of breeding
with almost any race. Dryad’s pregnancies come to term in three months. Many Dryads
enjoy Sapphic relationships when they don’t want to conceive.

 Speak with Dead: A Dryad can use the Speak with Dead spell to speak with cut wood.

Racial Disadvantages:
 Soul Tree: If a Dryad’s soul tree is ever killed for any reason be it lightning, poison,
disease or lumberjacks, then that Dryad dies permanently. Nothing in the known world
can restore a Dryad to life after her Soul Tree dies.

 Repulsed By Iron: Dryads 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. Dryads will never use or wear iron equipment. Dryads will find in
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 Dryad it will burn
them. Dryads are considered to have a severe allergy to Iron.

 Slow Learners: Fae are extremely long lived and it might take them a century to learn
what a human would learn in a year. Dryads, as pure Blood Fae suffer a ten point
experience point penalty to their experience awards.

 Weak of Body: A Dryad’s Might Multiplier starts at 5 rather than 3. This can be bought
down normally.

 Nature’s friend: A Dryad will never harm a natural woodland creature. A Dryad who
does so, even by accident must seek atonement from the Druid council. On the plus side,
a Dryad cannot be forced to harm a woodland creature through the use of charm.

 Prone to Lust: Dryads are very prone to lustful feelings. They halve their willpower to
resist any lust or even love based effects. Dryads are almost always lustful.

 Bound to Answer: The spell Speak with Nature can force a Dryad to answer three
questions. A Dryad can resist this effect with Willpower.

 Bound to Protect, Bound to Aide: Dryads are bound to defend and protect nature,
Dryads tend to get very angry when nature is damaged or despoiled. They are also bound
to assist the Druid’s council.

 Love and Hate: Dryads have an intense dislike for testosterone. However, testosterone
also induces lust in Dryads as they are aware that males with high testosterone levels
make the best fathers.
 Give and Take: In order to respect the balance of nature whenever Dryads take from
nature they must also give. A common gift is a quantity of halo or a few drops of blood.
For this reason many Dryads learn the halo gift or halo bridge skills.

 Armour Restriction: Dryads are unable to wear armour which would offer more than
six points of hindrance. However, because they prefer to be naked, the hindrance values
of any armour they do wear is doubled.

 Woodland Fears: Dryads suffer fear of those things which doom forests, they are
severely afraid of fire, moderately afraid of disease and axes, and mildly afraid of
extreme weather including hurricanes and earthquakes.

Stats: Loc: 2 Con: 6 Will: 3 Halo: 20 Mana:


Poison Elves.

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 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 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 cloaks, 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 and that Inritius has not found a way to use 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: 50. Due to the above average power of the Poison Elf race and their extreme
rareness, a Boon Cost of 50 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:
 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 brought up to consider themselves as expendable.

Costuming Hints:
 Poison Elves are trained as assassins and killers. They almost always wear black or brown
garb.
 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.

Racial Benefits:
 Poisons Elves are immune to almost all forms of poison.
 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.
 Poison Elves who become Poison specialists gain the ability to use Sorcery with that list.
 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.
 Poisoned Blade: For 5 Halo, a Poison Elf can apply a one point Constitution poison to any
piercing/slashing weapon. Damage call: Standard BV CON 1.
 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, Hide and Open Lock at rank 1.
 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 theut
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 2.
 Physical Prowess: Poison Elves 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.
 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 5 rather
than 3, although this can be reduced normally.
 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.
 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.
 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.
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 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 Amazonian 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 Amazonian’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 of urine because they are 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 Amazonians. 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.

The twelve women gathered the other strong willed women in the camp, armed and equipped
themselves 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 nearby. 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 Amazonian
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 how long it took. The
mother Goddess watched the plight of her daughters and bound the restless spirits of the original
Amazons into these fiery young women. These new Amazons followed various visions and
strange memories of places they had never been until they found a ruined settlement on a great
river. The new Amazons settled into the ruined settlement, they moved into old buildings and
unearthed old weapons and caches. These 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. There are usually no males in any of the Amazon cities, 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 returned to
their fathers discreetly. The Amazons use their spare time to free more women from slavery, but
many other converts came to 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 Amazonian civilization grew rapidly and successful.

There are small groups of Amazons scattered across the world, with the largest and primary one
being located on the banks of the Amazon, an island several hundred miles from the coast near
the Keltoi lands. Each settlement has its own leader and social hierarchy, but all of the
settlements still hold the Queen of Amazonia 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. 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 Amazonians 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 Amazonians and returned to Argea with unique items of works
bronze and gold. The new Amazonian culture included wearing the masks as a mark of respect to
their past and in acknowledgement of how these simple wooden masks helped the Amazon
nation 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 Amazonians 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
especially dislike Iron and Steel as it does not hold solar energy but instead it holds the energy of
the night.

The Amazonians, new and old, do not practice magic. Amazonians reject magic as unnatural and
believe it to be unclean, especially when that magic is practiced by men. The only Amazonians
who are able to cast spells of any kind are their druids 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 Amazonian women because it is magic
from the earth and from the sun. Some Amazonians have mastered ritual magic, although they
tend to see that magic as a last resort. If the Amazonians wish to perform a ritual they usually
find free non-Amazonian women and enlist their aid.

The Amazonian’s next step is to form a guild to help new sisters join the cause.

Note: Any player who chooses Amazonian as their race is playing someone who was born as an
Amazonian. Playing an Amazonian has a boon cost of 15.

Role-play Hints:
 It is better to die by the hand of a man then to be his slave.
 All men have done something to earn their punishment; even those who seem nice have
left a string of battered women behind them.
 Have a strong distaste / distrust for all men. In your eyes, the sole use for a man is to
procreate. The use of male slaves is something that Amazonians have toyed with for
many years, but they have no wish to sink to the level of oppressors.
 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.
 Be very cautious around casters; magic is not natural and as such the Amazons frown on
it and shy away from it. Priestesses and Druids of the Great Mother are sometimes seen
as the exception to this rule.

Costume Hints:
 Because of their isolation from the world Amazonians tend to make their equipment,
clothing and armour out of natural materials. Most Amazonians dress in leather.
 The clothing of Amazonians tends to be fitted well; Amazons are proud of the female
form and have no problems displaying it. (Editor’s note: I didn’t write this rule, but I love
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 Amazonians never
choose to mate.
 Amazonians do not use Iron or Steel; as such it is preferable to make all metal props
appear to be made of a sun metal (bronze, copper or gold).

Costume Requirements:
 All Amazonians 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
Amazonian spirit which shares their body.
 All Amazonians are required to wear painted wooded 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:
 Increased Might: An Amazon’s might multiplier starts at two rather than three.
 Ethereal Strike: Amazonians have learned how to allow their spirit to strike out when
they are facing incorporeal or ethereal foes; essentially the Amazonian spirit inside the
character swings on the Ethereal plan 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 Amazonian is tied to the sun, when the sun is
high in the sky and it is bright and warm the Amazon gains a free rank of strength.
 Trained Agility: Amazonians train fiercely and as such they start the game with DAC
Rank 1, Balance Rank 1 and Climb Rank 1.
 Ancestral Memory: Due to the spirit inside them all Amazonians have Lore 2:
Amazonia.
 Ancestral Spirit: Each Amazonian has a spirit inside them of an older Amazonian
warrior. The presence of this spirit allows the Amazonian to ask Ref team to answer
questions that the spirit may know the answer to each use of this ability costs the
Amazonian ten Halo, the Amazonian can choose to expend additional Halo in order to
obtain a more detailed answer.
 Wealth: Amazonians start the game with an additional two gold pieces; this is because
the Amazonians make many basic objects in their civilization from gold.

Racial Disadvantages:
 Decreased Magic: An Amazon’s magic multiplier starts at five rather than at three.
 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 Amazonians DAC score is halved. Amazonians
suffer from Solar Lunacy; their mood is often totally dependant on the state of the sun.
Note: 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: Amazonians 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 Amazonian.
 Increased Hindrance: Whenever an Amazonian chooses to use armour heavier than
leather of hide the hindrance is tripled. Amazonian golden ritual armour is unaffected by
this.
 Male Prejudice: Amazonians hate and distrust men. This often poses a serious
disadvantage to them during the scope of their careers. Amazonians will rarely join
guilds which have a male guild-master. Amazonians will rarely accept training from a
male. Amazonians will rarely purchase things from male sellers. Amazonians will almost
NEVER allow a magical spell to be cast upon them by a male.
 Breach of Etiquette: Amazonians 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.
Orientals:

1599 – Argead Explorers are sent to find other continents. None ever return…

After the creation of the flighty elves, the earthy dwarves, and the 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 so thought the scholars of mankind.

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 is known to the Argeads is the “Empire of the Rising Sun.”

“The Empire of the Rising Sun” is based on a continent called 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. Geographically the continent has
vast plans and significant mountain ranges. On Elentian there were several notable civilizations,
there were tribes of men, there were Elven cities and colonies of the deep folk were established
beneath the earth. 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 the vast mountain
range in the south. For years beyond number, the three kingdoms grew separately, occasionally
trading, but never intermingling. Not that there was a high level of avarice between the races, but
rather, none 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 forests, while the
Elves and the Shirefolk found the humans dreadfully lacking in virtue and maturity.

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 in everyday life. He also taught that one should accept what life
has given them, and do their best to fulfill this. 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…

After his Exile, Demon Lord Anharat was exiled to on the seas. As the years passed, Anharat,
lost much of his power although his ability to taint others and his treacherous ways remained un-
affected. Eventually, after many years of drifting he arrived on a strange, and unfamiliar
continent. For the next hundred years, Anharat walked this land, 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 good heartedness of the elves, but he found the same weaknesses and vices in
humans as he did before. Anharat found the humans jealous of the long lives of the other races
and despite the great advancements 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 building an army far away from the
borders where they could be seen.
Anharat sat in many meetings with the nobility of the tribes of men. He trained his army and
built a great defensive wall around the cities of men. He had council with the great general Sun-
Tzu, and gathered the aid of several powerful demons. After quite some time spent in
preparation, Anharat started a great war across the three kingdoms. The war was started under
the pretense that one should be happy with their place in life and aspire to be 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, heroes rose and fall, but the alliance between the
elves and the Shirefolk could 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 the civilizations of man;
the dwarven fastnesses were strip mined to provide additional resources. Wherever Anharat’s
armies went, corruption and death followed; the other people across Elentian lost hope and many
fell to Oblivion. After centuries of war, Anharat had won. He had established what he called the
“Middle Kingdom”, and all was his. As of 1748, he had succeeded on Elentian where he had
failed on Antios. Almost…

The Ultimate watched Oblivion nearly succeed again less than a decade after the defeat of the
Great Unmaker and the tears of the Ultimate fell onto the humans of Elentian. These Oriental
humans found that they were no longer connected to the world web and that their halos were
fading. Many of the humans serving under Anharat felt this mark of the Ultimate’s displeasure
and elected to leave. The say 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 war there was a mass
exodus, many of the refugees fled across a nigh-uncrossable mountain range to the northeast, to a
land which was called itself “The Land of Morning Calm”. The rest of the people made exodus
to a cluster of islands and founded the “Empire of the Rising Sun.” These too civilizations were
the last strongholds of good on Elentian and the gods protected them well.

The “Land of Morning Calm” was a place of peace and many there sought harmonious lives and
took monks orders. Those of the Calm lands know the power of The Middle Kingdom and 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 called Chi.

The “Empire of the Rising Sun” was made up of the hopeful, hateful, and martial 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 queen, the
descendant of the previous royal family of the Oriental humans. In the Empire, the lessons of
Sun-Tzu are memorized in schools and the Samurai key figures of the Warrior caste reign
supreme. 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 tore their boats apart.
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.
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 Oriental Lands.

Ancestor Worship.
The Orientals do not “worship” their ancestors in the same sense as the Argeads or the Keltoi;
Revere or Respect would be better words to use. Orientals believe that their ancestors still watch
them. Orientals make the effort to not dishonour or offend their ancestors. Most Orientals 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 Great War. For the Orientals, the most common form of divination is communion with one’s
ancestors. Orientals seek the blessings and guidance of their ancestors to help with their daily
life.

Orientals respect the dead; allies may die, but if they are treated well their spirits may continue to
provide assistance. Orientals are not obliged to bury their foes nor are they prohibited from
robbing the dead, although, doing so makes many Orientals uncomfortable; it is very rare for an
Oriental to steal the primary weapon of a fallen foe. If an Oriental, especially an Oriental
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. Orientals 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. Orientals generally treat their foes in the manner they
would like to be treated. Orientals do take trophies for they feel that being made into a trophy
shows respect. Many Orientals, especially priests, refuse to touch the bodies of the dead.

Major Saints.
Throughout the long history and wars of the Oriental Lands, many legendary heroes have
transcended into sainthood, they take on an almost divine mantle. Orientals 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 Oriental 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.


The Jade Emperor was the last Emperor of the human Oriental 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.

Kong-Zi was a great sage, whose teachings permeated the Oriental 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 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.

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 WuKong is prayed to as a saint, even though he may
still be alive.

Guan Yu.

Guan Yu is followed by warriors and merchants alike. He is the saint of Brotherhood, Loyalty,
and he is the closest thing the Orientals 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 Orientals 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 Orientals who
follow Anharat have found an alternative to Chi to fuel their abilities Of those who follow the
code, the priests and samurai adhere to the code more firmly. The Bushido code is an internally-
consistent ethical code, grounded in the spiritual approach of 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.

There are seven virtues associated with the Bushido code:


 Gi - Rectitude
 Yu - Courage
 Jin - Benevolence
 Rei - Respect
 Makoto - Honesty
 Meiyo - Honor
 Chugi - Loyalty

Oriental Peoples:

Before the rise of the Middle Kingdom, the three kingdoms were culturally advanced for their
time. The Oriental humans lived in peace, a peace of accepting one’s place in life and striving to
do your best in it.

The Oriental humans were divided into four castes, the Aristocracy (rulers, mages and
courtesans), the Warriors (generals, samurai, high ranking soldiers), the Merchants (including
sailors, traders, mercenaries, socialites and spies), and the Peasants (farmers, low-ranking
soldiers, and menial craftsmen). Because the castes were twisted to the will of Anharat, they are
no longer fully subscribed to in the Rebel Lands, but they still hold a huge amount of sway. The
Oriental society does not include slavery; by relegating a quarter of the populace to the caste of
peasants they have no need of slaves. Caste follows the patrilineal line.

The Oriental humans have no cultural “Gods”, but they follow a pantheon of saints and ancestor
worship. Now that they have developed Chi to replace their lost Halo the Orientals are working
hard to reforge their spirituality. The Orientals believe that Chi runs through everything living
and many Oriental ritualists are working on a practice called “Chi-Gong” which they believe will
be the turning point in their war as it can achieve amazing feats which border on true magic.

Note: When creating an Oriental character, it is important that you calculate your birth caste.
Characters can choose between Warriors, Merchants, Peasants and Nobles.

Boon Cost: 30 Peasants. 40 Merchants. 50 Warriors. 60 Nobles.

Languages: Oriental Characters start the game with knowledge of the Oriental tongue, they do
not start with mastery of the Common tongue although they can learn this normally. Due to the
difference in languages Oriental characters will never gain perfect fluency in the Common
tongue, this means that Oriental characters tend to speak halting common with a heavy Oriental
accent, although, there are ways to get around this flaw.

Note: Chi is an inferior, man-made version of Halo. It was created in an attempt for the Orientals
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:
 A place for everything and everything in its place.
 Role-play as your caste demands.
 Beware the denizens of the Middle Kingdom.
 While you are on Antios you are far from your own lands and must be cautious.
 Always strive to maintain your own code of honour.

Costuming Hints:
 Plain or pastel colors are usual for non-nobles.
 Hats, especially those that ward off sunlight are common.

Equipment Hints:
 The equipment you carry should reflect your status and your standing.
 Many Orientals only own a few objects, although, these objects are important to them.

Costuming Requirements:
 All Orientals must dye their skin yellow to represent the different in complexion between
them and the people of Antios. All players must do this equally. This is due to the
different light that is found on the other continent. We advise the use of yellow face paint
in a similar vein to the green used by orks.
 All Orientals must wear costume which is noticeably Oriental in appearance. Orientals
may not disguise themselves as non-Orientals although, they may hide their faces.

Racial Benefits:
 Ritual Affinity: All Orientals start the game with Contribute to Ritual level 2.
 Military training: All Orientals are proficient in the use of a one handed sword and in
unarmed combat.
 Forearm Parry: All Orientals are taught how to block incoming blows with their
forearms. For 10 Chi, an Oriental character can parry a normal blow with his forearms.
This ability only works on abilities which deal damage to the character. This ability has
no effect against abilities like Loc to Zero, Crush, Sever or against any form of spell
strikes.
 Tai Chi: All Orientals 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 20
minutes to restore up to 40 Chi, 40 minutes to restore up to a hundred Chi and an hour to
restore up to 250 Chi. This ability cannot be used ore than three hours after dawn.
 Chi Strike: Because of the nature of the Oriental’s Chi they are able to lash out with it
against a foe. For 10 Chi, an Oriental can imbue their next strike with energy making the
strike effectively magical.
 Oriental Etiquette: All Orientals start play with Etiquette (Oriental) 2.
 Resist Pain: Due to the hard lives they have led, Orientals have learned how to not react
to pain. The amount a character is required to react to pain is reduced. If a character
wishes to not react to pain at all he must pay an amount of Chi equal to double the level
of damage received.

Racial Disadvantages:
 Orientals cannot wear Armour above hindrance 3 without seeking special training. Heavy
armour is almost unknown among the Oriental peoples.
 Absent Halo: The curse of the Ultimate weighs heavily on the Orientals and they all
suffer from the Absent Halo Flaw. The Orientals 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. Oriental characters start with no Halo, but the gain 10 Chi per level as
per normal. Chi works in exactly the same was as Halo for purposes of Halo damage and
Halo fueled abilities.
 Halo: If an Oriental character wishes to purchase additional Chi he may do so at double
the price he would pay for Halo.
 Superstitions: The Orientals are extremely superstitious people and as such any Oriental
player must select eight points of superstitions from the flaw list for which they gain no
benefit. If the character has more than eight points of superstitions the players gains the
difference as points of flaws.

Caste Of Nobility:
Role-play Hints:
 You are a by birth a ruler, you speak and others listen, not the other way around. Talking
to peasants (especially women) is a dreadful thing for you, you would much rather talk
through an associate.
 Magic isn’t amazing or mysterious, it’s just the most efficient way to get things done.
Never act surprised around magical acts.
 Losing face is tantamount to losing an arm. Work hard to show off and gain face, while
doing everything in your power not to lose it. Out of respect, try not to make another lose
face either, even if it means lying.
Costuming Hints:
 Excessiveness is good. Big hats, long hair/cloaks, wide sleeves, the bigger the better.
 Bright colours, like gold and red are good. Gold is the colour of money, and Red is the
colour of luck (It is said monsters are scared of red).

Equipment Hints:
 Carry lots of books and scrolls. All aristocrats dabble in science, magic or alchemy, and
this shows in their equipment.
 Umbrellas in the sun are common.
 Because of your birth you are used to equipment, tools and weapons of the highest
quality.

Racial Benefits:
 The Noble caste can all read and write in the Oriental language.
 The Noble caste start play with access to two minor lists.
 Meditation: Orientals of the Noble classes are taught how to Meditate to regain their
Halo/Mana or Will. Oriental Nobles may pick one of the three meditation types, they may
not choose Con or Loc meditation until they have received further training.
 Oriental Etiquette: All Oriental Nobles start play with Etiquette (Oriental) 4.
 Oriental nobles start play with Lore Magic, Alchemy or Potions Rank 2.
 Oriental Nobles start play with Lore: Oriental Life: Rank 2.
 Oriental Nobles start with Persuade and Intimidate Rank 1.
 Cash: Nobles are able to start the game with an additional 3 gold pieces. Nobles also have
ancestral lands, however, these lands are currently within the territory of the Middle
Kingdom.
 Oriental Nobles start the game with Oriental status Rank 2, although they can gain more
Status in any number of ways.

Racial Disadvantages:
 Requirements of Rank: As a Noble of the realm the character is required to undertake
certain tasks for the court without expecting any reward. In times of hardship the crown
also levies taxes against the nobility in order to maintain essential services. All Oriental
Nobles serve the Oriental state loyally.
 Fastidiousness: Oriental nobles, will not eat low quality food, nor will they wear low
quality clothes. Orientals must always be clean and will avoid allowing themselves to get
dirty. Orientals will not consume anything that comes from an unclean person, this
includes corpses, the poor and the diseased.
 Phobia of disease: Due to the need to maintain a line of descent, nobles are very worried
by diseases. All Oriental Nobles suffer from a severe phobia of disease.

Caste Of Warriors:
Role-play Hints:
 Losing face is tantamount to losing an arm. Work hard to show off and gain face, while
doing everything in your power not to lose it. Out of respect, try not to make another lose
face either, even if it means lying.
 Your purpose in life is to fight and die in the service of your lord. Read the Hagakure or
Book of Five Rings for an idea of the mindset you should have.
 Honour is important, don't lie, cheat, or steal, unless you are ordered to by your lord.
Your honour is your life.
 You are above most people, and the only thing standing between war and peace. Be
cordial with people, but have no fear of cutting down those that dishonour or insult you.
 Everywhere you go, stop to consider the tactical value of where you are.
 Death before dishonour.

Costuming Hints:
 Grow a beard. It was thought if you didn’t have a beard, and died in battle, the enemy
might think your corpse was a woman’s, and would throw it away.
 Try not to wear dirty things, be well groomed, and of good complexion.

Equipment Hints:
 Dress well, but battle ready. You should have a weapon or two on you at ALL TIMES,
even when sleeping or using the washroom.
 The Bow, Sword, and Spear are all valued by the Warrior Caste, clubs, hammers and
axes are much less common.
 Upper armour was common, but lower armour was often not worn, to enhance mobility.
Some warriors would even fight without pants.

Costuming Requirements:
 Carry at least one blade on you at ALL TIMES.
 Be clean. Getting dirty is a natural part of combat, but try to clean yourself afterwards.

Racial Benefits:
 Master of Arms: Those of the warrior caste are taught how to use all weapons from
birth.
 A warrior, when affected by a fear spell, can add his Social rank to his Willpower for the
purposes of resisting fear spells.
 A Warriors magic modifier is increased by one.
 My Father’s Sword: All Oriental warriors bear an ancestral weapon. The weapon is
considered to be completely normal, however, the Warrior gains the ability to purchase
abilities for the weapon. The Warrior 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. Example abilities include: Masterwork, Magical, Iron, Steel, Magic,
Bane Demon, Bane Undead, Silver, Return to hand, Harm other wielder, etc. This is
exactly the same as the Knight Ability Honour Blade and the table can (will) be found at
the end of the Oriental section. Non-Warrior Orientals can purchase this ability for 10
boons. In order to imbue a weapon with power it takes eight hours of meditation. When
the wielder dies, the weapon becomes a bronze weapon of mundane nature and of
standard quality. Some weapons also have a Geas, which functions like a flaw. Warriors
in possessions of their honour blade are not allowed to use any other weapon for any task
that their weapon is capable of. See end of the Skills Chapter for details of the
Ancestral/Honour Blade.
 Honour Duel: Those of the Warrior caste commonly fight one on one duels against
opposing champions. If an Oriental Warrior either issues a challenge which is accepted or
accepts a challenge which is offered he can spend 10 Chi to make it an honour duel.
While the duel continues, the Warrior gains one point of location and two points of
willpower. The duel ends as soon as the duel ends; when one party surrenders, falls or
flees the duel is considered to be over. For the duration of the duel, the Warrior cannot
cause harm to anyone other than his opponent; the Warrior is protected by DR 2 (to a
minimum of one) against damage dealt by anyone other than his opponent.
 Oriental Warriors cannot wear Armour above hindrance 5 without seeking special
training. Heavy armour is almost unknown to the Oriental people. This is an
improvement on the general Oriental disadvantage.

Racial Disadvantages:
 A warrior must answer any challenge of arms he is faced with. To decline a duel equals
losing, and losing equals death. Insults, slander, and grievances *should* be dealt with
immediately. The warriors are not good at “letting things slide.”
 If a warrior has dishonoured himself in any way, he must work to regain his honour,
usually by doing a special task set by the Plot Team. If the character cannot regain his
honour within three months, he must commit ritual suicide.
 Can not flee: A warrior must be the last person to flee a combat. Dieing is preferable to
being the first to run away.
 Flaw: Vengeful, Most Warriors take matters of revenge and avengement as a sacred act.
All Warriors find it impossible not to brood over any slight that has happened to them or
their clan. To the Warrior caste, there is no such thing as forgiveness.
 The Warrior caste starts play with specialized access to one spell list, but they do not start
play with minor access to another list.
 Honour the Dead: Warriors will almost never remove the weapon from a fallen foe.
Warriors tend to treat the bodies of worthy opponents with great respect. Weapons are
believed to contain the soul of the wielder so the Warrior will restore the weapons of
fallen worthy foes to their families so they can be passed down to their children. It is
customary to keep shields and helms as trophies. This flaw applies to all Orientals, but
this tradition is an absolute to the Warrior caste.

Caste Of Merchants:
Role-play Hints:
 The goal of a merchant is to earn money. The quantity of his personal wealth is
considered to be a measure of his success.

Costuming Hints:
 Your dress and equipment should show your success, no-one is interested in trading with
an unsuccessful Merchant.

Equipment Hints:
 Always carry examples of your wares.
Costuming Requirements:
 A merchant’s dress and garb must accurately reflect that which he trades in.

Racial Benefits:
 Oriental Etiquette: All Oriental Merchants start play with Etiquette (Oriental) 3.
 Trade Venture: Once every three months a merchant character can initiate a Trade
venture. The character needs to submit his cunning plan in writing including how he
intends to fund it and the type of return he is looking for on his investment. The trade
venture will always make a significant amount of money usually 25% at least although
external factors can still affect the use of this ability.
 Resist Thievery: As merchants are often the target of thieves they are adept at the
common tricks to throw off a thief, whenever a merchant is targeted by a thief either
against his person or against his own private rooms the thief is considered to have two
fewer ranks in his thieving skills like Open Lock and Pick Pockets.
 Increased Funds: Merchants start the game with an additional three gold pieces due to
their last merchant venture.
 All merchants are trained in the fiscal talents of their caste. A character from the
merchant caste starts the game with Profession (Merchant) Rank 2.
 Due to a need to understand the value of goods, a member of the Merchant caste starts the
game with Appraise Rank 2.
 Fast-Talk: Merchants start the game with Persuade Rank 3, this is to represent their
ability to talk others into making deals that benefit the merchant.
 All merchants start the game with honorary membership with a merchant’s guild.

Racial Disadvantages:
 It is hard for Merchants to acquire social rank, the boon cost for increasing your social
rank is doubled, this does not affect guild rank.
 Merchants will never undertake to provide services, training or goods without a clear gain
for themselves.
 Merchants can never give gifts, unless the person they are giving to is an established
customer.
 Merchants are worried by thieves and therefore have a minor phobia of them.

Caste Of Peasants:
Role-play Hints:
 The lot of a peasant is beneath that of the other castes. Peasants should be aware of their
position.
 Peasants should be subservient to anyone of a higher caste.

Costuming Hints:
 The garb and clothing of a peasant should appear to be of low quality.

Equipment Hints:
 The equipment of a peasant should appear to be of low quality.
 Peasants start poor and as such they shouldn’t carry much in the way of equipment.
Costuming Requirements:
 Peasants are required to wear common clothes. They must avoid clothes which require
expensive dyes or bleaches such as white, purple, red or yellow.

Racial Benefits:
Note: If a peasant ever stops being humble and meek, his major abilities disappear forever.
 Strike of the Humble: Loc to Zero. Because peasants are so totally overlooked they can
often make a single strike which can bring down a powerful opponent. At a cost of 100
Chi and 1 Willpower the peasant can make his next strike Loc to Zero.
 The Meek Shall Inherit the Earth: As humble peasants, this caste is protected by their
liege lords and in turn by the divine. The character is assumed to have DR 1, although,
this cannot reduce damage below one.
 All Peasants have a trade which they have worked at for most of their lives. All Peasants
gain Lore Rank 2, Profession Rank 2 and Craft {Specific} Rank 2 relating to their trade.

Racial Disadvantages:
 The Peasant caste start play with specialized access to one spell list, but they do not start
play with minor access to another list.
 It is hard for Peasants to acquire social rank; the boon cost for increasing your social rank
is tripled.
 Peasants only start play with two silvers rather than the usual ten.
 Peasant characters must roleplay their lower status at all times. They are expected to
show deference to others and back down in the face of confrontation.
Ice Elves:
Far to the north, deep under the Tundra, within Glaciers and surrounded by snow are the ice-
crystal homes of the Ice Elves. Ice Elves are hugely rare, partially because of the aftermath of
the Kinslayer war, from which they have never recovered, partially because they are often too
willing to throw their lives away on an ideal, and partially because they rarely indulge in
activities of the flesh, like bearing children, which they only do rarely. The vast majority of the
Ice Elves travelled up and away from the Elven homelands after the Kinslayer Wars, although,
some few Ice Elves live amongst the Elven peoples acting as monitors and watchers.

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 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 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. The Ice
Elves tend towards eating their food frozen or heavily chilled. 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. The 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 which the liquid is poured into before freezing it;
because of this, most 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 through crystal blades. 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].

The Ice Elves are some of the most magical of the elves 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 list
on Geos and has not faded to the status of an exotic list like the lists of 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 group 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. The 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 Path of Black ice.

Boon Cost: 100: Due to their rarity and special abilities, Ice Elves have a high boon cost to
play.

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 their 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:
 Ice Elf’s costumes 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 and are carved of ice. 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.
 Inured to the Cold: Ice Elves benefit from five points of damage reduction against any ice
damage. Ice Elves are considered immune to non-damaging offensive Ice spells such as
Freeze and Encase limb. Ice elves are continually protected by Endure Elements Cold and
Eyes of the Blizzard.
 Ice Skates: As the Ice Elves live their lives in a frozen environment they are immune to the
slip spell or any variation of it. 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. Living your life in an environment where ever surface
is frozen slick has taught the Ice Elves how to climb and balance without thinking. Ice Elves
start with Balance 1 and Climb 1 to reflect this. 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.
 Cold Hearted: It is hard to sway the cold and unfeeling heart of an Ice Elf, they resist charm
or persuasion effects as if their Willpower were 2 higher. They are also immune to all
spells/effects which replicate love. 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,
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 a living creature. Eyes of the
Blizzard: For five halo, an Ice Elf can enhance the eyes of another to allow them to see
through a blizzard. 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. The target gains Cold Resistance 2 and can cope with environments of bitter cold. This
ability lasts one hour. 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.
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. Encase Body: For fifteen halo, an ice elf can encase an
opponent’s entire body with Ice. This works exactly like the spell Encase Limb only it affects
the victim’s entire body. This ability lasts for one minute. Encase Limb/Encase Body and
Freeze cannot be rendered permanent with Perma-Ice.
 Ice Crafting: Most Ice Elves are taught the basic methods of making their own weapons,
shields, tools and armour. 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
Specialist Smithing: 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 characteristics to Bronze weapons; but, Ice Elf smiths with the relevant level of
crafting are 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 knowledge: Ice Elves have made a study of the frozen wastes; they start the game
with Frozen Knowledge Rank 2 which covers frozen geography, Ice elf culture and the
Frozen Fae. This knowledge is considered secret for purposes of buying additional ranks.
 Second Skin: 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.

Racial Disadvantages:
 Slow Learner: Ice Elves, like most elves are slow to learn and slow to understand, it often
takes them a decade to learn something a human can master in a year. In game terms this will
mean that each award given to an ice elf with be eight experience points less than the same
award given to a human.
 Cold Hearted: Ice Elves do not know how to love. Their familial relationships are bound by
bonds of duty. Children understand and love their parents, but when they cross the divide
between childhood and adulthood their hearts freeze and they lose the capacity to love. 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]. 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.
 Creature 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 almost never 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
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.
 An Ice Elf purchases spell access to lists that oppose his natural list in the same way a normal
character purchases lists that oppose his specialty. 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 Steam and Magma) 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.
 Severe Allergy to Salt: Ice Elves do not react well to salt. If they ingest it they start to feel
unwell. They can handle the background salt levels in most food but will never drink salt
water or eat salted meat/fish. If an Ice Elf ingests a large amount of salt he will vomit and be
unwell. If salt is thrown on an Ice Elf it causes immediate discomfort and if left there it will
burn into the elf’s body. 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 innates, 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.
 Fae Blooded: Ice Elves are related to the Frozen Fae [this is not something that the Ice Elves
are aware of]. 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. Ice Elves take an extra point of
damage from fey-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 target Fae often also target the Ice Elves and other Fae-Blooded
creatures. Note: No non-pureblood-fey knows that Ice Elves are Fae Blooded; is, it is a
secret, any character acting like they know this will be severely punished.
 Second Skin: Because Ice Elves armour is custom fitted to their bodies it is hard to wear
layered armour underneath it. If an Ice Elf is wearing a set of Ice Armour fitted to their body
then the hindrance of all other pieces of armour stacked with it are doubled as it will interfere
with the first suit of armour. An Ice Elf’s shield generates hindrance normally.
 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 original plan.
‘True’ Goblins
Note to all players: All, non-goblin, players believe that the race called Goblins was subjected to
genocide by the vengeful Horde. This is a magical compulsion, if a player 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 even started to deceive small colonies of goblins into believing that 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 smithing 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 first became members of the Horde, due to their mastery of the exotic and difficult training
techniques required to 'tame' the brutally vicious and cunning wolf species know as Worgs. For hundreds
of years, the Goblins bred and trained these beasts, and went to war with them in a terrifying combination.
The speed and strength of the beasts, lead by the cunning tactics of their riders, were a force to be feared.
Their place in the Horde was not simply to tame vicious beasts, the Goblins were 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 magicks from their Ork brethren, and for generations; they succeeded. The
Orks would have been wise to accept the Goblins study of magic, but their 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 believe…

The Goblins were far more devious and clever then their Ork brethren, and had established a hidden city
outside of Horde territory long ago, where their own kind could study magic in secret. When the
onslaught began, they sealed their borders, and sought aid in protecting themselves from the terrible fury
of the Orks. They sought salvation from the only being that they believed surpassed their own mastery of
the magicks of stealth and darkness; they devoted themselves to an Unseelie Fae.

The fairy accepted the deal the Goblins made; safety from the raging Horde, in exchange for their
devotion to her. In a display of high magic which has rarely 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 Fairy. 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
fairy 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 their magicks from.

Note to all goblins: All, goblin players believe that the Fae is forever secure and subdued; she is no
threat. This is a magical compulsion, if a player feels that their character has learned this piece of
information in character please see a referee.

However, just as the Goblins had tricked the Orks, they too were being manipulated by the Fae; a being
far more cunning and devious then they could ever imagine.

Boon Cost: 100. Due to the rarity of the race, and the powerful Fae bonuses it includes, True Goblins
have a boon cost of 100 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 Dark Crusade to finish the job. As such,
Goblins have a tendency to hide what they really are, and have made up the name 'Gremlin' to satisfy
the curiosity of nosy outsiders who ask to many questions about the identity of their race.
 Goblins are very secretive, as one could image with the blood of a Stealth Fae in their veins. Goblins
guard their secrets well, and are always careful to protect their true racial identity.
 Any problem that can be solved with magic; should be solved by magic. Magic is a great gift that the
Orks tried to keep your people from, embrace it.
 Violence is the last resort of those without the cunning or wits to think around the issue. Stealth and
spells are far better solutions.

Costume Hints:
 Goblins almost always wear clothing that allows them to hide better; this includes but is not limited to
dark colours, cloaks, cowls, hoods.
 Goblins stow their own equipment carefully, they make sure their possessions are muffled. Rattling
coins and clinking armour can mean disaster when you need to keep quiet.

Costume Requirements:
 Purple Skin. An unusual skin tone has developed over time amongst the Goblins. Perhaps due to the
Unseelie magicks present in their blood, or from years of tapping into the powers of an imprisoned
fairy. All Goblins are required to have deep Purple skin.
 Shamanic Charms. As a race devoted to magic, Goblins all bare various tribal icons of significance.
Skulls, rabbits feet, shrunken heads, runic icons, etc are all valuable tokens that find their place in a
Gobins wardrobe. A Goblin’s costume must always display at least a few shamanic charms on their
garb. Goblins often collect minor magical items.
 Goblin Ears. Goblins have developed ears similar in physical appearance to elven ears, likely due to
their stolen Fae heritage. Goblins must have elven-like ears, which match their purple skin tone.

Racial Advantages:
 Forever empowered. All Goblins have undergone various rituals during their life in the Capitol city
from which they all hail. 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 reliance on the powers of their 'confined' fairy 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, however they also gain sorcery with
that sphere. If they later become a specialist in the other, 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 Rank 2 in both Contribute to Ritual, and Ritual Magic.
 Beast Tamer. Goblins have a natural affinity for Worgs, and spend a good deal of time learning how
to rear, breed and ride the 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 soft creatures.
 The Way of the Rogue. All Goblins know at least the rudimentary basics of moving undetected.
They begin with Ranks 2 of Hide in Shadows and Move Silently.
 Blood of the Fae: Unknown to the Goblins, their captured fairy is far from complacent in her role as
a '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 hundreds of years of
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. This also
qualifies the Goblins to take the Fae Born template. They still must meet all prerequisites of that
template and pay its normal cost.
 Innate Magicks: As a Fae blooded race, Goblins 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 is innate and does not require verbal components.

Racial Disadvantages:
 Forever underpowered. All Goblins have undergone various rituals during their life in the Capitol
city from which they all hail. The ritual of empowerment, performed on all Goblins at birth, leaves
them powerfully in touch with magic, at the cost of their own strength. As a result, a Goblin's Might
multiplier begins at x6.
 Frail. Weaker then even the Hobbits, the Goblins find feats of strength far from easy. No Goblin may
ever purchases Strength above rank 1, Burst of Strength above Rank 2, Location above rank 4 or
Constitution above rank 4.
 Hunted. Despite the Horde Gods disappointment in their Ork servants, 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. Fortunately it has been
so long since anyone, Ork or not, has seen a Goblin; no one knows what they currently look like.
 Unseelie Conditioning. Unknown to the Goblins, centuries of mental programming has been bred
into them by the Unseelie fairy they still unwittingly serve. Despite their insurrection, they have
become as loyal to her, and by extension the Unseelie Court, as possible. If any member of the
Unseelie court of at least half blood (Fae Born template, or Pureblood Fae) 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.
 Opposing Spheres: If the Goblin character wants to take access in any spheres that oppose his
Blood Sphere then the costs are doubled, this is addition to any existing doubling that occurs because
the character has specialist access to an opposing sphere.
 Iron: A Goblin character cannot wear or use iron armour, weapons or implements. Goblin characters
take an extra point of damage from cold iron weapons or Fae Bane weapons.

Racial Statistics:
Loc 2
Con 5
Will 2
Halo 10
Mana 10
Hobgoblins
Note: On ‘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 Harsh people. However,
the Orks never really respected the Goblins and the Goblins resented them 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, most shamans will tell you
that the Goblins sought magicks to enhance their status at the expense of the Orks and when the
Orks became aware of this, they exterminated the Goblins.

Note to all players: Only Hobgoblins, and Orks know that Hobgoblins once came from Hobbits.

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 when a Hobgoblin shows weakness, he
invites death.

Before the Alliance, and the treaty that forced the Orks to free their Shirefolk slaves, Hobbits
were captured in great numbers to serve as labourers and farmers for the savage hordes. Due to
their smaller size, they were easy to house in large numbers, they could survive on limited
amounts of food, and had no change of resisting the might of their captors. 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 interested 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, the Orks slowly accepted
them as something more then slaves. It was not at all a fast 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 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 when it was discovered they were
learning magics in secret. The deities saw great potential in the adopted shirefolk, and decided
that they have come far enough to be granted the highest honour; the Spirit of the Horde. It was a
terrible night that followed, full of cries of agony and pain as the Hobbits shed their skin, grew in
might, and now bore the brutish appearance of their brethren the Ork. Most did not survive the
transformation, and the Hobbit-Goblins (now known as Hobgoblins) took this as a sign that their
gods demand that only the best may be allowed to survive.
Over the course of generations, the hobgoblins bred in vast numbers. In all cases, no less then
two children were ever born in a single birthing, and as their gods decreed; only the strongest,
most skilled Hobgoblin child of every birthing would be allowed to reach the age of fifteen. And
so, every Hobgoblin was raised with fear in his heart. He 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, and were not privileged enough
to use the true weapons or armour of warriors. This suited the Hobgoblins fine however, as light
weapons and armour lent themselves much easier to the shadow crafts. They 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 can reach as
many 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 for rule of the family one day, and as they die with a blade in their back, their last feeling is
one of pride. As is the relationship with all Hobgoblin masters and apprentices. Even the great
Chieftains know they will be murdered in their sleep by their most worthy protégé.

Boon Cost: Hobgoblins are rarely found within adventuring parties because others rarely trust
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.
 Hobgoblins are almost never good 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 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, they ridicule.
 Hobgoblins are always suspicious of everyone and their motives. At some point, they believe
that someone will want their position, and they know that a slit throat is the easiest way to get
what you want; this has bred paranoia in most hobgoblins.

Costuming hints:
 Hobgoblin costumes tend to include trophies from successful raids, assassinations, or even
just particularly memorable murders or thefts. However, Hobgoblins do not allow these
trophies to build up to the point where they are hindered by them.
 Hobgoblins favor black, brown, and dark green clothing.
 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 favour 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 pouches.
 Poisons, venoms, toxins, and anything else which can give the hobgoblin an edge in combat,
are widely used.

Costuming Requirements:
 All hobgoblins are required to have orange tinted skin.
 Hobgoblins are required to have exposed feet, which must be orange and hairy. For safety
reasons we advise that you wear shoes, which are modified to appear bare.
 Much like their Ork brethren, 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 usually bare 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.
 Hobgoblins begin with Pick Pockets rank 1.
 Hobgoblins begin with Open Locks rank 1.
 Hobgoblins begin with Appraise rank 2.
 Hobgoblins begin with Hide in Shadows rank 1.
 Hobgoblins begin with Move Silently rank 1.
 Hobgoblins are still seen as weak inferiors by the Orks, so they have become skilled at
showing strength when they need to. Hobgoblins start with Burst of Strength Rank 1.
 When night falls, and the glare of the wretched sun is no longer upon a Hobgoblin, they gain
+3 ranks in DAC, which stacks with all other sources of DAC. Nightfall will always be at the
digression of plot, and a player must ask a ref before applying the bonus.
 In times of extreme duress, Hobgoblins may enter a heightened state of awareness.
Hobgoblins begin with Terror Focus rank 2.
 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
Hobgoblins constitution is considered to be five points higher when resisting poisons or
venoms.

Racial Disadvantage:
 Magic Oppressed. Their Ork brethren instill the Hobgoblins with such a fear of the
punishment for learning magic, it has become inconceivable for any Hobgoblin to dare
learning the ways of the Shaman. Hobgoblins start with a magic multiplier of 5.
 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. It is rare that any Hobgoblin
would allow anyone other than their own tribal shaman to cast a spell on them.
 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… and everyone knows
it. Before the Alliance, many civilizations offered a bounty on Hobgoblin ears. Hobbits,
even 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 skill, but Hobgoblins believe that they were divinely
mandated not to wear heavy armour.
 Pity. Hobgoblins pity and dislike Hobbits. They will never help them 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 associate bright light and sunlight with pain, as such, they will attempt to avoid
going into light and they will complain when casters near them cast any form of light spell.

Racial Statistics:
Loc 3
Con 12
Will 1
Halo 10
Mana 0
Bugbears:
Note to all players: The true origins of the Bugbears, are only know to a few scholars and to the
Bugbears themselves, please do not pretend that you are aware of them.

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 and they had a very fascist attitude with this belief; 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; the purity of race they had achieved by separating
themselves from their cousins, the lost Dwarves slowly came to believe themselves superior.
They had questioned the divine plan laid forth by the creators of 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 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 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 Dwarven hunters were sent to find a beast whose power was unmatched, and whose
dominion was unrivaled, and deep within the forest they came across a savage and horrible bear.
One whose flesh was scarred from battle, and whose eyes burned with fury. Twelve Dwarves
descended upon the beast, and when it breathed its last terrible roar, only three still stood. The
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, muscle and blood, hide 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 asked that
they be empowered by 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 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, ones form is not always ones true self. The beast
was no mere bear, but a powerful, fierce and savage 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: 60. Due to the rarity of the race, and the benefits they receive, Bugbears have a boon
cost of 60 to play.

Roleplay Hints:
 Bugbears are distrustful of others, but once someone does earn their trust, they have it for a
lifetime.
 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.

Equipment hints:
 Tools of the forge are almost a necessity for repairing weapons and armour in the field.
Never be without the tools of your trade, a whetstone can be the difference between life and
death.
 Bugbears always refrain from using any item of a lesser quality; anything not made by the
hands of a Bugbear; is by its very nature lesser quality.

Costuming Requirements:
 Bugbears are required to have grey or ashen skin.
 Due to their massive strength, Bugbears must represent the fact that they are stout and
powerful, and should appear hugely built.
 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; no
Bugbear would ever have a beard.
 Dark earth tones are a must, and a sturdy belt to carry your tools is always required.
 Bugbears must carry some crafting tools with them at all times.

Racial Benefits:

 The ritual that forged the Bugbears did indeed make them more resilient, Bugbears start with
a Might multiplier of x2. They also benefit from high Constitution and Location scores.
 Empowered forevermore by the fury of the Dire Bear, Bugbears start with rank 2 Strength for
free.
 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. 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.
 Crafters of the Horde: Sharing in their craftsmanship heritage, all Bugbears begin with rank
1 of Smithing.
 Easy crafting: In regards to metal or stone working for weapons and armour, a bugbear may
half the time required to complete any project while working alone.
 Bugbears may stack one additional layer of medium armour, and one additional layer of
heavy armour.
 Born as natural smiths, the Bugbears are proficient with all forms of hammers (1 handed, 2
handed, oversized, and throwing).
 Lords of the hammer, both in the forge and out, Bugbears find mastery of any hammer a
simple task. All Bugbears begin with rank 1 Weapon Mastery with any 1 type of hammer.

Racial Disadvantage:
 The Bugbears suffer from the same lack of dexterity as they did before their transformation;
their agility multiplier begins at times four rather than times three.
 An insult to the Bugbears honour cannot be ignored, and must be dealt with swiftly, and
harshly.
 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 are still anti-social and isolationist by nature; this has a number of effects.
Primarily, The Connection multiplier of a Bugbear starts at five rather than three. In addition,
the boon and gold costs for joining any guilds are doubled. Bugbears also find the base cost
for any Etiquette skills other than Bugbear or Harsh people Etiquette doubled.
 Prone to rage: Bugbears often get very angry and often learn how to enter a rage. Bugbears
are likely to squash those who irritate them, like hobbits.

Loc 8
Con 18
Will 1
Halo 0
Mana 0
Exotic Templates:

Corsairs.

“Come all you sailors near and far.


You honest men know who you are.
All of you who'd dare be free.
Combine with us upon the sea.
Together we will drink a toast.
Ride the wind on down the coast.
See the merchant ship to board.
Raise a jar and swing a sword.
Watch to see the merchant captain crying.
When they see the black flag flying.”

There is a brotherhood amongst those who sail the seas taking lives, growing rich and spreading
fear. This brotherhood includes some of the most notorious pirates and some of the most
ruthless privateers that thrive on Geos. Far to the South, there is a cluster of islands that do not
appear on most Argead maps, these islands form the fastness of the Pirate Nations where the
Pirate King rules the Council of Captains. Almost all of those who make their living with a
black flag flying overhead count themselves among the numbers of the Corsairs.

A character who takes on the mantle of a Corsair is one who has been accepted into the
Brotherhood of Corsairs and has been trained as an agent of that Brotherhood. One of the
important steps in someone becoming a Corsair is a serious of oaths which are taken under
magical detection.

Template Boon Cost: 30: This represents 10 to bring your character to the attention of the
Brotherhood, 10 to persuade the council that you are worthy and 10 to survive the rigorous
training.

Pre-Requisites:
 Use Rope, Climb, Balance and Swim Rank: 1.
 Lore Navigation: 1
 Profession Sailor/Corsair/Pirate/Privateer Rank: 2.
 Must have served at least 2 years under the sail.
 Must be a member in good standing of the Brotherhood of Corsairs.

Role-play Hints:
 Take everything, give nothing back.
 Be willing to commit crimes and betray others to achieve your goals.
 Corsairs are all loyal to their captains and to the Brotherhood of Corsairs.
 It is ‘speak like a pirate’ day for a Corsair, every day.
Costume Hints:
 All Corsairs should wear appropriate nautical garb.
 Corsairs should travel light.
 Corsairs rarely wear armour and almost never use shields.

Costume Requirements:
 All Corsairs must carry a Rhum prop, that prop could be a flask a bottle or a cask.
 All Corsairs must have a suitable pirate hat.

Corsair Advantages:
 Bolstered Will: A Captain of Corsairs (a captain who has at least three loyal Corsairs on his
crew) gains a base Willpower increase of 3 when in the presence of those Corsairs.
 Live off of Rhum: A corsair who is able to drink a pint of Rhum has no need of other food
or drink for the day.
 Monkey Climb: A Corsair who is climbing finds that his climb speed is twice that of a
normal person. Corsairs double their climb rank when climbing the rigging.
 Cutting Jibe: To a Corsair, a well timed blow is nothing unless it is coupled with a well
worded insult or jibe. To use this ability, a character spends 10 Halo and makes a witty
verbal attack on his opponent, the jibe must finish at the same time the blow is struck. If
these conditions are met then the blow deals and additional two points of damage.
 Weapon Proficiency: Many Corsair fights are settled with simple objects; as such a Corsair
gains bonus weapon proficiencies in Rhum bottles, a tankards and belaying pin.
 Pirates Resistance: A Corsair gains a measure of protection from the spells Push (and thus
Wind Blast) and Slip/Trip. A Corsair cannot be exposed to direct danger through the use of
these spells; for instance, a corsair cannot be pushed off the ship or into a monster. The
Corsair gains no resistance to this effect when in no danger, so these spells can still be used
to trick or embarrass a Corsair.

Corsair Disadvantages:
 Weakened Will: Corsairs are loyal to their superiors by nature. As such, a Corsair takes a
Willpower reduction of one, to a minimum of zero.
 Addiction to Rhum: All Corsairs have a debilitating addiction to Rhum which is considered
a common substance.
 Sea Legs: Corsairs find their balance is off kilter when they are on dry land. As such, a
Corsairs Balance and Climb skills are rescued by one rank while on dry land.
 Heavy Armour: Most Corsairs do not wear any armour in case they end up in the drink.
Corsairs may not wear any armour heavier than Light armour, although, they can stack two
layers of light armour.
 Phobia of Fire: One of the biggest threats to a ship and its crew is fire as a well placed fire
arrow can destroy a ship. All Corsairs have a minor phobia of fire which is considered a
common substance.
The Chosen.

Note: The information below is unknown to most. If a character has Lore Magic Secret Rank 4
or higher he knows some of the information listed below.

Geos is a land of balance. The balance of magicks on Geos is of the utmost importance, both for
this continent and probably for the entire world. It has been postulated by scholars that Geos
marks the central point between the castles of the Fae. It has even been suggested that the magick
of Geos reaches through the Bleed and affects the magicks of countless other worlds. It is
therefore vital that magic on Geos be held in balance.

There is an ancient ritual which needs to be completed every seven years to ensure the balance of
magicks continues. This ritual is called the Raising of the Land and it is conducted at mid
summer by teams of ritualists all over Geos. The Ritual involves ritual representatives enacting
balancing power between themselves to represent the balance of power on Geos. The seven
ritualists are referred to as the Chosen of Fire, Earth, Water, Air, Ice, Light and Dark. There
are believed to be seven cabals of Chosen across Geos. Each Cabal has a specified domain and
they must be in the heart of their domain to work the ritual.

Unfortunately, the forces of Oblivion have no interest in holding the world in balance. 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 who is eligible to someone else who is eligible. If a
Chosen is slain then the mantle of the chosen will pass on to his killer (assuming his killer meets
the pre-requisites) if the killer is ineligible then the mantle will pass on to the nearest person who
does meet the requirements of the ritual.

Current Chosen for the area around Chandler’s Ford:


Chosen of Earth: Unknown: Believed to be hiding under Gilick’s
forest.
Chosen of Water: Unknown:
Chosen of Air: Unknown:
Chosen of Fire: Ember: PC Hero.
Chosen of Ice: Sir Frost: Knight of the Realm. DPC Hero.
Chosen of Light: Unknown:
Chosen of Dark: Unknown: Believed to have fallen to Oblivion.

Boon Cost: The boon cost to play one of the Chosen is confusing. If a character is approached
to become a chosen, is eligible and can pass the tests then the boon cost is merely 50 which is the
cost to shift from having the mantle of a chosen one to becoming one of The Chosen. However,
if the character is not approached, but is eligible, then the boon cost is 500. Please bear in mind
that if your character pays the 500 boon cost you are paying for the current chosen to die. 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 subject must have Sorcery with the Element that he wants to be The Chosen for.
 The subject must either kill the previous chosen or be the nearest eligible person when the
previous chosen dies, or the subject must pay the increased boon cost to cause the death of
the previous chosen.
 The subject must be able to handle a serious amount of damage from the element in question.
The usual way to get around this requirement is by having damage reduction against that
specific source, although other Chosen got around this requirement by being particularly
tough and resilient.
 The Chosen are all casters, most are ritualists. 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 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 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 armour.

Template Advantages:
 Resist Element: The Chosen gains 10 points of DR against damage from his Element, for
example the Chosen of Fire would gain 10 points of DR against fire. The character is also
immune to all non-damaging offensive spells of level 7 and below, such as push, heat metal
etc.
 Armour of the Element: The Chosen gains a suit of living armour crafted from the raw
element. 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 or disintegrated it disappears and 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 its hits at a rate of two
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.
Stats: AC: 14, Hindrance 5, Soak 2.
o Ice: This suit of Ice-Crystal plate mail is made of finest protects whichever locations
are covered by the prop. The Ice Crystal armour is focused to reflect spells, for thirty
halo, the wearer can reflect hostile spells that target the wearer specifically and for
fifteen halo the wearer can deflect hostile spells that target the wearer specifically.
Stats: AC 14, Hindrance 5, 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 5, Balance 5, DAC 4 and ADAC 4. The wearer
of this armour will never fall. For five halo, the wearer can activate the fluttering
winds spell. For 10 halo, the wearer can activate the fly spell. Stats: AC 6, Hindrance
0, Soak 2.
o Earth: This suit of earthen plate mail is laced with adamantine ore; it is considered to
be almost indestructible. It cannot be disintegrated. For forty halo, the wearer of 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. 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. The wearer can breathe water and swim effortlessly (As if they had
Swim 5); in addition amphibious characters find that the armour provides them with
the water they need to survive. The wearer of this armour cannot be drowned or
suffocated. Stats: AC 12, Hindrance 2, Soak 2.
o Light: The armour of light forms as a suit of plate mail. The wearer of the plate mail
is immune to all forms of fear and their willpower is considered to be three higher for
defense only. Stats: AC 14, Hindrance 5, 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. Stats:
AC 14, Hindrance 5, Soak 3.
 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.
 Innate Elemental Magic: The Chosen of an element understands his element totally. They
gain +2 ranks of Spell-crafting (Their Element). They are also able to learn and know five
spells of each level for their Elemental list. 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 the Chosen each have a locked power which they can
quest for. This power is unique to each individual and all of the legends suggest that it will
take years of questing to achieve.

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, or breathe or experiment with Alchemy.
 Fragile Template: At the moment of the character’s death he stops being the chosen. So
even if a character is later resurrected, he does not regain the template. 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 Element. This doubles an existing doubling effect. So an Ice Elf Chosen of Ice
now takes 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.
 Territorial Power: If a character leaves his domain he gains no benefits from this template,
but he is still subject to the flaws.
 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 List: A Chosen is unable to gain additional access to any lists that oppose their
parent Elemental list, although they do not lose any existing access.
Heroic Knight.

There are many orders of Knights across Geos. To a knight his honour is his life and he lives his
life by strict adherence to a code, or to a set of vows. While the sets of vows vary by order they
often include poverty, chastity or abstinence. Other than certain groups of dark knights most
knights feel their duty is to put themselves between danger and the weak and because of this
many maidens and children feel safer and more hopeful of victory when knights are around.

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 knighthoods around Antios share one sacred place, it is an
ancient fortress hidden away in the mountains and protected by a monastery; in that fortress is a
sacred chamber in which all knights have to spend one night without making any noise or crying
out. The chamber itself is an artifact and it can see into the soul of the would be knight; it
essentially runs the knight through the events in his life that he feels the most guilt for and
through variations on those events. While no knight is permitted to talk about the events inside
the chamber many still shudder when it is mentioned. The chamber affects the knights who
graduate from it and holds them strongly to their ideals.

This template is for heroic knights who wish to stand resolute against evil and oblivion. If
someone wants to play a dark knight or a knight with a different set of ideals please see the
referee team.

Boon Cost: 40. The boon cost listed covers the character going through the selection process, the
ordeals of knighthood and the training to become as knight. There is no common way known to
pay a reduced cost to take this template.

Pre-requisites:
 Lawful, Good, Hopeful Alignment.
 Willpower 3 minimum.
 Ability to fight in armour with sword and shield.
 Minimum of Weapon Mastery 1.
 Minimum General Etiquette 2, or Etiquette Nobility 3, or Etiquette Knightly Orders 3.
 Must be a member in good standing of any knightly organization.

Template Benefits:
 Honour Blade: A knight has the ability to enhance his personal weapon. He can alter the
very material that the substance is made of or how it is made by expending, time, skill, gold,
boons and resources. Please see the Honour Blade section of the rulebook for more details.
 Resist Fear: A knight who is affected by a fear effect has more options that normal people.
He can flee, he can retreat steadily, he can use Surge of Will to resist or he can call Last
Stand.
 Last Stand: A knight who believes he is about to face a foe that he cannot stand against can
lay his life on the line in order to stand his ground; this ability is usually used to hold off a
foe to allow others to escape. The 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 knight must decide how long he wants his last stand to last at the
beginning and he cannot alter it afterwards. For the duration, the knight cannot leave the box
(willingly or unwillingly). For the duration, the knight cannot die, although if at any time the
knight suffers an effect which would usually have caused his death he will die at the end of
the duration; from the moment he should have died he is considered dead for all intents and
purposes (for instance, the dead cannot be healed). For the duration, the Knight gains DR 1
and +1 rank of weapon mastery. For the duration, the knight is immune to mind affecting
spells and abilities. This ability must be used sparingly as if a knight uses it needlessly he
will find that he no longer has access to it. Rumors tell that different knights have honed this
ability in different ways.
 Bastion of Hope: A knight is seen as a positive symbol for the masses. While in a knight’s
presence people are less likely to fall to oblivion as knights generate hope. In a similar way,
corpses kept close to a knight are less likely to become undead; this is why people would ask
knights or witches to watch over the corpses of the friends and family on the first knight after
they died.
 Surge of Will: A knight is able to bolster his own willpower in order to resist effects. For 20
halo, a knight can, in reaction to any mental attack, push his Willpower up by two for defense
purposes only.
 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 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.
 Subdue and Restrain: As most knightly organizations are commonly used to apprehend
guilty parties for trial knights are taught several tricks designed to allow them to capture their
targets without causing them serious harm. All knights gain Subdue Strike 2, Use Rope 2 and
Disarm 2.

Template Drawbacks:
 My honour is my life. A 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 knight. If a knight ever
breaks one of his vows (as dictated by his flaws) he feels a tremor in his heart akin to a minor
heart attack; the knight then has one full month to seek atonement or the knight dies. A
knight who dies in this manner cannot usually be resurrected. For Argead Knights, this
includes breaking his Work of Honor and for Melusine this includes lying.
 Behavior befitting a Knight: As people expect a knight to loyal, honest, fair and thrifty
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 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 hero complex then the effects of that flaw are doubled.
 Oaths and Vows: When a Knight takes his knightly oaths he must take on a number of new
vows and oaths. A knight must take on an additional 15 points of flaws which represent the
vows he has made these include things like Cannot Lie, Superstitions and Hero Complex. If a
knight runs out of suitable flaws he can invent new ones or he can take enhanced versions of
the flaws he already has.
 Vows: Knights are required to live by the concepts behind the Vows of Poverty, Chastity and
Abstinence. These are ideals that 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 place different
weighting on each of these vows.
 Seven Deadly Sins: 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 since
are Lust, Gluttony, Greed, Sloth, Wrath, Envy and Pride, although, some races place different
weighting on these sins. When a knight suffers from one of the sins they attempt to calm
themselves and atone for what they have done. Almost all knights are struggling with one of
these sins, usually pride.
 Seven Heavenly Virtues: 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 place different
weighting on those virtues.
 Guilt: Knights are often wracked by guilt over the things they have done, they have allowed
others to do or that they have not prevented. 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.
Amazonian Template:
As the Amazonian race has re-developed itself many women from other races and societies have
come to join them. These women have decided that their own race no longer holds anything for
them and they wish to under go the Rite of Sisterhood which will make them a member of the
Amazonian race.

When a character takes on a template their vital statistics are unchanged, but the character gains
a number of advantages and disadvantages. The character usually keeps all his old advantages
and disadvantages, but sometimes the template will remove or enhance an existing advantage,
disadvantage or flaw. There is always a boon cost to take on a template; however, through
roleplay the boon cost can be reduced.

Boon Cost: 70. This represents 15 to find an Amazonian priestess capable of performing the
Ritual of Sisterhood. This represents 20 to persuade the Amazonian Priestess to complete the
ritual. This also represents 35 points, which is required for the subject to survive the ritual.

Pre-requisites:
 A would be Amazonian must have Faith 1 (or greater) in the Great Mother Goddess or in
the Deified Sun.
 A would be Amazonian must prove her Might and Agility. She must have Strength Rank
1 (or greater). She must have DAC rank 2 (or greater). She must have Climb, Jump and
Balance Rank 1 (or greater). She must also have proficiency in at least two weapons, one
of which must be a bow.

Role-play Hints:
 It is better to die by the hand of a man then to be his slave.
 All men have done something to earn their punishment.
 Have a strong distaste/distrust for all men.
 Show respect to all women.
 Be very cautious around casters. Priestesses and Druids of the Great Mother are seen as
the exception to this rule.

Costume Hints:
 Most women who assume the mantle of Amazon take on the same dress as their sisters.
 Amazonians who assume the mantle of an Amazonian step one way or another in regards
to their appearance. New Amazonians either dress to be totally hideous to men, or dress
to show their bodies off to the full.
 Amazonians do not use Iron or Steel; as such it is preferable to make all metal props
appear to be made of a sun metal (bronze, copper or gold).

Costume Requirements:
 All Amazonians 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
Amazonian spirit which shares their body.
 All Amazonians are required to wear painted wooded 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:
 Ethereal Strike: Amazonians have learned how to allow their spirit to strike out when
they are facing incorporeal or ethereal foes; essentially the Amazonian spirit inside the
character swings on the Ethereal plan 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 Amazonian is tied to the sun, when the sun is
high in the sky and it is bright and warm the Amazon gains a free rank of strength.
 Ancestral Memory: Due to the spirit inside them all Amazonians have Lore 2:
Amazonia.
 Ancestral Spirit: Each Amazonian has a spirit inside them of an older Amazonian
warrior. The presence of this spirit allows the Amazonian to ask Ref team to answer
questions that the spirit may know the answer to each use of this ability costs the
Amazonian ten Halo, the Amazonian can choose to expend additional Halo in order to
obtain a more detailed answer.

Racial Disadvantages:
 Withered Mana: All new Amazons gain the absent mana 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 Amazonians DAC score is halved. Amazonians
suffer from Solar Lunacy; their mood is often totally dependant on the state of the sun.
 Cold Metal: Amazonians find it impossible to use iron or steel items and armour. The
spirit inside them writhes uncomfortably when Iron or steel is in the possession of the
Amazonian.
 Increased Hindrance: Whenever an Amazonian chooses to use armour heavier than
leather of hide the hindrance is tripled. Amazonian golden ritual armour is unaffected by
this.
 Male Prejudice: Amazonians hate and distrust men. This often poses a serious
disadvantage to them during the scope of their careers. Amazonians will rarely join
guilds which have a male guild-master. Amazonians will rarely accept training from a
male. Amazonians will rarely purchase things from male sellers. Amazonians will almost
NEVER allow a magical spell to be cast upon them by a male.
 Breach of Etiquette: Amazonians 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.
Dryad Born: Template.
Some children born to Dryad mothers are blessed by the Fae blood of their mother. These
Dryad-Born children make up some of the best druids, rangers and scouts on Geos. Dryad born
characters have an affinity with the world around them.
Many Dryad born characters are unaware that their real mother was a Dryad. Dryad born
characters are almost always abandoned with their fathers or with nearby families. Dryads tend
to raise Dryad children, but they tend to abandon Dryad born or father’s line children.

Boon Cost: 40: As Dryad born characters are rare and more powerful than other characters there
is a boon cost to play one. Assuming the template involves the character becoming aware of their
heritage and undergoing a meditative metamorphosis ritual in the Druid Grove.

Pre-Requisites:
 The characters mother must have been a Dryad.

 The character must never have used an Iron weapon or worn Iron armour. This is an
absolute rule.

 The character must not have Black Thumb, Black Mantle, Fey Disgust or Absent Halo
flaws.

Role-play Hints:
 Dryad born characters are almost always very passionate about nature and the natural
world.

 Dryad born characters are at peace when they are alone, especially in the wilderness.

Costuming Hints:
 Dryad born characters tend to spend a lot of time in natural settings and as such they
usually dress in clothes that suit the geography around them.

Equipment Hints:
 Most Dryad born are druids, rangers or scouts, they usually favour natural weapons like
spears and bows.

 Some Dryad born characters function as nature’s assassins or avengers and they favour
natural venoms and sharp bronze weapons.

 Dryad born characters tend towards using purely natural items. Their weapons and
equipment are usually made of bone, wood or stone.

 Dryad born characters will never use any form of Iron equipment.

 Dryad born characters tend to shun heavy armour.

Costume Requirements:
 Dryad born characters costuming must reflect their heritage. Their skin usually has a
green or brown tinge, they normally have Elven ear tips and are almost always swathed in
natural plant growth.

Racial Advantages:
 Sorcery: Dryad born children are naturally magical, they all have sorcery of one kind or
another. However, unlike other races, different Dryad born have sorcery with different
lists. A Dryad born character may choose a sorcery from any one of the following: Beast
Within, Nature, Moon Druid, Nymphology, Sun Druid, Mind, Nature’s Friend or
Weather. If this template is taken at character creation then there isn’t any limitation,
although, if the template is taken after character creation then character can only choose
sorcery in a list he does not possess any form of access to.

 Fae Innates: Due to their inner magic, a Dryad born character is able to use his halo to
fuel some abilities. Speak with Animal: For five halo, a Dryad born character can speak
in the languages of beasts, this ability lasts one minute. Speak with Nature: For ten halo,
a Dryad born character can ask three questions of any tree or plant, the plant will almost
always respond to the best of its knowledge. Barkskin. For ten halo, a Dryad born
character can strengthen her own skin with Bark to better resist damage. The character
gains 2 points of armour per location and the effect lasts for 10 minutes. (This ability
does not stack with any other spell which affects the skin, like Stoneskin.) Tree Merge:
For forty halo, a Dryad born character can step into any living tree. There is no
durational limit to this spell and the Dryad born can see out of the merge point. Charm:
For twenty halo, a Dryad born character can charm another being into performing some
simple task for her. Charm is opposed by Willpower and the effects totally fade after 10
minutes. Charm cannot be used to make someone do something which they are totally
opposed to doing.

 Knowledge of Nature: Dryad born characters start the game with Lore (Secret) Nature 2
and Herb Lore Rank 2.

 Tree Aspect: It is rumored amongst Druids that certain Dryad born character can assume
the qualities of a specific tree. They usually then hold onto that Aspect for the rest of their
lives. Taking on an aspect costs 100 boons and has various advantages and
disadvantages . Common aspects include Oak (Strength and Constitution), Willow (DAC
and Dodge), Silver Birch (Wisdom and Magic), Poison Ivy (Herbs and Toxins) and Yew
(Archery).

 Fertile: Dryad born characters are extremely fertile. They enjoy sex and have a 60%
chance of conceiving through mating, assuming their partner is fertile.

Racial Disadvantages:
 Fae Blooded: As fae blood runs in their veins, the Dryad born detest iron and its
variations. Dryad born characters will not use an iron, journeyman iron or cold-iron
weapon. If struck with a fae bane or cold-iron weapon the character takes an extra point
of damage. The character is repelled by iron and distrusts those who rely on it.

 Nature’s friend: A Dryad born should never harm a natural woodland creature. A Dryad
who does so, even by accident must seek atonement from the Druid council. On the plus
side, a Dryad born character cannot be forced to harm a woodland creature through the
use of charm.

 Bound to Answer: The spell Speak with Nature can force a Dryad born to answer three
questions. A Dryad born character cannot resist this effect with Willpower.

 Bound to Protect, Bound to Aide: Dryad born characters are bound to defend and
protect nature, Dryad born characters tend to get very angry when nature is damaged or
despoiled. They are also bound to assist the Druid’s council.

 Give and Take: In order to respect the balance of nature whenever Dryad born
characters take from nature they must also give. A common gift is a quantity of halo or a
few drops of blood. For this reason many Dryad born characters learn the halo gift or
halo bridge skills.

 Armour Restriction: Dryad born characters prefer to be unarmored. The hindrance


value of any armour they wear is doubled.

 Woodland Fears: Dryad born characters fear those things which doom forests, they are
moderately afraid of fire and are mildly afraid of disease and axes.
Heart of the Forest: Template.

“I traveled inwards,
To that heart where no one else roamed.
Where only the birds and animals found a home.
Where the pixies flew with an audible air,
And tangles twigs and leaves within my hair.
Ah. I love this place, this paradise,
Where everything is so beautiful,
So still, and so nice.”

Every threatened druid or dryad forest will take on a protector. In one famous episode, a Nature
Elf adventurer called Gilik replaced the rotten heart of a corrupted forest with his own pure heart
in order to save the forest from destruction and Oblivion. While his friends feared him dead,
Gilik was accepted by the ancient forest and he rose the next day as the heart of that forest.
Boon Cost: Assuming the mantle of Heart of the Forest has a boon cost of 50. Finding a forest
that needs a Heart has a minimum boon cost of 200.
Pre-Requisites:
 Before a character can become the heart of a Forest he must be chosen by a forest no less
than three centuries old. The forest must contain dryad soul trees or a druid’s grove. The
forest must also contain a ritual circle. The forest must fear its own destruction or
corruption at the hands of Oblivion.

 Untainted: A potential heart of the Forest cannot be corrupted by Oblivion. He can


however be Lawful, Evil or Chaotic. No non-hopeful Heart has been chosen since the
rise of Oblivion.

 Nature’s Halo: A potential heart of the forest must have nature based powers which he
fuels via his halo. The most common example is Sorcery with the Nature List.

Role-play Hints:
 Forest’s Hearts are loyal, protective and dedicated.

 Forest’s Hearts tend to have very high sex drives and very high levels of testosterone.

 Forest’s Hearts characters are almost always very passionate about nature and the natural
world.

 Forest’s Hearts characters are at peace when they are alone, especially in the wilderness.

Costuming Hints:
 Forest’s Hearts costumes almost always look totally natural.

 Forest’s Hearts love their bodies and often adorn themselves with tattoos, lichen or vines.
Equipment Hints:
 Forest’s Hearts tend towards using purely natural items. Their weapons and equipment
are usually made of bone, wood or stone.

 Forest’s Hearts will never use any form of Iron equipment.

 Forest’s Hearts tend to shun heavy armour unless it is formed of bark.

Costume Requirements:
 Forest’s Heart’s skin should be green or brown. It is not uncommon for Forest’s Hearts to
appear mottled or for their skin to resemble bark.

 A Forest’s Heart’s costume must show her natural roots. This could include leaves and
flowers growing on her, roots weaving about her body etc.

 Forest’s Hearts have power greater than that of normal folk, they are unearthly and as
such their costumes must be of the highest quality. Any character wanting to play a
Forest’s Heart should expect their costume to be judged very harshly.

Racial Advantages:
 Endurance of the Forest’s Heart: DR 1: All damage dealt to the Heart of the Forest is
reduced by one (to a minimum of zero).

 Nature’s Damage: All damage the Heart of the forest deals with a natural weapon (one
made of wood, bone or sinew) deals Natural Magic damage which is especially harmful
to certain types of creatures including corrupted natural and plant creatures.

 Power of the Forest: The Heart of the Forest can draw on the reserves of power that a
forest keeps to get it through winter or to fight off a disease, however, the more of this
reserve the Heart of the Forest uses, the less the forest has to rely on in hard times. If the
Heart of the Forest wishes to draw on the power of the forest he needs to consult a
referee. Sensible Hearts of the forest use this power sparingly, for with great power
comes great responsibility.

 Defender of the Forest: While the Heart is within his own forest he is protected by
certain buffs. He gains +1 Rank of Strength, +2 Ranks of Location, +2 Ranks of
Constitution and +1 Rank of Weapon mastery with any natural weapon. As soon as the
Heart leaves the forest he loses these advantages, but he keeps all other advantages.

 Fae Innates: Due to their inner magic, a Forest’s Heart is able to use his halo to fuel
some of his abilities. Speak with Animal: For ten halo, a Forest’s Heart can speak in the
languages of beasts, this ability lasts one minute. Speak with Nature: For five halo, a
Forest’s Heart can ask three questions of any tree or plant, the plant will almost always
respond to the best of its knowledge. Return to Soul Tree: For twenty halo, a Forest’s
Heart can teleport without error to his Soul Tree, this ability only works if the Forest’s
Heart is within 10 miles of his Soul Tree. Barkskin. For five halo, a Forest’s Heart can
strengthen his own skin with Bark to better resist damage. The Forest’s Heart s gains 2
points of armour per location and the effect lasts for 10 minutes. (This ability does not
stack with any other spell which affects the skin, like Stoneskin.) Tree Merge: For
twenty halo, a Forest’s Heart can step into any living tree. There is no durational limit to
this spell and the Forest’s Heart can see out of the merge point. Tree Gate: For twenty
halo, a Forest’s Heart can step into one tree and out of another than is no further than 20
feet away. This effect is not instantaneous, the Forest’s Heart walks to his new location
with her hand in the air, but Time Stop is not called. Limb Running: For ten halo, a
Forest’s Heart that has already merged with a tree can now move from that tree to another
tree whose branches or foliage is in contact with the tree he merged into.

 Nature’s Friend: A Forest’s Heart is considered to be a neutral or positive force by all


natural and mundane creatures in their natural environment. Because of this, a Forest’s
Heart 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
a Forest’s Heart.

 Knowledge of Nature: Forest’s Hearts gain Lore (Secret) Nature 4 and Lore Herbs 4.

 Tree Aspect: It is rumored amongst Druids that certain Hearts can assume the qualities
of a specific tree. They usually then hold onto that Aspect for the rest of their lives.
Taking on an aspect costs 50 boons and has various advantages and disadvantages .
Common aspects include Oak (Strength and Constitution), Willow (DAC and Dodge),
Silver Birch (Wisdom and Magic), Poison Ivy (Herbs and Toxins) and Yew (Archery).

 Fertile: Forest’s Hearts are extremely fertile. They have a 70% chance of impregnating
the female, assuming the female is fertile. Many Hearts enjoy homosexual relationships
when they don’t want to conceive.

Racial Disadvantages:
 Fae Blooded: When the Heart takes on a role, Fae essence runs through his veins. Fae
blooded characters Dryad born detest iron and its variations. Fae blooded characters will
not use an iron, journeyman iron or cold-iron weapon. If struck with a fae bane or cold-
iron weapon the character takes an extra point of damage. The character is repelled by
iron and distrusts those who rely on it.

 Nature’s friend: A Forest’s Heart should never harm a natural woodland creature. A
Dryad who does so, even by accident must seek atonement from the Druid council. On
the plus side, a Forest’s Heart cannot be forced to harm a woodland creature through the
use of charm.
 Bound to Answer: The spell Speak with Nature can force a Forest’s Heart to answer
three questions. A Forest’s Heart can resist this effect with Willpower.

 Bound to Protect, Bound to Aide: Forest’s Heart are bound to defend and protect
nature, Forest’s Heart tend to get very angry when nature is damaged or despoiled. They
are also bound to assist the Druid’s council.

 Give and Take: In order to respect the balance of nature whenever Forest’s Heart take
from nature they must also give. A common gift is a quantity of halo or a few drops of
blood. For this reason many Forest’s Heart learn the halo gift or halo bridge skills.

 Woodland Fears: Forest’s Heart fear those things which doom forests, they are
moderately afraid of fire and are mildly afraid of disease and axes.
Note about Fae:
It is important at this stage to understand the difference between the high and low Fae races.
The 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 high Fae live as the other races do, they have cities and castles, politics and shops,
relationships and feuds and they are the most human of the Fae races. Every one of the high Fae
is dedicated to one of the spheres of magick, this dedication is decided at birth by augury. 99% of
the High Fae are assigned to one of the major spheres of magick and the remaining 1% 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. There are 16 castles of
the High Fae; each castle is dedicated to the one of the 16 major lists of magick. Most of the Fae
cities are high above the world on clouds or beneath the surface of the earth.
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 magick 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 are part of the
summer court.

The low Fae races are more animalistic than their highborn cousins; they are also rarer in this
changing world. The low born Fae races include such species as Dryads, Satyrs, Sprites,
Brownies, Pixies and Boggarts. The low Fae are usually assigned to a court based on their race
alone.

Fae races are almost immortal in that they will not die unless they are killed. Once they have
reached adulthood they stop aging. This is not true for any other races, such as Elves; the legends
that suggest that elves are longer lived comes from Fae Blooded or Fae Born Elves who live
much longer than mortals.
High Fae Blooded: Fae 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 individuals, especially casters, to be able to trace
their ancestry back to include a Fae. Many individuals lie about having a Fae Ancestor, but
many of those who actually have one have learned to tap into the Fae magick present in their
blood.
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 a Fae elder. 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 cost is 100 rather than 75. In order to
take this template the character does not have to realize that he is Fae blooded.
Boon Cost: High Fae Blooded: 75.

Pre-Requisites:
· Characters submitted background must include a high Fae relative, no matter how distant a
relative. Characters can resubmit their background if necessary. The character does not need
to be aware of the ancestor.
· Character must not have Absent Mana, No Casting, Absent Halo, Fey Disgust or Black-
mantle. There may be other unsuitable flaws added to this list later.
· Character must be attuned to 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, an Ice Elf
already has Fae blood so cannot take this template.
· The character must never have wielded an Iron weapon or worn Iron armour.
· The character must have had contact with a powerful Fae capable of awakening the Fae
blood and must have made a good impression on that Fae.

Template Benefits:
· Glamour: The magic of the Fae is built around perception and mis-perception. Through this
ability, the Fae are able to convince a gullible mortal into believing something, anything;
Lord Puck has been known to go around convincing mortals they have two left feet, literally.
The Fae blooded have the ability to convince others of anything that is plausible and
believable and that the victim does not already know to be false. This ability costs 20 halo
per subject, is resisted by willpower and lasts no longer than one hour. After the duration
ends the victim only realizes he has been fooled if he thinks about it, but he doesn’t know
how he was fooled.
· Innate Magicks: 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 is innate and does not 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 activate a
dormant Fae ritual circle and is able to use an active Fae ritual circle.
· Willpower Boost: When a character takes this template his Willpower is increased by one,
to a maximum of three. If the character’s willpower is already three or higher then there is no
change.
· 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 born characters are able to sense when others have the Fae disgust flaw.
Fae born characters are not compelled to find those with that flaw to be disgusting, but they
are aware of the fact that these individuals have done something to make the Fae nation as a
whole despise them.

Template Drawbacks:
· Opposing Spheres: If the Fae Blooded character wants to take access in any spheres that
oppose his Blood Sphere then the costs are 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 his
opposing Sphere. This vulnerability has no effect against non-damaging effects.
· Less experience: 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 this penalty becomes
7.
· 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 weapons 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 run their
mouths when others think they should be being quiet. Fae blooded characters also suffer
from the inability to remain still and quiet; this could be described as ADHD. Fae blooded
characters are also arrogant and egotistical.
High Fae Born: Fae 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 individuals, especially casters, to be the child of a Fae. Many individuals
lie about having Fae parentage, but many of those who actually have one have learned to tap into
the Fae magick present in their blood.
Many of the greatest spell-casters and adventurers are Fae born and they have shown the world
the power of the Fae born.
A character who takes this template not only has the blood of the high Fae running through his
system, but has had that blood activated by a Fae elder. When the character takes this template
he must decide which of the major spheres his parent belongs to. If a character wishes to play a
Fae assigned to one of the Exotic lists the Boon cost is 150 rather than 125. In order to take this
template the character does not have to realize that he is Fae born.

Boon Cost: High Fae Born: 100.

Pre-Requisites:
· Characters submitted background must include a High Fae parent. The character does not
need to be aware that his parent is a Fae. 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.
· Character must not have Absent Mana, No Casting, Absent Halo, Fey Disgust or Black-
mantle. There may be other unsuitable flaws added to this list later.
· Character must be attuned to the list in question and must have Specialist access to the list
that his Fae parent is tied to.
· Character must already have High Fae blood from another source, options include the Fae
Blooded Template or Ice Elves.
· The character must never have wielded an Iron weapon or worn Iron armour.
· The character must have had contact with a powerful Fae capable of awakening the Fae
blood and must have made a good impression on that Fae.

Template Benefits:
· Glamour: The magic of the Fae is built around perception and mis-perception. Through this
ability, the Fae are able to convince a gullible mortal into believing something, anything;
Lord Puck has been known to go around convincing mortals they have two left feet, literally.
The Fae born have the ability to convince others of anything which the target can rationalize
within the bounds of the victims knowledge and logic. This ability costs 15 halo per subject,
is resisted by willpower and lasts until sunrise. After the duration ends the victim only
realizes he has been fooled if he thinks about it, but he doesn’t know how he was fooled.
· Innate Magicks: 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 is innate and does not require verbals.
· Fae Status: A Fae born character is allowed to present himself before the Fae Court that his
ancestor 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.
· Sphere resistance: A Fae born character gains DR10 against damage from his parent list,
for instance a Fire Fae born character would gain DR10 against fire damage. This resistance
offers no protection against non damaging effects. This resistance stacks with resistance
against that list from other sources.
· 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.
Fae born characters are not compelled to find those with that flaw to be disgusting, but they
are aware of the fact that these individuals have done something to make the Fae nation as a
whole despise them.
· Magical affinity: A Fae born character benefits from increased specialization in his home
sphere. The character is allowed to choose one spell from his parent list which he is able to
cast as if it was one level lower than it normally would be. This reduction is applied after the
normal reduction for specialization, cannot reduce a spell's level to zero or below and cannot
affect the top level spell for that sphere.

Template Drawbacks:
· Opposing Spheres: If the Fae Born character wants to take access in any spheres that
oppose his Blood Sphere then the costs are doubled, this is addition to any existing doubling
that occurs because the character has specialist access to an opposing sphere or from their
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.
· Less experience: 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. This experience penalty replaces
the penalty from being Elven or from being Fae Blooded.
· 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 or Adamantine
weapons and take three 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 Ego: Fae blooded characters are also arrogant, prideful and egotistical.
New Rules:

Ancestral/Honour Blade:

Some races and classes share this ability. The Oriental Warriors, especially the Samurai and
Western Knights are able to imbue parts of their life energy into a blade. Through meditation and
struggle they are able to make the weapon worthy of their status and position. The mythology
suggests that the weapon of a true warrior shifts to match the soul of the wielder. For a knight
the weapon must be the one that was used to knight him, for an Oriental the weapon must be the
one passed down by his ancestors.

A weapon can only have one material and buying a new material over-writes the old. A weapon
can only have one quality, and a new quality over write the old. The number of special abilities a
weapon can have depends on the quality, but the wielder can elect to have a new ability over-
write one of the old ones, even one which was the pre-requisite.

When purchasing abilities from the table below, the character must pay two of the three costs
listed, for instance the character could spend boons and gold, or gold and skill etc. A character
may only purchase one flaw during character creation, but they can keep adding flaws whenever
they wish; a flaw generates two out of Boons, Gold or Skill and the points generated can only be
spent on new abilities for the blade.

Pre-Requisite Boon Skill Gold Effect


Quality:
Poor Quality None -3 -5 -2
Standard None Free Free Free 1 Special Ability. Brittle
High Quality Standard 3 5 5gp 2 Special Abilities.
Superior Quality High Quality 10 15 20gp 3 Special Abilities.
Master-Crafted Superior Quality 20 30 50gp 5 Special Abilities. Strong.
Artifact Master-Crafted 40 50 100gp 10 Special Abilities. Nigh Indestructible.

Material:
Bronze None Free Free Free As Material.
Bone None 1 3 0.5 As Material.
Stone None 1 3 0.5 As Material.
Silver Any Metal 3 5 5 As Material.
Gold Any Metal 3 5 5 As Material.
Iron Any Metal 5 7 5 As Material.
Jade Any Stone 5 8 10 As Material.
Obsidian Any Stone 5 8 10 As Material.
Journeyman Iron Iron 8 10 15 As Material.
Adamantine J Iron or Mithral 15 20 25 As Material.
Mithros Silver 25 30 50 As Material.
Mithral Mithros 40 50 75 As Material.
Rem Innocent Mithral 50 60 100 As Material.
Cold Iron Adamantine 50 60 100 As Material.

Special:
The weapon is considered to be magical at all
Magical None 30 40 50 times.
+1 DMG Magical 75 60 100 The weapons DMG base is increased by one.
+2 DMG +1 DMG 150 100 300 The weapons DMG base is increased by two.
The weapon contains an Ancestral Spirit (See
Soul Vessel None 10 15 10 Keltoi).
Sentient Rem-Innocent Special Special Special Special
Bane Undead Jade or Magical 10 10 5 This weapon deals +2 damage against Undead.
Bane Elemental Gold or Magical 10 10 5 This weapon deals +2 damage against Elementals.
This weapon deals +2 damage against living
Bane Life Bone or Magical 60 75 150 creatures.
Obsidian or
Bane Demon Magical 10 10 5 This weapon deals +2 damage against Demons.
Affect Undead Jade or Magical 30 30 20 This weapon can always harm undead.
Obsidian or
Affect Demon Magical 40 40 30 This weapon can always harm demonsd.
Soul Wielder None 10 10 5 Only the weapon's owner can wield the weapon.
Soul Possessor Soul Wielder 10 10 5 Only the owner can carry or touch the weapon.
Bane ________ Special Special Special Special The weapons deals +2 dmg to one type of being.
Affect________ Special Special Special Special Can harm type regardless of immunities.
Poisonous Evil Wielder 15 20 15 Weapon always carries a virulent Con poison.
Ethereal Magical 15 20 15 Weapon can strike Ethereal targets
Strike Life Force Artifact 200 200 500 Can strike CON
All dmg deal is subdual unless against Construct,
Merciful None 40 40 100 Undead or Demon.
Loyal To Line Soul Wielder 10 15 10 Cannot harm any members of wielders line.
Elemental Special Special Special Special Weapon holds harnessed elemental energy
Un-Disarm-able Soul Wielder 20 15 20 Weapon cannot be disarmed
Healing Blade Magical 15 20 15 Weapon can absorb 10 pts of dmg per day.
Return to Hand Soul Wielder 20 30 20 Can summon the blade to his hand (Cost 10 Halo).
Absorb Blade Rem-Innocent 50 50 50 Can absorb abilities of other weapons
Natural Weapon Bone 5 5 5 Weapon is always considered natural.
Unbreakable High Quality 10 10 5 This weapon cannot be shattered or broken
Single Form Unbreakable 15 15 10 This weapon cannot be disintegrated
Hopeful Blade Single Form 30 30 20 Cannot be Obliviated or removed from existence.

Flaws
Chivalrous Blade None -15 -10 -7 Will not strike a woman.
Fey Blessed Non- Iron -15 -10 -7 Will not strike a Fey.
Tainted None -1-20 -1-20 -1-20 The weapon is Oblivion Tainted
Merciful None -15 -10 -7 Will not strike prone foes.
Argea’s Most Wanted: 2/4/6/8/12: The character has broken one or more laws and has fled
from justice. As a result, the Argead Empire currently wishes to apprehend this individual so that
he may face justice. For the 2pt flaw, the characters crime was something minor and the Empire
isn’t actively seeking him. Most Argead soldiers won’t recognize the individual, and he is safe,
unless his name is checked against the Empires outstanding warrants or he is arrested. For 4pts,
the infraction was still minor, though authorities in the local area of the crime keep a watchful
eye for the character. The 6pt flaw, represents a major infraction, such as murder, and many
officers in the field have studied the characters likeness and know to keep an eye out for him.
There are even private bounty hunters seeking the character, hoping to collect. The character has
not yet been sentenced, and is wanted alive. For 8pts, the character fled justice after a major
infraction, and due to the circumstances, the Empire held trial without him and declared the
character guilty. Officers and bounty hunters in the field are actively watching for this individual,
and their orders are clear; kill on sight. For the 12pt flaw, the character is wanted for a major
infraction, and every Argead Soldier and bounty hunter has a watchful eye out for the character.
Even many townsfolk and commoners will recognize the character. Disguising ones appearance
is paramount to survival with the higher pt flaws. You have been warned.
Terror Focus (Agility): Cost 15. Halo Cost 10. Ranked. PR: None.

Some people have learned to focus their minds to reach a heightened state of awareness in
moments of extreme danger. This state allows them to dodge blows, sense nearby threats, and
even escape danger with lightning speed. A character with this skill gains the ability to enter a
state of hyper awareness for 10 halo, gaining several life-preserving abilities based on their
ranks in the skill. Beginning at rank 1, the characters fleeing speed becomes unmatchable by any
other humanoid as he can now run with the speed of a panicked dog. At rank 8, this speed boost
becomes even more breakneck, matching the full gallop of a terrified horse. At rank 1, and every
odd rank there after, the character gains +1 rank of the DAC skill. At Rank 2, and every even
rank there after, the Character gains +1 rank of the Heightened Senses skill. At rank 5, the
character gains use of the Dodge skill. At rank 10, the character gains use of the Perfect Dodge
skill. The character must still pay halo for using the Dodge and Perfect Dodge abilities. The
Terror Focus always lasts for 2 minutes per rank in this ability. When all of the characters
enemies are defeated, the character gives into his fear and must flee from everyone, including
allies, for the remaining duration of the Terror Focus. When the character believes he has fled
far enough to be safe, he may hide and cower. If discovered by anyone, the duration of the ability
restarts, and he must resume fleeing until the duration ends. The duration continues to restart
each time the character is discovered.

Rank 1: Fleeing speed increase, +1 DAC


Rank 2: Heightened Senses +1
Rank 3: +2 DAC
Rank 4: Heightened Senses +2
Rank 5: Dodge, +3 DAC
Rank 6: Heightened Senses +3
Rank 7: +4 DAC
Rank 8: Fleeing speed increase, Heightened Senses +4
Rank 9: +5 DAC
Rank 10: Perfect Dodge, Heightened Senses +5

You might also like