Documente Academic
Documente Profesional
Documente Cultură
Shannon Kalvar
Aspects of Gaming
9/1/2014
TABLE OF CONTENTS
THE PATTERN OF HISTORY ............................................................................... 7
HEROES ........................................................................................................... 15
MECHANICS ...................................................................................................... 22
VOCATIONS ...................................................................................................... 27
TRADES............................................................................................................ 75
LANGUAGES ...................................................................................................... 83
BATTLEMASTER................................................................................................ 140
At first the Elders were pleased with the Pattern. They played for untold ages,
creating the races who would become elves and dwarves, gnomes and ogre.
Some created realms of wonder. Others wandered deep into the infinite order
to discover what might be.
In time the Elder’s wearied of their sport. They turned their power once again
towards freedom. But the Pattern was not so easily unraveled. The Folk, the
forefathers of mortal kind, rose up to save themselves. The spirits of stars and
stone, of wind and flame, rose up to aid them.
The resulting war shook the heavens and the earth. Races vanished and entire
worlds fell to ruin. The Elder Gods, their wills triumphant, gathered together for
one final push which would unravel everything.
There came a day when the Elves and Dwarves grew strong. Two empires, alike
in pride and valor, found between them reasons for war. Both used new
weapons – tools which created within themselves the same infinite complexity
which gives the Pattern its strength.
The terrible “Rune War” nearly achieved what the wrath of the Elder Gods could
not. The threads of the Pattern came unbound, ravaged by blue flame, when
finally the other three Elder Races put forth their power. From the flames of
creation came two new races, the Humans and the Wolven.
The humans spread far and wide, guided initially by the Ogres but then left to
their own devices. Some built cities in the deserts and mountains. Others took
to boats and sailed in uncharted waters.
In time the glory of the elders was forgotten. Human realms covered the world.
Some fell but others rose to replace them.
CURRENT EVENTS
Years have passed since the heroes who gathered the armies of Timro for a last
stand in Yomolo went north to “gather the free peoples for one final push against
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the darkness”. They vanished into the mountains, promising to return with aid,
but never did. And so they failed to bring about a coalition capable of freeing
their homeland from the Coyal’s yoke.
The long war has gone on, with Coyal hordes pouring down from the north,
though the gap between the Balgor Wastes and the Phishan Sea and into the
deserts and grasslands of the formerly free cities. Armies of men and orkan
battle against the giant wolfmen. Some years they succeed, driving their foes
back step by bloody step. Other years bring hordes in such numbers that even
the Ogre cannot hold the line.
To the north, the swamp clans of Lopan, nestled between the Forest of Faery to
the south, the mountains to the east, and the Phishan Sea to the west, have
become even more insular and isolated. Their never-ending battles in their
demon-haunted land have sapped what strength they had. Aid comes in the
form of caravans from the Eastern merchants guilds but steel and spells hold
little hope.
Further north still the knights and nobles of Han are locked in a bitter struggle
against both the Coyal and goblin hordes which sweep down from the dense
northern forests. The Compact between fey and mortal is fraying, leading to
struggles over the land itself. Some nobles have also rebelled against the Empire,
increasing already tense relations between the two younger races.
The Empire of the Wolfen Tribes, founded around the great Speaking Tree in
Gaeislorn, fields its legions in defense of the northern forests. They are matched
at every turn by seemingly limitless hordes of goblins lead by the fallen Ogres
known as hamadras. Their fledgling civilization, based on principles of rationality
and order, struggles to sustain the fight. Some stand under the Tree’s great
branches and call for a return to the old ways, when tribes struggled with tooth
and claw to hold to the land.
South of the Empire, the Eastern Lands continue their growth. The people who
three-hundred years ago fled from the goblin hordes will not flee again. They
have so far been spared the horrors of war on their own lands, and so they have
become the center of trade from which the other peoples draw resources which
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will aid their cause. The Circle of Three and the Knightly Orders maintain order
and provide for the defense of the frontier so that the merchants can go about
their work.
The Elfin Kingdom of Aranathrarin and the Dwarven Kingdom of Kragdrra both
seem to be engaged in some kind of internal conflict. Neither has put forth its
full strength to protect the people of Timro or Lopan. Individual elves and
dwarves can be found, working against the darkness, but something is holding
back the Elder Races from fully committing.
Finally, the people of Phi remain bound to the Elder Gods side. Their worship of
the Three-headed Bitch Goddess, their enslavement of all women, and the death
of the Cloud Knights all combine to keep them tightly controlled. Even the rise
of the White Tooth and the return of the Knights of the North Wind, the event
which should have heralded the return of freedom, failed.
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NOTIONAL CURRENT MAP
The Far North
Wolven Empire
Han
Timro
Land
of the
South
Wind
Balgor Mountains
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THE PATTERN OF HEROES
The rules by which a game in Sedena runs
THE PATTERN OF HEROES
Sedena is a high fantasy/high magic setting based on the original Palladium
Fantasy RPG. After almost twenty years of experimentation, it is time to return
to some of the basics which made the first games so much fun.
Heroes come from specific vocations. Each vocation allows the character to gain
levels in two or more classes. The hero levels independently of his classes – so a
10th level hero may have levels in one, two, or even 10 classes. Leveling grants
bonuses – leveling in a class also grants specific benefits including special
abilities.
A hero’s vocation also gives him access to one or more trades. Each trade adds
a bonus to the character’s checks to overcome specific challenges. As the hero
gains levels he may choose to either advance in a trade he already possesses
(increasing his bonus) or add an additional trade.
Challenges are resolved by taking an action and making a challenge roll. When
a roll is made the character adds two attributes and his trade level together. Any
roll on a d20 LOWER than the result is one success.
When attempting to sneak past a guard, Kenric must make a stealth check with
a limit of 12 (5 Grace, 5 Speed, 2 Assassin). When preparing a potion, his limit is
9. A roll on a d20 under the limit results in success.
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HEROES
Heroes in Sedena are expressions of the world’s great Pattern. As such, they
grow and change just as the world itself does. Even a relatively “weak” Sedenan
adult has access to minor magics, some training in the combat arts, and enough
skill to survive situations which would kill other folks. The heroes routinely have
the power to level mountains and change the course of the world. Of course,
the opposition has just as much power at their disposal.
ATTRIBUTES
Good health, sound minds, and unbroken wills are the order of the day in any
Sedenan game. These basic attributes form the common core upon which
heroes build. What you can do is defined as much by what you are as who or
what bits of trivia you have learned.
Mechanically, the system represents this by assigning each hero ten attributes.
These attributes have a range of values from 0 to 10. A 0 indicates some kind of
impeded ability, where a 10 is the maximum possible unenhanced value. The
attributes are:
All attributes start at a base of 3. Heroes may allocate attribute points during
character creation and may choose to gain an attribute point rather than a trade
allocation during the leveling process.
P RODIGAL A TTRIBUTES
All humans and some members of the Elder Races are considered to be
“prodigies” in one or more of the attributes. A hero who is a prodigy in an
attribute:
By default, each human character may select one attribute at the time of
character creation as his prodigal attribute. No Elder Races start with a prodigal
attribute, but some develop them as a result of traditional warrior styles.
Additionally, some warlocks develop prodigal attributes as class abilities related
to their elements.
T HE E LDER R ACES
The Elder Races once numbered either 21 or 24. Time and death have reduced
their number to five. These five remain into the present day, though they no
longer dominate the world. They are dwarves, elves, gnomes, ogre, and trolloc.
Dwarves are the Children of Earth. Formed by the Elder Gods to be laborers,
they live in communal guilds which direct their work. Most live in ghettos
located in or near human cities. Some still dwell in the last of their two great
cities: Kraggdra and Minolathdra. They rarely top 5 feet in height, are the color
of stones, and live to be 300 or more years in age. Dwarves gain a +2 bonus to
Will and Endurance and +1 DR physical.
Elves are the Children of Fire. Formed by the Elder Gods as pleasure servants,
they live alone or in small communities scattered throughout the world. Most
live in a Diaspora caused by the destruction of their great cities during the Rune
War. Some have gathered in Aranatharin, following the call of the Queen of
Roses and her Risen King to form a new alliance against the Elder Gods. Those
who follow the oldest ways participate in Houses which align with particular
philosophical points of view. Elves are between six and seven feet tall, are the
color of flame and metal, and can live to be over two thousand years old. Elves
gain a +2 bonus to both Beauty and Charm and gain a +2 bonus per dice to
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overwhelm actions.
Gnomes are the Children of Water. They once lived close to humans, even
among them, in close-knit communities. Their diminutive stature (rarely topping
2 ft) and shortened lifespan (rarely reaching 120 years of age) were the price
they paid for being crafted as the magical assistant’s to the Elder Gods. In recent
times they have all but vanished. They are covered with soft downy fur the color
of butter and generally act with little forethought. Gnomes gain a +2 bonus to
both Craft and Will.
Ogre are the Children of the Mind. Forged for gladiatorial contests for the
amusement of the Elder Gods, they have cast off their former natures through
meditation and discipline. They live in small communities scattered throughout
the known world. Most are reclusive but the Western ogre moved as one body
to conquer the Empire of the Phoenix and restore its rightful rule some years
ago. Ogre range between seven and nine feet in height, are the color of blood
and bone, and have protruding black claws on their fingertips. Most live as long
as it is necessary. Ogre gain a +2 bonus to Strength and Endurance. They also
deal 1d10 damage unarmed.
Trolloc are the Children of the Wind. Crafted as spies by the Elder Gods, they
can change form to suit their need. Immortal and practically undetectable, none
can say how many trollocs remain. Every few thousand years each Trolloc
undergoes “the Forgetting”, a process by which they purge their minds and
prepare for a new life. Trollocs gain the power to change shape and can develop
a new form each character level.
T HE Y OUNGER R ACES
The younger races emerged out of the chaos which ended the Rune War. These
two races show more diversity than all of the Elder Races combined, suggesting
to many that they are something entirely new and unpredictable within the
Pattern. The younger races are humans and wolven.
Humans are the most numerous and wide-spread of the two younger races.
They have a bewildering array of cultures, appearances, and technologies, most
undreamed of by those who came before. Humans range anywhere from five
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feet to seven feet in height, are colors ranging from sunrise to sunset, and live to
be almost 150 years in age if not killed off in one of their wars. All humans may
name one attribute in which they are a prodigy and may allocate a trade
advancement to improve any of their traits.
Wolven are the wolfmen of the Northern Empire and the barbarians of the Coyal
Hordes. They live in racially based tribes with marked differences in philosophy
and color among them. Standing ten or more feet tall and living only 40 years
on average, they are both the strongest and the most urgent of the younger
races. Wolven get a +3 bonus to Strength and are prodigies in Perception.
VOCATIONS
All heroes come from somewhere. This “somewhere” is just as much a part of
their pattern as their limbs or the grand destiny which awaits them. Where they
come from determines what they know, how they grow, and where they might
end up.
Each vocation also comes with a story. Part of the story is already told – it is the
history and culture of the heroes’ ancestors. Part of the story is for the hero’s to
tell and pass on to the next generation.
Mechanically, each hero starts out with one vocation representing his
racial/cultural heritage. All cultures have at least two vocational choices; the
hero must choose among the options given or petition the Patterner for a
change.
Each vocation grants access to up to three classes. It may also grant access to
fewer classes and one or more special “gifts” which define the character in some
way. These gifts are not available in any other fashion.
A hero may not gain additional vocations. However, he may gain access to
additional classes by using a trade allocation to do so during the leveling process.
Put another way – as a hero gains in levels he may choose to gain a greater
breath of options rather than further increasing his skills in areas he already
knows.
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The entry below for Circle Adepts provides an example of a character vocation.
C IRCLE A DEPT
Culture: Eastern
Classes: Mystic, Warlock, Wizard
Description: The hero studied magic in the Circle of Three, the Mage’s guild of
the Eastern Territories. His basic studies incorporated a comprehensive study of
internal magics but left out many practical skills. Members of the Circle are
expected to stand and defend the people of the East against any magical threat.
Full information about vocations and their various impacts can be found in the
Vocation chapter starting on page 26.
EXPERIENCE LEVELS
As heroes’ stories grow, so too are their patterns annealed in the fires of
experience. This growth forces them to expand and explore an impossible
number of options until finally they become what the Pattern always meant
them to be.
The leveling process is described in more detail in the Classes and Level chapter.
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TRADES
Heroes in Sedena do not wait passively for things to happen to them. They go
out in the Pattern looking for opportunities to change the world. What they find
is filtered through the lens of what they know, guiding them to act in ways which
will prove successful based on past learning.
Example: Kenric the Greyshade has the Assassin (Master) Trade. He gains a +8
bonus to challenges involving ambush, stealth, and the preparation of poisons or
picking locks.
A hero may have multiple trades but can only apply one trade per challenge.
Trades are gained or raised in mastery through the application of trade
allocations gained through the leveling process.
More information on trades can be found in the Trades section starting on page
74.
CREATING A HERO
All heroes start at character level 1, with 0 experience points. All ten attributes
have a value of 3. To flesh out the hero’s system information, the hero must
choose:
1) A race
2) A vocation
3) Allocate the hero’s level to one of the available classes
4) Allocate +2 to three attributes
5) Update the hero’s Health and Inner Strength to reflect his class
6) Select one trade which the hero has at the Apprentice rank
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MECHANICS
Sedena is a roleplaying game, not improvisational theater. The roleplaying
comes in the flavor, the stories, the world, and the heroes the players build to
face off with challenges. The game is the mechanics – the rules about character
building and the limits characters face as they strive towards their limits.
Mechanically, this game uses a single D20 to determine the success of actions.
The effects may be applied with one or more other dice including d4, d6, d8, d10,
and d12.
This section describes the basic mechanics including challenge, order, approach,
difficulty, check, and result. It then describes some basic elements of common
challenges (including combat) which will be addressed in more detail in later
chapters.
BASIC MECHANICS
A hero’s success at a given challenge depends upon both who he is and what he
knows. The better suited he is to a particular challenge, the easier it will be for
him to overcome it. A fast and agile warrior will, for example, have a much easier
time sneaking around than a sickly sage. Unless, of course, the sage has a silence
spell up his voluminous sleeves…
C HALLENGE
A challenge describes something the heroes must overcome. For example, the
heroes may need to somehow get into a guarded castle. This challenge can be
overcome in any number of ways, depending on who the heroes are and what
resources they bring.
The challenge is generally but not always set by the Patterner as part of the
heroes’ story. The heroes may also take on challenges of their own accord,
taking the weave of destiny into their own hands.
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A challenge may be broad in scope (e.g. get into the guarded castle) or narrow
(avoid being hit by the barrage of arrows). The scope of the challenge is
determined by the Patterner to suit the needs of the scene. Generally, the scope
is generally whatever seems dramatically appropriate.
More information about setting the scope of a challenge, along with examples
of different ways to set the scope depending on the scene’s needs, can be found
in the Challenges and Threats chapter starting on page Error! Bookmark not
defined..
O RDER
When multiple heroes act to resolve a challenge, it is necessary to determine
who will declare action first. Each hero rolls 1d10 and adds his Grace or Speed
to the result. The hero with the highest result declares approach, establishes his
limit, makes a check, and determines degree of success and result. Then the
process is repeated until each hero has acted.
A set of actions comprising all of the heroes acting once is called a sequence.
A PPROACH
If the challenge is set by the Patterner, then the approach is agreed upon
between the heroes’ players. The approach represents how the heroes intend
to overcome the challenge. They apply who they are (attributes) and what they
know (classes, gifts, trades) in what will be, hopefully, an advantageous way.
When setting an approach, the player(s) describe what the hero(es) hope to
accomplish. This description may be detailed down to the nth degree or a
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general “We do this”. In either case, this serves to frame the heroes actions in
the world.
Mechanically, this declaration comes with it the selection of no more than two
associated attributes and one trade. These attributes and trade selections must
match up with and support the description of the hero’s action. Any resources
consumed must also be on hand.
Example: Kenric decides to try to sneak around the guards and set up an ambush
on the far side of the door. He selects Grace and Speed as his attributes and
Assassin as his trade.
F ORCED A PPROACH
Note that sometimes the Patterner may, at his option, constrain the range of
possible approaches. This constraint may represent anything from the whims of
the fates to circumstances unique to the challenge presented.
L IMIT
Mechanically the base limit of a task is equal to:
The first three are known to the player and based off of the hero’s basic pattern.
The bonus may come from a special ability the hero possesses or from
equipment he uses. Modifiers represent the resistance other pattern’s exert.
Example: Kenric has Grace 5, Speed 5, and is an Assassin (Apprentice) for a total
limit of 12. He also wears a pair of enchanted boots which grant him a +2 bonus
to stealth for a total of 14. Unfortunately one of the guards is reasonably
experienced – he exerts a -4 modifier. The total limit is 10.
C HECK
Once the limit is set, the player rolls 1d20. Is roll may be modified up or down
by equipment or special abilities the hero uses.
If the check result is LESS than the limit, then the hero gains one degree of
success. This may be enough to execute the challenge or there may be additional
success requirements.
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If the check result is EQUAL to the limit, then the hero gains +1 degree of success
on his check. This represents the hero finding a moment of inspiration as he
pushes himself just to the threshold of his abilities.
If the check result is GREATER than the limit then the hero fails.
Example: Kenric’s player rolls a 11 on a d20. His roll greater than the limit,
meaning that he fails
A UTOMATIC S UCCESS
A natural roll of 1 on a d20 always succeeds, even if the task would normally be
impossible.
A UTOMATIC F AILURE
A natural roll of 20 on a d20 always fails, regardless of the limit.
D EGREE OF S UCCESS
If the hero gains a degree of success, then the challenge may be partially or
completely resolved. In some cases this means the hero resolves the conflict; in
others it may mean he applies an effect of some kind to his targets.
A check under the limit generates one (1) degree of success. Additional degrees
may come from special abilities, equipment, or circumstances which favor the
hero’s actions.
In either case, the result description gives rise to additional challenges and
modifiers which further expand the scene.
Example: As Kenric tosses a small stone down the alley to distract the guard’s
attention, the older of the two looks up and says “Look, ASSASSIN!” He levels a
crossbow and fires…
L IMITS AT 20 OR A BOVE
Some heroes will have limits to specific actions equal to 20 or above. This slightly
changes the descriptions of checks and degrees of success. In particular:
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21 to 25 1-16 17-18 19 X
Less mystically, a hero’s vocation provides some information about what culture
he comes from, what classes are available to him in the beginning of the game,
and may give him a unique ability which sets him apart from those in other
cultures.
Some vocations are only open to individuals from one of the five Elder Races
(dwarves, elves, gnomes, ogre, and trolloc). These races are listed under the
Elder vocation category.
The common vocations are: Hedge Wizard, Rogue, and Scholar, Soldier.
H EDGE M AGICIAN
Culture: Any
Classes: Enchanter, Warlock
Description: Hedge magicians are minor adepts who live, work, and study far
from the schools and struggles of the greater traditions. They provide simple
magical and healing services to anyone who needs them, for a price of course.
Most hedge magicians apprenticed to a master for a few years before setting out
on their own. Journeymen hedge magicians tend to travel far and wide before
finding a location to call home. Sometimes they spend a few years studying more
formal magic, but most would rather use their powers for practical pursuits.
When the hedge magician creates the knack he specifies a circumstance under
which it will function. When that circumstance comes up, the knack is consumed
and the hero holding the knack may make two rolls for a challenge check,
keeping the better of the two.
Example knacks include: a love potion which allows a girl to make two rolls when
seducing her chosen lover, a written sword charm which activates when the
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swordsman makes a parry check, or a healthy tea which allows the drinker to
make two Endurance/Will checks to overcome a disease.
R OGUE
Culture: Any
Classes: Athlete, Pugilist
A young rogue may work as a foot-soldier for a criminal gang. Older, more
experienced rogues generally specialize in a specific kind of crime or lead groups
of foot-soldiers into vicious inter-gang conflicts.
S CHOLAR
Culture: Any
Classes: Enchanter, Leader, Sage
Soldiers, regardless of their culture, study the basics of war then find themselves
on the front lines. They sacrifice more sophisticated skills for the simple cut and
thrust work required to stay alive. Those who manage to endure eventually
become veterans, well-schooled in the ways of war.
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CENTRAL VOCATIONS
The people of the central lands fall into five broad cultural groups. Within these
groups there are divisions, bloodlines, tribes, and even warring nations.
However, they all share a common bond of ancestry and threads of culture which
make them more similar than different.
Hannish – live under feudal governance in the cold north. They hold their lands
by ancient treaties with the fey folk, contend with the northern goblins, and
willingly joined the Northern Empire rather than face its legions. Their vocations
include Knight, Spellbinder, and Lord.
Lopanese – live in the split lands bordered on one side by the Spine of the World
and on the other by the inland Phishan Sea. Clannish and superstitious, they are
noted for distrusting outsiders and warring with the monsters close to the Spine.
Their vocations include Clan Elder, Clansman, Exorcist, Hunter, Witch, and
Witchfinder.
Phishan – navigate the islands of the Phishan Sea and suffer under the
domination of the Three-Fold Goddess. In the lower castes men and women
alike suffer terribly. Among the upper castes, the Goddess has declared that all
women are slaves and can be used as the men will. Although nearly broken,
some Phishan heroes still stand tall, trying to live out the legendary vocations of
Alchemist, Cloud Knight, and Windweaver.
Timrovian – dwell in the rolling grasslands and dry deserts south of the Phishan
Sea. They live in clusters of disorganized city-states, supported by an extensive
network of guilds and sorcerers. An over-reliance on sorcery means that many
people in Timro have given up hope of ever taking action for themselves. Drugs,
wine, and song are the order of the day. And the night. Vocations from which
Timrovian heroes often spring include: Binder, Duelist, Shadowdancer.
Southern – from the harsh stony deserts and steppes of the Land of the South
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Wind, these harsh people do not tolerate outsiders. They live in a land where
every mistake could prove to be their last. Most never leave their home. Those
that do tend to keep to themselves, unless circumstances dictate a more
aggressive response. Their vocations include Keeper, Nomad, and Warrior of the
South Wind.
A LCHEMIST
Culture: Phishan
Classes: Artisan (Alchemy), Enchanter
Description: Male and female alchemists live on the outer edges of Phishan
society. Their once respected art is regarded as an abomination by the Three-
fold Goddess and her temple minions. Female alchemists in particular are
executed as soon as they can be captured.
Alchemists used to ply their trades on the great sailing ships of the Phishan sea
or on her innumerable isles. They studied their arts and traded insights openly,
with masters and students performing wonders upon request.
Description: Most Timrovians have little to do. Sorcerously animated items and
bound spirits do most of the work required to keep the city-states alive. Binders
are some of the few with actual jobs – they create the objects which keep their
countrymen in luxury.
Binders are children with the gift to control the seals which bind spirits. They are
apprenticed to a master sorcerer, often as early as their fifth year. The master
teaches them how to open, closes, and utilize the great seals. In return, the
apprentices slave day and night to make everything from floating mirrors to the
great water stones which irrigate the green fields surrounding each city. Many
will die, possessed and destroyed by the spirits they call forth.
C LAN E LDER
Culture: Lopanese
Classes: Champion, Leader
Description: The people of Lopan are a clannish, insular people. In many ways
they have to be. Their country consists of swamps on one side and monster-
infested highlands on the other. With little to trade and less to work with
themselves, they have to struggle every day to survive.
The elders are men and women who, by right of birth or ability, take up the
mantle of leadership among the clans. Some “elders” are little more than
striplings themselves, just come to adulthood. Others have lived long years in
service to their people. In either case they combine a practical knowledge of
how people think with modest combat skills to guide groups in both peace and
war.
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Vocation Abilities: Elder’s Plan
Elder’s are taught to form and communicate practical courses of action in any
situation. The elder may choose to make a Craft/Perception check to add a +1
bonus to the limit of any challenge other heroes in his group undertake. This
bonus does not stack with any other bonus and lasts until the Elder’s first action
in the next sequence.
C LANSMAN
Culture: Lopanese
Classes: Archer, Skirmisher
Description: The clansmen of Lopan are noted for their surly natures,
xenophobia, and firm belief that any woman wielding magic is a witch who must
be killed on sight. They are also adept warriors skilled in using slings and poisons
to even the odds between their small numbers and the hosts of monsters which
daily assail their homes.
Clansmen learn to their arts from their fathers, elder brothers, uncles, and
whatever other clan members are handy when the fighting starts. They perfect
their skills in constant combat. Those who learn well survive. Those who do not
tend to either take up other pursuits or die.
C LOUD K NIGHT
Culture: Phishan
Classes: Skirmisher, Warlock (Water, Wind)
Description: Once, the greatest heroes of Phi combined the arts of the blade
with the soul of wind and water. They could flow like water, strike like the wind,
and cleave through a line of monsters like an incarnate storm. Legend says some
were so masterful they could even transform into lightening.
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Those times are long past. No Cloud Knights have faced the tests of wind and
wave for a hundred years. On scattered remnants of their teachings, half
remembered techniques, and the odd artifact remain of the once proud heroes.
Prophets say that when the Cloud Knights once again take up their blades, the
storm will once again sweep clean the Phishan Sea.
D UELIST
Culture: Timrovian
Classes: Champion, Skirmisher
Description: With little to do and almost nothing to look forward to, the people
of Timro long ago settled into a wide array of entertainments. One of the most
popular is dueling, in which two skilled swordsmen square off in a battle to first
blood, first defeat, or the death. Men and women both train for a lifetime to
master the dueling arts, mostly so that they have some goal to strive for.
This mastery of swordsmanship became more than a diversion when the Coyal
finally broke through the Aranto line. Duelists ply their trade in earnest now,
fighting for their people and their lives. They have found, finally, a cause worth
dying for.
Description: Among the small number of children born to the Lopanese with the
gift of magic are a handful whose powers are so fearsome and precious that they
receive special treatment. Cursed with the power of sorcery, these children are
raised in seclusion from the other witchfinders. They study the arts of magic and
binding, until they finally master both. Then they are tested in a deadly gauntlet
against the worst demons and nightmares the master exorcists can call up. If
they survive, they are admitted into the order of exorcists.
Exorcists use their powers to combat the nearly constant invasion of monsters
from the highlands and Phi. They rarely stay in any one place for long, instead
seeking out conflicts from which they must emerge victorious. Female exorcists
dress in the same garb as their male counterparts and know that they must
conceal their gender or face immediate execution.
H UNTER
Culture: Lopanese
Classes: Athlete, Skirmisher
Description: The people of Lopan suffer from twin curses. To the west they
must deal with the fallen nation of Phi and the horrors which emerge from it. To
the east, they must fight an ever escalating war with monstrous creatures which
storm down from the heights of the great mountains.
Hunters do not worry about the Phishan threat. Instead, they focus all of their
time and energy on one great pursuit – hunting and killing monsters. Some
hunters take on this challenge for glory, others for sport. Many also find
themselves taking up sword and spear, axe and rock trap out of necessity rather
than choice. With their homes gone and friends devoured, what is left but
becoming a hero?
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Hunters generally work alone or in small groups, targeting the nests and feeding
grounds of particularly dangerous monsters. They rely on skill and wits, stout
blades and fearless hearts to get the job done.
Vocation Ability: Bane
The Lopanese are not without some minor magic they can use to aid their cause.
Hunters have mastered one such cantrip, a set of patterns which can be painted
onto a blade. By issuing and completing a Craft/Memory challenge, the hunter
can both successfully identify his opponent and trace a temporary enchantment
onto one melee weapon. For the next 1d6 sequences the weapon gains 2 points
of penetration against one monstrous foe.
K EEPER
Culture: Southern
Classes: Leader, Sage, Wizard
Description: Deep in the Land of the South Wind lie hidden oasis where people
keep to the elder lore. There the greatest sages of the southern people study,
their warriors train, and those with the curse of wizardry can learn to control
themselves.
Description: Clad in shining armor and riding great horses, the Knights of Han
seem like warriors out of legend. Guided by a code of chivalry enforced by the
Fey, each Knight is a force for the good in a world too often torn by elder horrors.
Those with the strength of will and soul to become Knights are marked at birth
by the fey. Their training begins early in life, and continues as they pass through
the ranks of page, squire, and provost knight. Once they pass the Three Tests,
the crown of Han confers upon them the title of knight.
Fey law says that the newly minted knight must wander as a knight-errant for 10
years. During this time he acts to protect the weak, contain the strong, and
support the fabric of order which holds Han together. This service may lead him
outside of the country’s borders as well, into the service of the Northern Empire
or even further afield.
L ORD
Culture: Hannish
Classes: Druid, Leader
Description: The land of Han is ruled by nobles ranking from gentleman Thanes
in the countryside to the King sitting beneath the Sun Sword in Hannion. These
nobles are the descendants of those who swore, on their hearts blood, to uphold
the great compact between men and fey which makes the land of Han possible.
Noble blood does not, unfortunately stand proof of honor or good will. Many
Hannish nobles follow the forms and rites without truly understanding their
obligations. Knowingly or not, they serve the darkness which yearns to consume
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the pattern. Many of those who still hold lands fall into this category.
The landless nobles are no less bound to the honor of their blood. They must
find work, and often find it outside of the lands their ancestors served. Outside
of Han, their close connection to the fey spirits serves them well, though it can
cause some issues as well.
N OMAD
Culture: Southern
Classes: Archer, Athlete
Description: Not everyone who lives in the Land of the South Wind spends their
life learning esoteric lore in hidden oasis. Many travel the sands or settle along
the coasts to trade with merchants from other lands. These nomads live a hard
life in a hard land. Their skills develop to suit it.
Although nomads often travel, they rarely leave the Land in groups. They see
little need to do so. To the north lies the Balgor Wastelands and decadent Timro.
To the south, little of note until the great southern jungles. To the west there is
little or nothing until the Yin-Soth Jungles, land of the serpent people and ancient
evils.
Lone nomads sometimes travel further. Those who do rarely draw much notice.
Sedena is a wide and wild strange place – one more stranger dressed in a white
robe is nothing to be surprised by.
Sometimes members of the Bitch Goddess’ Kennel, her chosen warriors and
mates, awaken to the evil and injustice of her reign. Some choose to stand and
fight, dying in the hope of restoring the tattered shards of their honor. Others
flee to the open waves where they might find a few moments of peace.
Once away from their Kennel, these former hounds fall in with others who
turned away from the Goddess’s favors. They become roving pirates, preying on
isolated islands and the stray ships for gold and food. Sometimes they attack
Hannish and Lopanese settlements as well.
S HADOWDANCER
Culture: Timrovian
Classes: Athlete, Enchanter
Not so long ago, the Guild of Shadowdancers was taken over by someone called
“The Silverthorn”. She gave them a unique pattern, a ward which could negate
any form of magic for a short time. This ward enabled the Shadowdancers to
take even more risks, dare even greater challenges, and sometimes survive.
The surging war within Timro has given Shadowdancers a new purpose. They
serve as scouts and assassins, fighting the monsters who would destroy their
homes. Perhaps the Silverthorn foresaw a day when this would happen.
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Vocation Ability: Mirror-dance
The shadowdancers are long masters of the creation of semi-enchanted drugs
which allow them to assume a wide variety of altered states. Tokens created by
a shadowdancer enchanter can take the form of a drug or incense. Also, all
shadowdancers automatically know the Silverthorn token.
S PELLBINDER
Culture: Hannish
Classes: Artisan, Druid, Sage
Description: From dawn to dusk the men of Han work the land they borrowed
from the fey. From dusk to dawn they stay within their cities and let the wild
hunts roam. Those men who have the knack for and the ability to interact with
the fey, to make new arrangements and enforce the rules of the previous
contracts, are called spellbinders.
A village spellbinder is its healer, mentor, and protector. He walks the bounds
from dusk until dawn to ensure no fey crosses without invitation. He mixes the
simples which ward off disease and negotiates when a youngster falls afoul of
something dangerous in the wild wood.
Those in larger settlements play a similar if more specialized role. The greatest
spellbinders serve the King and kingdom, acting as ambassadors in the fey courts.
Others travel on quests given to them by the fey or their lords.
S PIRIT B OUND
Culture: Timro
Classes: Champion, Druid
Description: In the land of Timro, spirits are bound into objects to make toys
for the wealthy. They are forced into slavery for the whims of sorcerers, used
to give water to the desert, and chained to places as protectors. The idea that
a spirit would willingly enter into a bond with a mortal that they would share
equally in their power, was unthinkable.
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Now, however, a handful of men and women have embraced the concept.
They have struck up a bargain with the ancient angels, guardian spirits sorely
wounded during the Great War but still willing to fight for the Pattern’s
survival. They share their lives with these spirits and in return gain power over
the demonic magics wielded by the Coyal and their allies
S WORDSWORN
Culture: Hannish, Lopanese, Phishan, Timro
Classes: Druid, see below
Description: The angels, celestial spirits bound to and residing within the great
moons, were once the vanguard of the Folks’ armies. They paid for their valor
with pain and death, but many live on in broken form. As this age of the world
comes to an end, the angels reach out to mortals whose valor is strong, offering
to aid them in return for an oath to save the world.
Mortals who take up an angel’s quest gain a powerful ally and a fearsome
purpose. Their lives are dedicated to one goal: protecting the world from the
Elder Gods. Wielding the power of adepts and the wisdom of the ages, the
swordsworn will stand one last time against the darkness before being swept
away.
Additionally, the swordsworn may add his druid level as a boon to strike and
parry challenges when wielding two-handed swords.
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W ARRIOR OF THE S OUTH W IND
Culture: Sourthern
Classes: Mystic, Pugilist
Description: The Warriors of the South Wind are legendary in the human
kingdoms. Unarmed, clad in white flowing robes, and unstoppable, they embody
the will of the younger races to stand as equals with the Elder. No one questions
that a Warrior can stand up against even an elder elf or the demons of the
darkness – it is just assumed they will do so.
The truth is almost as impressive as the legends. Warriors of the South Wind
study physical, martial, and mystical arts from a young age. They train in desert
conditions which harden their will and bodies. At a young age they learn how to
control their perception of time itself, allowing them to move rapidly and strike
without fear.
In times past it was rare for a Warrior to leave the Land. Now, as great battles
imperil fate, many have moved to reinforce the other mortals. The Warriors will
not allow humanity to fail in this, the final hours before the Age of Men.
W INDWEAVER
Culture: Phishan
Classes: Sage, Warlock (Wind)
Now the remaining windweavers hide among the enslaved women of Phi. They
pass on their secrets to worthy, crafty women who will keep them safe for the
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next generation. Many now discount the idea that they could work again with
men, though some dream of the days when legends walked.
Vocation Ability: Wind Lore
A windweaver may issue a Memory/Perception challenge. The degree of success
becomes a “pool” which the windweaver may use to fuel her base wind warlock
elemental spells. This pool must be used to support wind warlock spells and
cannot be used to invoke other elemental powers or the four winds.
W ITCH
Culture: Lopanese
Classes: Artisan, Warlock
Description: Lopanese girls born with magical power are exposed at birth by the
Witchfinders. Many die in the swamps or highlands. A few survive and are taken
in by the fugitive witches, mythical figures who feature as villains in every
Lopanese tale.
Although reviled as villains, the witches are also an every-day part of Lopanese
life. Women from every village know how to contact them for medical and
magical services. Small bands of witches have even set up communities in the
deep swamp groves and steep highland valleys.
Witches travelling in Lopan rarely display their powers. Most would rather avoid
having to run for their lives. Outside of Lopan they are often equally careful,
though the presence of so much openly used magic sometimes relaxes their
guard.
Description: The witchfinders attend the birth of every Lopanese child. Girls
who show magical talent are cast out into the wilderness. Boys who show
talents for sorcery or wizardry are taken away and dealt with. Those who
might develop into mystics or warlock go to the witchfinder fortresses for
training.
Witchfinders rarely leave Lopan. When they do, it is almost always on a matter
of some urgency for their brotherhood. Many who leave never make it back
home.
The people of the East adapted. They founded cities, built roads, and turned the
fragments of their magic towards defense. A handful made contact with the old
gods. Some took up the sword and mastered the ways of blood.
Description: The hero studied magic in the Circle of Three, the Mage’s guild of
the Eastern Territories. His basic studies incorporated a comprehensive study of
internal magics but left out many practical skills. Members of the Circle are
expected to stand and defend the people of the East against any magical threat.
The Circle is divided into three Orders: Blade, Book, and Candle. The Order of
the Blade focuses on the development of martial powers for the direct defense
of the East. The Order of the Book emphasizes study and the development of
new knowledge as a way to prepare for the next great wars. The Order of the
Candle emphasizes the development of the self as a bastion against the dark.
F ENCER
Culture: Eastern
Classes: Athlete, Skirmisher
Description: The eastern art of fencing descends from a mixture of dance, blade
drills, and improvisation in the face of overwhelming odds. It has become a
flexible, fast training method by which youngsters with nerve and grace can
dance with even the most dangerous foes.
Eastern fencers are generally lithe, graceful warriors who favor wit and speed
over raw strength. They use the eastern rapier in one hand and a dagger, cloak,
or small shield in the other. Many study in the fencing studios which spring up
in every Eastern town. Others seek out fencing masters for more individualized
instruction.
A fencer gains +1 degree of success to parry or strike actions when using Grace
or Speed.
P ALADIN
Culture: Eastern
Classes: Armsman, Champion
Description: In the East there are three great Brotherhoods of Knights. These
knightly orders organize the fighting men of the land across political boundaries.
Kings and princes must petition the Orders for permission to wage war;
permission which if withheld means that only the basest of men will serve in the
arrayed armies.
A paladin is an initiate of one or more of these Knightly Orders. The Order of the
Hawk focuses primarily on cavaliers, mounted warriors of great skill. The Order
of the Bell concentrates primarily on developing and supporting heavy infantry,
particularly those who master the use of the shield and spear. The Order of the
Key studies the arts of war, both tactical and strategic, in order to ensure that
the theory of warcraft will never be forgotten.
A paladin must accept one great truth – the East will never fall again. He has
pledged his life on it.
Description: All Easterners receive some martial training from their mandatory
service in militias. Some go on to study the fencing arts or to swear a paladin’s
oaths. A handful dedicates themselves to mastering all weapons, all styles of
combat, regardless of the cost.
Someone who walks this last road earns the title of weapons master. He can
fight equally well with sword, bow, staff, or unarmed. No matter what the
situation, he can find a way or a weapon to help overcome it. In this way, the
weapons master embodies the hope of the East – that the darkness will never
find them unprepared again.
A weapons master needs no excuse to join into whatever fray is closest at hand.
His path is battle, and his choice is to face the greatest threats imaginable…and
defeat them.
W OODMAN
Culture: Eastern
Classes: Archer, Druid
Description: In the far northern section of the East, where human the
boundaries between human and wolven lands are unclear, dwell a people noted
for both mysticism and archery. They live close to the land, keeping small villages
which some scholars compare to the Ogres. These people keep to their
woodland homes and are referred to as “The Woodsmen of the North” by their
fellows.
Although they do not actively participate in East’s feudal society, the woodsmen
do benefit from access to its cities and trade. They wield stout bows, carry knives
forged from fine metal, and can access the Circle at need. Some also go off to
join the Knightly Orders, though the last known example of such behavior was
the hero Windhart.
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Young woodsmen must leave their homes on a “name quest”, a journey to find
out who they are and what the spirits want from them in life. Most get no further
than the borders of the Empire or the northernmost Eastern towns. A few
venture much, much further…even into strange portions of the Pattern where
angels fear to tread.
The five remaining Elder races are: dwarves, elves, gnomes, ogre, and trollocs.
Each stands apart from the other. As the ages turn and the Pattern reweaves,
they may, finally, be allowed to rest.
Of the five, the Children of Earth (also known as dwarves) maintain the strongest
culture. They live in ghettos in human cities and are concentrated in the last of
their two great cities: Kragdrra and Minolathdra. They are a communal people,
organized into great guilds. Known for their endurance and strength, the
dwarves would be a formidable force if engaged. Their vocations include Worker
of Blades, Worker of Stone, and Wisdom.
The Children of Fire (also known as elves) attract the eye of all who gaze upon
them. Long lived and powerful, they blaze with intensity and soul. Most master
the arts of both war and magic. They live in a great Diaspora within the lands of
men, though some dwell in the fading kingdom of Aranatharin. Their vocations
include Highborn, Fey, and Lost.
The Children of Water (also known as gnomes) have nearly vanished from the
world. Small, covered with soft down, and bubbly, men have always regarded
them as harmless amusements. In truth they are the most magically adept of
the Elder Races, capable of wielding powers thought lost long ago. Their
vocations include Thaumaturge and Wright.
The Children of the Wind (also called trollocs) are immortal shapechangers.
None know where they sleep, though some few may still wander the lands.
Those who remain have lost their former powers, but may still cling to memories
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B ATTLEMASTER
Culture: Ogre
Classes: Battlemaster, Druid
Description: The arts of war encompass more than the wet work of death or the
roar of battle. It includes cold calculations, the ability to read the land, and
knowledge of how an opponent not only might react, but what he sees and feels.
It is in the mastery of these later arts that wars are won or lost.
An ogre battlemaster studies these cold arts as a way of quenching the bloodlust
firing his blood. He masters the long litany of historical conflicts and the lore of
land and cloud. He takes long journies to visit ancient battlefields, plays games
of strategy with other Ogre, and hopes to never call upon his knowledge in
earnst.
No army lead by an ogre battlemaster has ever lost a war. Individual battles may
be sacrificed, but the end result is always as the ogres wish it.
B LADEMASTER
Culture: Ogre
Classes: Pugilist, Druid
Description: To humans, blademasters are the iconic Ogre – strong, graceful, and
impossible for any mortal to face in single combat. To the Ogre, a blademaster
is someone who strives to balance his innate lust for combat with the disciplines
of self-control and inner harmony. The harsh training, meditation, and
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Ogres walking the path of the blademaster sometimes journey away from their
villages in search of lessons. They travel far and wide in the hope that the world
can finally guide them to peace. Sometimes they find it.
F EY
Culture: Elfin
Classes: Archer, Magus, Sage
Description: After the great Rune War, the remaining elves hid away their great
secrets. The great Rune Weapons were scattered, sequestered, or hidden. The
rings of power were entrusted to the Keeper of Gates. Even the lore of the stars
was hidden away in the deep forests and ringed around with fell magic.
There the star magic would have remained had it not been for Kenric, called the
Greyshade. He and his companions convinced the elves to return star magic to
the world for this, what may be the final battle. The elves considered, then
agreed to follow the newly named Elvin King Lan and his Queen Similistan.
The fey have the blood of those ancient guardians flowing through them. They
know the arts of both star and bow. What they have not yet learned is how to
deal with the modern world and these strange creatures called “men”.
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H IGHBORN
Culture: Elfin
Classes: Leader, Wizard
Description: When humans began to populate the world, they found scattered
elves already in residence. Beautiful, powerful, and wild, these elders rarely
tried to become nobles among the younger race. However, they could not help
but attract influence and power. Over time, many elves living among humans
became de facto leaders and protectors of the people.
A highborn elf embraces this responsibility. He know he must protect the foolish
humans from things they cannot possibly understand. If it is convenient, he will
also consider their wishes in the matter. If not, well…they will die soon enough
anyway.
Young highborn often travel the world, seeking out knowledge and power with
which to fulfill their duties. They can be found nearly anywhere, though they
seem to concentrate in the East or Timro.
Description: Ogre loremasters seek to quell their bloodlust by studying the warp
and waft of Pattern. They seek harmony through understanding and power
through study. This study allows them to slowly harness the power of elements.
It also gives them the power to shape the field of battle to their advantage and
to destroy all who stand in their path.
Loremasters try to use their powers in constructive ways. They use Earth and
Water magic to heal the Pattern’s many injuries. They use Wind magic to restore
the balance between peoples and to learn all there is to know. Some even delve
into Fire magic, hoping to find a way to harness it for something other than
destruction. However, no matter how hard they try, their nature still dictates
that when battle comes they will call up the elements and use them for
destruction.
Most loremasters take totems with the Nature aspect. They are marked by the
element of Fire. This allows them to master all four elemental magics.
L OST
Culture: Elfin
Classes: Pugilist, Warlock (any one element)
Description: For many elves, the long years of the Diaspora were an
unspeakable burden. Cut off from kith and kin, deprived of the contact which
they must have, they became slightly mad. This madness did not break them but
it did push them into reckless action. They hunted monsters, sought out
dangerous situations, and tried to do anything which would take their minds off
of the eternal loneliness.
With the re-founding of Aranatharin, the Lost have finally come home. Some
young elves still feel the call of action, though, and none can truly resist the epic
legends retold by their elders – legends of deeds of daring accomplished by
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P ATH OF M EMORIES
Culture: Trolloc
Classes: Any one paragon
A trolloc setting out on the path of memories is a worthy ally for any band of
heroes. He may also be a force of great evil if the demons can get to him before
he becomes well-formed. Many trollocs have fallen in this way, only to be
renewed again when the great sleep comes upon them.
T HAUMATURGIST
Culture: Gnome
Classes: Enchanter, Mystic
Description: Gnomes were the most powerful of all magicians, created by the
Elder Gods to assist them in stabilizing the worlds they created from pure will.
When Rancor wove the Pattern, the gnomes were woven in as well. They proved
just as adept at magic within the Pattern as they were outside of it.
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W ISDOM
Culture: Dwarf
Classes: Leader, Sage
Wisdoms are, in many ways, the paragons of dwarven society. They know that
the best way to lead others is to authentically live the Law, without reservation.
This service is their craft and their work, and the lives they touch the product of
their efforts.
Description: The Dwarven people once ruled an Empire upon which the sun
never set. They fought wars against the other Elder Races, especially the Elves.
They created weapons of vast power and trained warriors capable of wielding
them. Those warriors came from the Guild of Blades, where warfare was the
craft and death the product of their efforts.
In this modern era, the Guild of Blades is less proud but no less skilled at the arts
of war. A worker of blades is expected to master weapons, small unit tactics,
and grand strategy. He learns how to fight against one foe or ten thousand
without ever skipping a step or making a miscalculation. Although the dwarves
may never rise again in Empire, the Guild will not allow them to vanish under the
weight of their enemies either.
W ORKER OF S TONE
Culture: Dwarf
Classes: Artisan, Warlock
However, the greatest secret of the Guild of Masons lies with those who have
the “soul of steel”. These warlocks can take on the power of Metal into
themselves, becoming immune to pain, fatigue, or thirst. They can also animate
metal objects, creating the small toys which so delight children and the fabled
dwarven warmachines which once leveled cities.
A worker of stone is marked by Earth and Fire. He may apply Earth abilities to
Fire spells and Fire abilities to Earth spells. He may also select spells from both
the Earth and Fire spell lists.
W RIGHT
Culture: Gnome
Classes: Artisan, Enchanter
Those few wrights who remain toil to complete their last great enchantment –
the transformation of an entire race. Occasionally one will venture forth to
acquire components, disguising himself as something entirely different. Once
this work is complete, their time may well be over.
The truth is even stranger than the stories. The great wolf-men call themselves
the wolven. They claim to have learned to speak from the elves and claim the
entire north as their empire. Twelve great tribes have united under one banner
– the silver starburst symbol of the ancient elfin empire surrounded by a great
tree.
The tree represents the so called “Speaking Tree”, under whose shade any
creature may stand and speak to the assembled Wolfen Empire. Elder, man, or
wolven may speak their minds as equals, and all assembled may come to a
consensus which will bind as law anyone within the Empire’s bounds.
The wolven are an organized people, very conscious of both rank and status.
Cubs (both human and wolven) live and struggle together. Youngsters must pass
through military service in the legions before they can be called adults. Adults
often join in the great organized guilds or set out to find their fortunes always
from the Empire’s confines.
Wolven themselves are not a magical people. Instead they rely on their Hannish
brethren to provide such skills to the legions. They also love to travel, though
doing so without a pack to surround them often leaves them more vulnerable
than they might like.
B ARBARIAN
Culture: Wolven
Classes: Athlete, Pugilist
Description: Not all of the Wolven chose to cut their claws and become
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“civilized”. A handful from each tribe walked away from Empire to retain their
traditional, pack-oriented, way of life. These barbarian tribes live on the
outskirts of their former lands, engaging in hostilities or trade with humans
wherever they come into contact.
Barbarians are what most humans think about when they think about Wolven –
tall, fierce, loyal and given to eating their foes. They are not, however, the Coyal.
The tribes have strict rules and codes of conduct, handed down to them from
the elves long ago, and they do not bend from them.
L EGIONNAIRE
Culture: Wolven
Classes: Armsman, Battlemaster, Sage
Description: The men of Han and wolven from the tribes are given the
opportunity to serve in Imperial Legions. There they learn the arts of warfare,
receive education in the history and economics of the Empire, and serve at posts
scattered throughout its lands. Legionnaires also make up the bulk of the forces
standing against the northern goblin hordes, an honor they would like to give up.
M AGISTER
Culture: Wolven
Classes: Artisan, Enchanter, Mystic
Magisters are those who have studied the ancient gnomish arts. They do not
claim to have mastered the art as well as the wrights – instead they just try to
preserve and advance this art before it falls into shadow.
P ONTIFEX
Culture: Wolven
Classes: Mystic, Sorcerer
Description: All of the Folk spawn sorcerers, magicians with the ability to tug the
threads of the Pattern and thereby call spirits to them. These magicians are able
to extend this power to dominate others, an ability called “The Black Art”. This
potential leads most civilizations to slay potential sorcerers outright. A handful,
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What is clear is that, centuries ago, they came to the western shores of Sedena.
There they founded great cities along the rivers and spread deep into the
continent. They kept caged phoenix, fought each other for power, and
eventually came into conflict with the ogres who populated the region.
Once they expanded far enough east, they also came into direct conflict with the
Coyal. The presence of seemingly endless hordes of ten-foot tall wolfmen did
what centuries of fighting could not. The city-states unified under the guidance
of the “Peers”, the craftiest of the city leaders, to field an army capable of
protecting their homes.
This arrangement lasted for centuries. The people of the West flourished. Their
arts and culture grew, along with their wealth. Then, slowly, they began to turn
towards the darkness. Evil cults promised wealth and power to any who would
serve them. Slavery became first accepted, then common. The army began to
waver, as supplies and magical support were diverted from the front.
Just before disaster struck, a leader emerged. The Firehawk is a human woman
with enormous elemental magic and an ogre army to back it up. She conquered
the west, freed the phoenix, and renamed the land the “Empire of the Phoenix”.
She placed ogre magistrate in the cities and restored order by main force.
Decades have passed since that time. The new Empire has realized it is strong –
stronger than it ever dreamed. It may be time to finally bring the fight to the
enemy.
A SHAMAN
Culture: Western
Classes: Champion, Warlock (Fire and Wind)
Description: The ashaman were once temple guards for the priests of the Sun
God in the Western Empire. They were shattered when the Ogre cast down their
false god and broke his corrupted reign. Many died trying to stop the Ogre
Blademasters – a few fled to take up a quest of their own.
Those ashaman who fled returned after a decade-long absence. They survived
walking the Path of Heroes, the ancient Ogre cycle of enlightenment. In doing
so, they learned a great truth. The Eldest Gods created Ki’in to control the
ashaman; they existed before their god and had a place after him. Theirs were
the souls of light, bound to face the eldest darkness at the end of days.
The Ogre welcomed their new brothers with grudging respect. They allowed the
ashaman to begin recruiting and training again, but this time under the watchful
eye of their Elders. Wielding blade and light, the ashaman now stand ready to
take up their burden.
G REY L ION
Culture: Western
Classes: Athlete, Armsman
Description: In theory, all humans in the Empire of the Phoenix serve as soldiers
for at least two years. Many actually do – more find ways to avoid service. A
few become professional soldiers, the backbone of skill which keeps the armies
functional and the Coyal at bay.
Of these professional soldiers, a few demonstrate the heroism and skill at battle
required to be named “Grey Lions”. A grey lion receives specialized training in
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individual combat, athletics, and tactics. In return for a good wage and a promise
of land, he is expected to stand his ground against some of the most fearsome
foes a man could ever met. And defeat them.
Warriors who survive the training and service as a Grey Lion are both revered
and feared in the West. Their skills in battle are unquestionable, but few dare to
consider what they might have sacrificed to stay alive. Many veterans choose to
travel instead of stay in the West, taking up sword and shield in distant lands
where their reputations do not proceed them.
G UILDSMAN
Culture: Western
Classes: Artisan, Sage
Description: In the West, every trade has a guild and every guild has a hierarchy.
Beggars and teamsters, thieves and gemcutters must all answer to someone.
These guilds serve both to teach youngsters the craft and to control the flow of
goods or services within a city or the empire.
Even though the Firehawk broke the guild’s stranglehold over justice and peace,
the guilds and their members still retain considerable resources at their disposal.
Most would not dare to challenge the Empresses or her Ogre retainers. A few,
though, try to stir up minor rebellions as a matter of principle.
Description: The people of the West assumed that the knowledge of the ancient
voyagers was lost, the enchantments which forged the great ships forgotten, and
the wisdom of their ancestors gone forever.
They were wrong. In secret, master voyagers passed on the ancient wisdom to
the next generation in an unbroken line from the beginning of the “Great
Voyage”. They hid their knowledge, trying to avoid corruption by the Elder Gods
until the time when the phoenix once again flew free.
Now, apprentice and journeyman voyagers work openly to help the Western
people stand back up. They use their magic to heal, protect, and guide just as
once they stood upon the prows of the great star ships and piloted them
between worlds. None know what the masters spend their time on, though
speculation runs wild.
A hero’s experience level reflects the sum total of his pattern’s growth over his
lifetime. His class levels reflect the shape of that growth, both in terms of
abilities manifested and wisdom earned.
EXPERIENCE LEVEL
As heroes grow into their destiny, they accumulate experiences which teach
them about the Pattern and their place in it. This knowledge translates into
greater skill, power, and the ability to more ably stand up to the forces of
destruction.
Advancing an experience level increases the heroes’ health and inner strength.
It also allows them to add one level to one of the classes they have access to
through their vocation.
Every odd experience level (3, 5, 7, 9, etc) a hero may choose to add a new trade
as an apprentice, increase his mastery in a trade by one step, or gain the ability
to allocate levels to one new class.
The following table shows advancement and experience requirements for the
first 30 levels.
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Level Experience Trade Rank Bonus Total Trades
Requirement
1 0 N/A 1
2 500
3 1250 +1 2
4 2000
5 2750 +1 3
6 3750
7 4750 +1 4
8 5750
9 7000 +1 5
10 8250
11 9500 +1 6
12 11000
13 12500 +1 7
14 14000
15 15750 +1 8
16 17500
17 19250 +1 9
18 21250
19 23250 +1 10
20 25250
21 27500 +1 11
22 29750
23 32000 +1 12
24 34500
25 37000 +1 13
26 39500
27 42250 +1 14
28 45000
29 47750 +1 15
30 50750
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ADEPT CLASSES
Magic is the life’s blood of Sedena. Even seemingly ordinary people engage in
countless random acts of magic every day. This is the nature of the Pattern – all
things have power.
Adepts learn how to gather this power, shape it, and harness the results to meet
their needs. Some adepts use their powers for good. Others choose a darker
road. In all cases their magical powers allow them to reshape the world’s
challenges to their liking.
Druid – works with the magic of the fey, binding his own pattern with those of
totem spirits. A druid invokes his totems at any time, but can only have one
totem active during a sequence. Druid class abilities increase the potency of
their totems and extend their ability to interact with other beings.
Magus – channel the light of the stars to create magical effects in the terrestrial
pattern. This magic, the same magic that Dragon’s wield, can change the world
for the better. Or for the worse, depending on how the magus chooses.
Mystic – harnesses the power of his own pattern to create a variety of effects.
A mystic spends inner strength directly to activate abilities which last for some
time. As he progresses, he gains access to additional talents and abilities.
Mystical studies can also enhance the hero’s Will attribute.
Sorcerer – harnesses the power of spirits for his own ends. A sorcerer uses Will
and Craft to summon, bind, and command spirits of varying levels of potency. As
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a sorcerer advances in his craft he learns how to more easily control spirit
creatures. Some also master the so-called “Black Arts”, which allow the sorcerer
to control creatures of flesh and bone.
Warlock – transforms a part of her pattern, becoming an elemental spirit. This
allows her to manifest her inner strength in the same way as an elemental,
shaping earth, wind, fire, and water to her own needs. As the warlock continues
down the road to transformation she gains additional elemental powers and
eventually the ability to blend elements together to create unique effects.
Wizard – forces his will onto the raw chaos from which the world was born using
the twelve words of power. By using Will and Craft he shapes chaos into
whatever form he desires. Doing so drains his inner strength and can lead to
uncontrollable chain reactions. As a wizard advances in his craft, he learns to
channel chaos more easily and masters more of the words of power.
PRIEST CLASSES
No heroes start out with access to the priest classes in their vocations. Instead
they must choose to access one or more of the priestly classes as part of their
normal leveling up process. This represents the fact that in Sedena, the gods do
not simply loan out their powers to temples. Each god selects individual priests
personally and for specific reasons.
Priest of the Cycle – serve the gods who watch over mortal relations and the
harmony o the seasons. Their allegiance to the common well gives them powers
related to prosperity and health.
Priest of the Dead– serve the judges of the dead and guide souls to their rest. A
priest of the dead cannot die, but also cannot bring life into the world.
Priest of the Dragonrite – serve the four great Dragons. They use Memory and
Will to invoke the virtues of fire, power, shadow, and wisdom. Their class
abilities enhance the potency of their actions, lending them the powers of the
first speakers.
Priest of Light – serve the gods of the Pattern and the people who make it up.
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They use Charm and Will to invoke blessings. Their relationships with a god or
gods grants them access to a variety of class special abilities which increase the
potency of their actions.
Priest of the Shadows – serve the gods whose purposes are unknowable and
sometimes suspect. Their class abilities allow them to act freely in pursuit of
their patron’s ends.
Priests of the Weaver – serve Lord Rancor, a powerful being said by some to
have created the Pattern itself. His servants gain access to powerful crafts,
knowedge and technology far in advance of what the folk can commonly use.
PARAGON CLASSES
Not all power rests in the will of the gods, a sharp sword, or a well-crafted spell.
Knowledge is, itself, a kind of power. Knowledge gives its holder greater options,
more ability to choose, and the wisdom to know what to do in a variety of
situations. Many heroes take advantage of this, studying the past and the
present to help shape the future.
Artisan – masters the arts of creating things. This mastery allows him to both
better identify items and to create the things he needs to overcome many
challenges. A master artisan is also never far from a source of coin. As an artisan
advances in his craft he develops abilities which, within the right context, might
be considered similar to those of an enchanter.
Athlete – embraces the skills of the body, seeking inner strength and health
through endless training. This training allows him to increase his Strength,
Endurance, Grace, and Speed in his efforts to overcome the challenges that the
Pattern brings. As an athlete masters his body he comes, in time, to a pinnacle
of physical achievement.
Sage – studies all things for the simple joy of discovery. A sage’s studies help to
develop his Craft, Memory, and Perception while also expanding his knowledge
in a variety of directions. This development makes the sage effective in a wide
variety of roles, ranging from tutor to adept.
WARRIOR CLASSES
The Sedenan warrior classes represent different approaches to the same
fundamental problem – how to stay alive in a world where hordes of undead and
demons appear on a regular basis. Harsh words are no match for a massive
sword, stout armor, and a strong arm.
Pugilist – specialize in using their bodies as weapons. They engage targets using
Strength/Grace. Their class abilities allow them to impede their targets through
maneuvering and rapid strikes.
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Each trade teaches a wide array of skills. Some of these might be useful in an
adventurous setting. Most are not – they just allow the hero to have a home,
family, and life after the battle finally comes to an end.
Mechanically, each trade the hero possesses has a level. This level applies a
bonus to the limit of activities which, reasonably, it might give the hero some
knowledge of. For example, a hero who is also a Master Thief could add his trade
bonus to attempts to pick locks, sneak around, and find a decent fence. A
Grandmaster Farmer could add his trade bonus to grow crops, care for animals,
and build simple structures. He might also be able to read the lay of cultivated
land or measure the amount of grain an army might need.
The trade’s rank affects the bonus it gives to the hero when he uses it to resolve
a challenge. It also effects how much income the hero can potentially generate
by pursuing the trade during his down-time. Both trade bonus and income may
be further modified by the application of abilities from the hero’s classes.
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ADVANCING TRADES
A 1st level hero starts as an apprentice in a trade. Every odd experience level
thereafter (3, 5, 7, 9, 11, 13, 15, 17, 19, etc) he gains one “trade advancement”.
This advancement may be used to:
1) Increase the rank of one of the hero’s existing trades one step (e.g. from
Journeyman to Master)
2) Add a new trade at the apprentice rank
3) Give the hero access to an additional class not already allowed by his
vocation
4) Increase one attribute by +1 to a maximum of 10
5) Gain fluency in one language the hero is already familiar with
Once made, this selection cannot be reversed unless the hero is somehow
subjected to an effect which completely disrupts his pattern.
TRADE INCOME
Heroes do not live by sword and spell alone. They must, as one great wizard
commented, “still find a way to put beans in the pot”. In system terms, heroes
not actively involved with something else may, at their option, attempt to earn
income by plying their trade trades.
The trade income listed in the trade table above describes how much income a
hero might earn on a successful challenge. Each additional degrees of success
increase the hero’s earnings by +1d10.
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As with any challenge, a hero may only use one trade at a time unless he
possesses a class ability stating otherwise.
Example: Sheristan and her friends do not have sufficient funds to stay in the
common room of an inn for an evening. Their fearsome weapons and mighty
spells will do little to help them. Instead she pulls out her harp and sings for their
supper. She is a Journeyman Minstrel with Charm 4 and Beauty 6. Her limit is
14. A check of 8 is comfortably under the limit. She sings them up 2d10 sp. If
the crowd is kind, perhaps they can have a meal as well as a roof over their
heads...
COMMON TRADES
Although there are trades specific to each of the great cultures, the following
trades appear with surprising regularity.
Assassin: kills others for a living. She plies her trade by engaging in assaults and
other crimes. The assassin gains her trade bonus to challenges to sneak and hide;
to challenges involving forced entry to a location, and to setting an ambush for
a target.
Blacksmith: creates items of iron and occasionally steel for a living. He plies his
trade by finding and working a forge to create or repair simple iron objects for
people. The blacksmith gains his trade bonus to challenges to craft iron/steel
objects, to attempts to assess such objects, or to attempts to sell them.
Brewer: creates and sells beer, wine, and other spirits. She plies her trade by
helping another brewer or brewing up his own spirits for sale. The brewer gains
his trade bonus to challenges to identify spirits, craft them, or hold his own in a
drinking contest.
Crystalsmith: creates and sells items made from elfin crystal. He plies his trade
by acquiring crystal then crafting it into useful items using equal parts magic and
careful shaping. The crystalsmith gains his trade bonus to challenges to craft or
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Engineer: creates machines which accomplish tasks. An engineer plies his trade
by finding a patron or fixing a problem for someone. He adds his trade bonus to
challenges involving mechanisms (like locks or doors), assessing mechanisms, or
solving a problem using mechanical tools.
Farmer: uses earth and water to food for all. He plies his trade either by owning
or working on a farm or garden. The farmer adds his trade bonus to challenges
involving growing plants, identifying plants, or performing common labor tasks.
Fisherman: reads the waters to find fish to eat. He plies his trade by finding a
pole or net and spending time catching fish for sale or use. The fisherman adds
his trade bonus to challenges involving finding a good place to fish, finding food
for an evening, or building his own tools for fishing.
Gambler: reads people to get the better of them in games of chance. She plies
her trade by finding where people gather to wager on seemingly random games.
The gambler gains her trade bonus in challenges involving reading people’s true
intentions, playing games of chance, or calculating complex figures.
Gemcarver: polishes and flakes raw stones into beautiful gems. He plies his
trade by finding appropriate stones, shaping them, and selling them. A
gemcarver adds his trade bonus to challenges involving indentifying stones or
carvings, finding, shaping, or selling the same.
Glassblower: uses fire to shape sand into glass objects. She plies her trade by
creating custom glass for patrons who request it. A glassblower adds her trade
bonus to checks to identify glassware, handle dangerous items, and use the tools
of her trade.
Guide: uses maps and memory to guide people from place to place. He plies his
trade by travelling known ways and plotting out the best routes based on his
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charges’ abilities. A guide adds his level to challenges involving find a route
between known locations, avoiding threats in the wilderness, and reading maps.
Healer: helps others to feel (and sometimes get) better. He plies his trade by
diagnosing illnesses, applying basic support for injuries or sickness, and finding
paying customers who cannot afford other help. The healer applies his trade
bonus to the preparation of potions, diagnosing illnesses, and treating wounds.
Laborer: helps others by taking up the load for them. She plies her trade by
finding day or longer-term tasks which require strength of back and sustained
effort. The laborer applies her trade bonus to challenges involving extended
manual labor.
Linguist: studies the mysteries of spoken language. She can ply her trade
anywhere two people need someone to help them speak a common language.
Her trade bonus applies to challenges related to translating from one language
into another, recognizing spoken languages, and deciphering scripts.
Magician: performs tricks to amuse the crowd. She plies her trade by finding a
crowd to beguile with her antics. Her trade bonus applies to challenges involving
slight-of-hand, distraction, and preparing simple mechanical tricks to deceive the
unwary.
Magistrate: serves and protects those who obey the law. He plies his trade by
acting as an advocate or watchman. The magistrate’s trade bonus applies to
challenges involving questions of law, interrogations, or searching for clues.
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Mason: constructs buildings or areas out of stone. She plies her trade by finding
work either repairing or building structures, plazas, or anything else made from
stone. The mason’s trade bonus applies to challenges involving working with
stone, raising or removing structures, and working out the construction of
buildings.
Mercenary: fights for hire. He plies his trade by finding guard work, enlisting in
an army, or acting as a thug. The mercenary’s trade bonus applies to challenges
involving assessing the fighting skills of others, weighing opposing forces, or
identifying mercenary groups.
Merchant: buys low and sells high. She plies her trade by either working in
another person’s store or finding a small supply of goods to begin trading and
working her way up from there. The merchant’s trade bonus applies to
challenges which involve finding goods, assessing goods, or engaging in a
negotiation.
Minstrel: sings for his supper. He plies his trade by finding somewhere to
perform and performing. The minstrel’s trade bonus applies to challenges
involving performing, identifying or using musical instruments, and to
remembering legends or songs.
Navigator: guides others by the light of the stars. She plies her trade by either
creating charts/maps or by assisting others during their long journeys. The
navigator’s trade bonus applies to challenges involving identifying
constellations/stars, locating herself while outside, and knowing the way from
one place to another.
Painter: creates art for others to enjoy. He plies his trade by creating paintings
or painting objects to make them more aesthetically pleasing. The painter’s
trade bonus applies to assessing and identifying painting styles, using or
remembering colors/images, and noticing fine details that others might miss.
Puppeteer: animates puppets to play out stories for entertainment. She plies
her trade by setting up or working in a puppet theater. The puppeteer’s trade
bonus applies to challenges involving working with or creating puppets,
performing, and remembering the details of stories.
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Ranger: guides others through the wilderness. He plies his trade by finding
groups of people to assist on short or long journeys. The ranger’s trade bonus
applies to challenges involving navigating in overland wilderness settings, finding
shelter, and other survival related events.
Sailor: can man a boat or ship. She plies her trade by signing onto a boat crew
or working in a shipyard. The sailor’s trade bonus applies to challenges involving
moving a boat across water, swimming, or working with rope.
Scribe: writes for others. He plies his trade by writing or reading letters, writing
down events, or authoring contracts. The scribe’s trade bonus applies to reading
and writing languages of all sorts.
Shepherd: protects and serves herd animals so that they provide her with meat
and milk. She plies her trade by finding, guiding, and protecting the herds
(typically sheep). The shepherd’s trade bonus applies to interactions with
animals, identifying predators, the assessment of herd animal’s health.
Soldier: garrisons forts during times of peace and stands on the front line in
times of war. He plies his trade by finding paid assignments, following orders,
and performing manual labor. The soldier’s trade bonus applies to identifying
opposing forces, measuring the quality of equipment, getting along with other
soldiers, and providing emergency treatment to wounds.
Storyteller: weaves words into fables. He plies his trade by finding and
entertaining an audience. The storyteller’s trade bonus applies to challenges
involving performing, remembering stories or lore, or reading an audience’s
mood.
Streetwalker: earns money on her back. She plies her trade by separating
willing people from their money in return for her favors. The streetwalker’s
trade bonus applies to detecting and avoiding dangerous situations in urban
environments, identifying potential marks, and reading another person to
determine what would tempt them.
Teamster: cares for and manages draft animals. He plies his trade by driving
carts or baggage trains from one location to another. The teamster’s trade
bonus applies to handling animals and managing wagons, as well as assessing
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Weaver: creates clothing out of raw materials. He plies his trade by creating
goods and selling them. The weaver’s trade bonus applies to the creation of
cloth goods, assessing the quality of such goods, and identifying fabric by its look
and feel.
Whitesmith: works with soft metals to make jewelry and trinkets. She plies her
trade by either working in another’s shop or building up her own business. The
whitesmith’s trade bonus applies to challenges to create objects of copper, tin,
silver, or gold and to assess the same.
Woodworker: shapes wood into useable items. He plies his trade by either
working as a carpenter on a building or creating any of a thousand useful wooden
items for sale. The woodworker’s trade bonus applies to creating items out of
wood, identifying woody plants, and assessing wooden items/structures.
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LANGUAGES
Sedena is a large and complex world filled with many cultures and people.
Unfortunately, these peoples do not all speak the same language. In fact, a man
from Timro might not have a language in common with someone who lives in
another Timrovian city, let alone a Phishan from the inland sea.
LEARNING LANGUAGES
A hero is assumed to be fluent in one language and familiar with the languages
within that language’s language family. He can speak and (if appropriate for his
trade) read the language he is fluent in.
A hero who is familiar with a language must attempt a Memory \ Speed challenge
modified by linguist, minstrel, or scribe to understand the communication as it
happens. He may also attempt a Craft \ Memory challenge to translate the
communication after the fact.
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BECOMING FLUENT
A hero may spend a trade advancement on a language he is familiar with to
become fluent. If he does so, he automatically becomes familiar with all of the
languages in that language family.
Land of the Each of the tribes has its own language, Ancient Ogre
South Wind
Lopan Lopanese, Clan Dialects (one for each of the hundred clans)
Ogre Eastern Ogre, Western Ogre, Clan Ogre (one language for
each of the Ogre Clans), Ancient Ogre
This section contains information about the currency of the realms, the standard
equipment a hero might purchase if he can find a tradesman to make it, and the
technology of the realms.
Ever since that fateful gift the craftsmen of the East have developed a reputation
for skilled work. They can accomplish more, with less material and in less time,
than other human craftsmen. Their work is also generally of higher quality than
any save the dwarves. The recent addition of widely available clockworks and
mechanics from Itmas has also revolutionized timekeeping and home security.
Most towns and all of the major cities boast at least one “craftsmaster”,
someone who is the heir to an enchanting tradition capable of unique feats.
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Merkle, for example, if famous for the wands produced by in the Usler family
shops. The wonders created by the craftsmasters cannot be duplicated – some
theorize that their magic is actually somehow tied up with the families who
create them.
Eastern markets are lively places filled with the articles of trade. Most common
purchases can be accomplished at them. Craftsmen also work and sell from their
own shops. However, large sums of coin are exchanged in the tents and
buildings of the Merchant Houses, the ten great trading companies which buy
and sell goods all over the East and beyond. Most major cities have
representatives of at least two Merchant Houses; the largest boast of having all
ten in residence. For a price the merchants can move or acquire goods from
nearly anywhere in the world.
Most people and homes in the East have well-made but not obviously magical
clothes, tools, and ornaments. Even the very poor benefit from the secrets
passed on during the nation’s founding. The middle-class, in particular the mid-
tier merchants and craftsmen, may have one or two “wonders” in addition to
enchantments laid by the Circle of Three. The very wealthy have access to many
wonders along with obviously magical trinkets.
Spellbinding artisans in Han work with their fey counterparts, borrowing tools
and techniques on an as-needed basis to accomplish specific tasks. Small-scale
construction is accomplished by mortals using fey techniques; the creation of
larger works is entirely in fey hands. Local households and villages can produce
most of the goods they need. Unusual requirements are generally met by the
local fey or a travelling spellbinder.
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Travelling spellbinders gather wondrous goods from across Han and trade them
out of small wagons. They generally barter or trade in kind, keeping the best
items for themselves. Most will also take Imperial coin even though it breaks
with tradition.
Most people in Han have fey crafted goods in their homes. For the most part
these are not magically devices, but simply items formed from slightly-worked
natural materials. The “landless”, those who have abandoned their place in the
Compact, have almost nothing that is not of Imperial make. The wealthy and
nobles have access to a wide range of obviously magical artifacts, as do those
who pursue the path of the spellbinder.
The wolven tribes long ago mastered the art of creating talismans from stones,
crystals, and feathers which augment their natural mystical abilities. These
crystals are used to provide basic comforts in the frozen North: warmth, light,
and protection from the forces of darkness. They also make blankets, ropes, and
other woven/carved goods but rarely work with metal.
The Legion builds cities around their largest supply depots and roads to connect
them. They have access to some metallurgy, but specialize in logistics and the
creation of wood and leather tools including armor, shields, and heavy pikes.
These tools, combined with their ability to construct the large warehouses
needed to coordinate supplies for the front, give the thirteenth tribe both leisure
to purse their interest and the ambition to do so.
Barbarian wolven have few goods; even the “richest” will carry only a handful of
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beautifully woven blankets and mystical charms. Imperial wolven of the lower
ranks live in communal housing and have a handful of crafted tools in addition
to their traditional charms and blankets. As the wolven rise in rank, they replace
their “barbarian” accoutrements with Legion goods mimicking what they see in
other countries.
Both barbarian and Legion wolven will accept barter for goods or services.
However, the Legion prefers to both buy and sell in Imperial coins. Imperial
stores in outposts and the cities are bustling hubs of commerce. The largest, the
“Gae”, will generally have representatives from both the Eastern Merchants and
the Dwarven Guild of Merchants. Gaeisthon also has a Dwarven ghetto in its
borders.
The clans of Lopan rely heavily on weaving and woodworking for their everyday
needs. They use reeds and treated vines to build everything from baskets to
clothing. The swamp trees provide enough wood for any need, but the wet
environment rots wood as fast as it produces it.
For more exotic needs, including weapons, the clans look to two sources. The
witches who live in the swamps provide elemental alchemy and living plants
woven into self-healing armor and other goods. The highlands provide a wealth
of exotic materials including claws as long as great swords, the teeth of basilisks,
and the bones of wyverns which are harder than steel and can only be worked
with the right spells.
Ordinary goods are available in the market of any clan stronghold. Witches
goods are available at the local “moonlight market”, a local grove where the
women of the clans and the witches meet once a fortnight. Monstrous goods,
crafted from parts recovered by the insane Lopanese hunters, are gifts given by
the clan elders to those clansmen who perform great deeds.
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Even those who live there find little to recommend it. Those who settle on the
coasts live good lives as fishermen; those who travel in the wastes move from
oasis to oasis in search of water. Their clothing and weapons primarily come
from Timro or Aranathrain, though they do make some bows of horn and wood.
The binders of Timro are independent craftsmen who trade their goods for
favors and coin. They purchase raw materials from other traders, craft them into
wonders, then sell them in small shops scattered through the cities. Other
tradesmen do exist but do little business in crafted goods. Instead they build
buildings, sell food, and engage in other civil trades.
Even the lowest classes of Timro have access to minor animated items. The
middle classes, including soldiers and duelists, have animated items and spirit
crafted goods. The richest people of Timro live lavish lifestyles with invisible
servants bound into their homes.
Western craftsmen train in a hundred arts including glass blowing, paper making,
and metal crafts. Many also study both the utilitarian enchantments which mark
Army goods and the more elaborate patterns preferred by the professors. These
efforts lead to a combination of functional craftsmanship and aesthetic
enchantment rarely seen anywhere else.
Markets in the west are dominated by the varied guilds, ancient organizations
that maintain and advance the secrets of their crafts. The guilds lease space to
their members in markets all over the Empire. Once they also drove out any who
would sell similar goods. The Ogres overturned this custom, creating open
spaces in the markets which are available on a first come, first serve basis.
The poor in the Empire are destitute, bereft of kin and home. The Temple of
Ki’in once cared for them but with its destruction nothing has taken its place.
Those a bit better off live in the cities and have access to many goods. People of
medium wealth can live well, owning many fine and mechanical goods as well as
a few items of practical enchantment. The wealthy have access to a wide array
of tools and enchanted items.
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CURRENCY OF THE REALMS
For simplicity, all costs in the rule book are given in terms of Eastern Pennies (the
common currency of the Eastern merchants). Unless otherwise noted, prices are
assumed to be roughly equivalent in all parts of the world.
The currency of the various realms is listed below. All values are given relative to
Eastern pennies, the international standard for commerce.
Barter is, in effect, a trade income challenge undertaken by the hero. He simply
takes his income as goods or services rather than direct coinage
C OMMON A RMS
Variations on these weapons can be found in almost any culture. These weapons
are presented in their most common forms; each tradition has its own
ornamentation and structural tradeoffs that it will apply.
Axe (metal) – 1d12, -2 parry – 50 sp: These stout one-handed axes typically have
a curved blade on one side and a spike on the other. An axe is not a subtle
weapon, but it makes up in damage what it lacks in grace.
Cestus – 2d4 – 20 sp: weighted gloves or brass knuckles are common in almost
all cultures. These gloves improve the impact of an unarmed strike but are not
effective against armored opponents.
Dagger (metal) – 1d4, ranged – 10 sp: a serviceable, stout dagger with a cross
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guard for catching a blow. These weapons can be purchased nearly anywhere.
Great sword (metal) – 2d12, -2 parry – 100 sp: this massive blade can cleave
through thick armor but is difficult to wield. It counts as a Heavy object. These
blades come in various styles, but generally find their use in areas where heavily
armored opponents make regular appearances.
Hunting bow (wood) –2d4 ranged – 60 sp: these bows are roughly 2/3rds the
height of the wielder and can drive an arrow for a fair distance. Unfortunately,
even a heavy arrow shot from a short bow does not weigh enough to pierce
armor well. These bows are primarily hunting tools which find use in times of
war as weapons.
Mace (metal) – 1d12, -2 parry – 50 sp: A heavy metal head and solid shaft make
the mace an effective if somewhat ungainly weapon. Maces of many sorts can
be found in cultures throughout the world.
Short sword (metal) – 1d6 – 2 parry – 40 sp: a blade under 2 ft. in length with a
cross guard, strong spine, and decent balance. These simple blades are found in
militias and armies world-wide. Many carry powerful enchantments making
them powerful enough to cut through stone.
Sling (leather) – 1d6 ranged – 10 sp: a sling consists of a braided cord and a
pocket into which the slinger drops stones, shaped bullets, or packets of
alchemical materials. A well wielded sling can easily match a bow for distance,
if not for stopping power.
Spear (wood) – 1d12, -2 parry – 30 sp: a short blade affixed to a wooden shaft.
A spear is a simple, serviceable weapon which generally turns up in militias,
farms, and homesteads. The traditional spear has a thick shaft, making it slightly
unwieldy but excellent against armored foes.
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Staff (wood) – 3d4, +2 parry – 10 sp: a stout wooden staff is an effective weapon
against unarmored targets. It is the default weapon of many a traveler, but falls
short in pitched battle.
Weighted Rope (rope) – 1d8, -2 parry – 10 sp: a length of rope or chain with a
weight on the end. These ropes are light, simple weapons common among
Lopanese clansmen and thugs in every culture. The weight can inflict a ringing
blow, but the flexible length of rope or chain is ill-suited for parrying.
Whip (leather) – 2d4 - 30 sp: a length of braided leather, usually between six and
eight feet long, tipped with a small weight or barb. A whip is not a highly
effective weapon but can be used by a pugilist to execute wrestling techniques
without touching his opponent.
D WARVEN A RMS
The Children of Earth are, without a doubt, the greatest craftsmen in Sedena.
Their patterned response to any challenge is to work, and work, and work until
they come to a perfect solution. This focus allows them make items perfect in
every way.
Dwarven Mace (metal) – 2d12 - -4 parry, heavy – 300 sp: these maces are used
almost exclusively by the Guild of Blades in training. They strike hard but cannot
be used to parry and burden all but the strongest travelers. A dwarf or a
character with 5 or greater strength can wield these maces one handed.
Dwarven Dual-Headed Mace (metal) – 3d12, -4 parry, extremely heavy – 500 sp.
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These maces are made in part as a response to the elven ithilcebers. They deal
tremendous damage but count as two heavy items for the purposes of
determining encumbrance. Dwarves typically wield these with both hands and
a very steady stance.
E ASTERN A RMS
The people of the East wield a bewildering variety of weapons drawn from their
mixed cultural heritage. Their weapons are generally variations on the
“common” weapons described above, with a handful of specifically develop
forms which evolved over the last three-hundred years.
Longbow (wood) – 2d8 ranged – 120 sp: These massive bows can drive a heavy
shaft through an opponent and out the other side. A longbow is counted as a
heavy item.
Rapier (metal) – 3d4, +2 parry – 70 sp: a long and flexible sword with a basket
hilt, a rapier is the favored weapon of the Eastern fencer. In skilled hands a rapier
is more than capable of dealing with armored targets and provides superior
mobility and protection. In unskilled hands, it is almost useless against targets
who take the time to defend themselves.
Warbow (wood, Eastern) – 1d12+2 ranged – 300 sp: these reinforced longbows
can drive a shaft through even the toughest armor. They typically appear in
southern markets in the Eastern Territories.
E LFIN A RMS
Elfin weapons are refined, beautiful, and generally shaped by crystalshapers
rather than forged by blacksmiths. This tradition started early in history, but its
significance was lost during the Rune War. With the re-emergence of magi and
Star Magic, the properties of elfin crystal are once again important.
Elfin Weapon Template: Elfin weapons are of fine craftsmanship, typical made
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of crystal, and generally start with a +1 per dice energy damage (fire or starlight)
enchantment. They have slightly curved lines, single striking surfaces, and are
built for people who range between six and seven feet in height.
Elfin Dagger (crystal) – 1d4+1 fire – 300 sp: this crystal dagger flashes with inner
light. It deals +1 fire damage to any struck target.
Elfin Blade (crystal) – 3d4+3 energy, +2 parry – 500 sp: this thin, curved crystal
sword carries a razor edge and a minor enchantment causing it to deal fire
damage to those it strikes.
Ithilceber (crystal) – 4d6+4 energy, +2 parry – 700 sp: these iconic elfin spears
feature a crescent blades on either end. The blades glow slightly, as if reflecting
starlight. Elves, ogre, and wolven are the only races tall enough to use a full-
sized ithilceber, though human-sized weapons do exist.
Sergeloth (metal or crystal) – 1d6 per blade – 50 sp for a set of 8: these thin, flat
blades are held between the fingers and thrown. They can be thrown in sets of
up to 6 as a single strike. Each blade thrown beyond the first increases the
difficulty of the strike by 1. Damage bonus, if any, is applied by the blade.
H ANNISH S WORDS
The warriors of Han live in a world where fairytales are real and ancient rules
bind almost every action. For them, etiquette and proper form are almost more
important than the effectiveness of their fighting techniques. Almost is the
important word – the fighting men of Han must contend with the goblins in the
north, the insane deity in the West, and the monsters of Lopan in the south.
They cannot afford to completely forget the truth of battle or its cost.
Copper Blade (metal) – 2d4+2, paired – 240 sp: these Hannish short-swords are
18” from tapered tip to pommel, with copper inlay on the steel cross-guard.
Traditionally considered the first weapon that a swordmaster must learn, the
“copper blade” is actually a paired set of daggers. Hannish swordmasters
generally do not use them at the same time but can and do use them in close
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Iron Blade (metal) – 2d6, block – 90 sp: this is the first of the true swords in the
Hannish swordmaster’s set. It has a curved blade 20” long and a long hilt just
over 12”. The blade is sharpened on one edge and the spine broadened to allow
the wielder to use it almost like a shield. In fact, it can be used to block with DR
+2P and doing 2d6 damage on a slam.
Silver Blade (metal) – 1d12+2, -2 parry – 240 sp: this is the iconic weapon of the
Hannish swordsmaster – a thick-spine stabilizing dual edges with groves cut to
channel away blood. A thick silver cross-guard and heavy pommel
counterbalance the blade’s weight. Effective against heavily armored knights
and fell beasts alike, these swords are also difficult to forge and hard to wield
effectively.
Gold Blade (metal) – 2d6+4 – 260 sp: represents the highest badge of skill most
swordmasters will earn in their lifetimes. These beautifully balanced swords
have leaf-shaped blades and needle points to drive through armor and slice even
the toughest hide. They are roughly three feet from tip to pommel, with gold
inlayed steel cross-guards. It is rare to see one outside of Han or in the hands of
someone not named Swordmaster by the Fey Court.
Platinum Blade (metal) – 3d8+9 – 360 sp: the highest badge of honor available
to a Hannish Swordmaster, the Platinum Blade is a war-sword: 54 inches in total
length with a hilt 13” long and a broad, six tined guard. Those who earn these
blades have faced the most dangerous challenges of the Fey and Mortal courts
and rightly count themselves among the most skilled warriors alive.
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L OPANESE A RMS
The clansmen of Lopan live and fight in an extremely hostile environment. Their
weapons are crafted from materials which can survive constant wet, occasional
cleaning, and hard use.
Basilisk Dagger – 1d6p + 2d6p – 110 sp: this hand-long single-edged black dagger
is made from a single basilisk tooth. The enchantments on it allow it to retain
the beast’s poison. Anyone who takes damage from first dice must attempt a
Beauty\Endurance challenge. Each degree of success reduces the secondary
damage he takes by 1 dice.
Bolo (cloth) – 1d4 – 10 sp; these lengths of rope have two weights, one on either
end. When spun and thrown, the bolo might wrap around its target. Although
almost useless against armored throws, if the attacker achieves 2 degrees of
success he can inflict a 1d4 bane to his target’s Grace until the target spends a
sequence cutting himself free.
Clansman’s Knife (wood and metal) – 1d6 – 20 sp; these short, heavy daggers
are actually made of waxed, waterproof wood with a sharp metal edge inserted
into the “edge” of the wooden knife. They require constant sharpening but do
not generally rust so badly that they cannot be repaired – a plus for warriors who
live in a swamp.
Sling Staff (wood) – 2d8 ranged – 40 sp: a sling on top of a staff, the added
leverage allows the wielder to throw considerably heavier stones, bullets, or
alchemical packages.
O GRE A RMS
Ogre Blade (dur wood) – 3d8+9 physical – 700 sp: these deceptively simple
swords are “carved” from a single length of dur wood. They have dual edges,
razor sharp for two-thirds of their length and measure five feet from needle tip
to rounded pommel. Ogres and wolven can wield them in one hand, while others
must use two. Each blade is made especially for the Ogre Blademaster who
carries it and the two are mystically bonded in some way others do not
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understand.
T IMRO A RMS
Before the war, the people of Timro did not have a highly developed martial
culture or the accompanying proliferation of arms. However, a handful of
distinctive weapons did emerge during their long isolation.
Hunting Bow – 4d4 ranged – 150 sp; this light, fast bow is made of a composite
of horn and bone and generally bound with a spirit of the air. It fires light arrows
which do little damage to heavily armored targets but can destroy unarmored
foes. The damage dice from this bow can be divided among targets in
increments of 1d.
Muhaddab (metal) – 2d6, paired – 800 sp: this matched pair of masterwork
scimitars fits into a single scabbard. When wielded by a duelist, the duelist gains
+1 degree of success to parry and strike actions taken in personal combat.
Shadowdancer’s Cloak – 2d6, -2 Defense – 150 sp: These Timrovian cloaks hark
back to an earlier era when some dancers acted as assassins. They are composed
of several panels of cloth which can move separately or be bound together at
the whim of the inhabiting wind elemental. Some of the cloth edges are touched
with obsidian. Others have shark’s teeth, weights, or other surprises.
Traditionally at least one edge is poisoned, though only the dancer knows which
one.
W ESTERN A RMS
The arms of the Empire of the Phoenix are solid, well made, and suited to the
endless war in which they find themselves.
Dart – 1d4+2 – 40sp per set of 4: western war darts are actually short-hafted
arrows (similar to bolts) with six-bladed broad heads. They can only strike
targets at close range, but do so with considerable force. A skilled warrior can
take down an opponent with a single volley. Many western soldiers carry four
braces of darts strapped to the back of their shields.
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Hand Crossbow – 2d4 + 2 ranged – 40 sp; this hand-held crossbow sends a war-
dart out to a greater range with some accuracy and force. These are primarily
used as finishing weapons by skilled soldier/enchanters, who unleash waves of
enchanted darts at fleeing enemies.
Sword-staff (wood) – 3d8 – 90 sp: these weapons originated in the West but
now appear in Han, Phi, and sometimes Lopan. Warriors who fight in loose
formations find the combination of leverage, speed, and less expensive materials
to be a potent mixture. They consist of a two-foot long blade affixed to a four-
foot long wooden shaft. A sword-staff is faster than a great sword but also lacks
its striking power.
Western Patterned Warsword (metal) – 1d8 +4 vs. wizards, -2 parry -230 sp:
these “knives” are roughly eighteen inches long and covered from chisel tip to
rounded bone pommel in patterns intended to destabilize chaos. They are
common, if not standard, issue among the armies of the Empire of the Phoenix
where they act as backup weapons in the endless Coyal wars.
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A RMOR
The following armors are common to almost all the Sedenan lands. Masterwork
armor and unique armors also exist, purpose made for the land and fighting
styles of a particular people.
Dwarven War Shell (heavy x2) – +4 DR physical, +2 energy: 1000 sp: this heavy,
multi-layered plate and mail set can only be worn by dwarves or particularly
strong humans. It is fully articulated and fitted individually to each owner. The
armor is not completely seamless – attacks at the joints can penetrate the outer
shell, though they might not get past the layers of chainmail or the intricate
leather webbing.
Elfin Raiment (light) – DR +2 physical, +2 energy: 700 sp: this silk armor features
layered and lacquered panels of cloth, embedded elfin crystals, and
enchantments drawn from the codex of earth or steel. Taken together, these
elements transform these heavy but rich-looking brocade mantles, layered
tunics, trousers and boots into armor just as effective as the heavy plate of
mortal kind.
Leaf Shirt (medium) – DR +2 physical, +1 energy: 300 sp: this simple Ogre sized
shirt of ebony Dur-wood leaves provides excellent protection. Its hem extends
past the Ogre’s knees and the sleeves go down almost to his knuckles.
Occasionally human-sized shirts appear on the market, though no-one seems to
know their source.
Leather Armor (light) – DR +1 physical: 100 sp: boiled and waxed, this cheap
armor consists of a breastplate, gauntlets, leggings, boots, and sometimes a
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Plate and chain (heavy) – DR +2 physical, +1 energy: 500 sp: this combination of
protective leather, chain links, and large metal plates covering the largest parts
of the body provides excellent protection from physical attack. Its actual
composition varies from region to region, but it is universally considered a heavy
item when worn.
A person or object can only benefit from one alchemical preparation at a time.
Black Tea (dust) 30 sp (10 uses) – pure black tea is a strong stimulant used by
guard, merchants, and nearly anyone who did not get a good night’s sleep. It
also tastes better than boiled water. Drinking this tea reduces banes resulting
from exposure or fatigue by 1 for one sequence.
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Burning Oil (oil) 20 sp per use – this preparation does not actually burn, though
it feels like it does. It does, however, cause extreme irritation, swelling, and pain
when rubbed onto the skin. When applied to a weapon, the burning oil prevents
the wounds from healing until they are properly cleaned and cared for.
Additionally, those injured with such weapons cannot have a restful night’s sleep
until the irritation is dealt with.
Brighteye (potion) – 5 sp per use – this sticky syrup contains the essence of
several herbs. When mixed with water and drunk, it provides a small boost to
the drinker’s vision. He gains a +1 boon to Perception based checks for the next
scene.
Healing Incense (aromatic) 90 sp per use – this burned aromatic grants restful,
restorative sleep to all who breath it in while they prepare to slumber. Those
who inhale the incense will have difficulty awakening.
Horse Sweat (potion) – 5 sp per use – this foul tasting potion is used by laborers
who anticipate a hard day of work or by soldiers who expect a battle. Anyone
who can stomach it gains a +1 boon to Endurance during the next scene.
Grave Moss (aromatic) – 30 sp per use – this greenish incense smells of dust and
corruption when burned. It improves the mood of undead by one step, making
them less likely to attack. The effects last for the duration of the scene or until
the undead suffers harm to itself or its demesne.
Mint Tea (dust) – 30 sp (10 uses) – this combination of herbs tastes strongly of
mint when steeped in boiling water. The preparation settles the stomach and
calms nerves, allowing a sick person to take sound (normal) rest. This allows for
slow healing.
Pixie Dust (dust) – 15 sp per use – this potent silvery poison must be inhaled to
be effective. It deals a -1 bane to both Strength and Endurance which lasts until
the end of the scene. Multiple applications stack together, although particularly
powerful targets may be immune.
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Restorative (crystal) 30 sp per use – prized by those who suffer from chronic
ailments and travelers who venture into fell places. Ingesting this preparation
grants a single night of restorative sleep, speeding up the healing process for
removing banes.
Rowan Oil (oil): 60 sp per application. This reddish oil is not composed of any
part of the rowan tree, but gets its name instead from that tree’s connection
with the god Simel. Items coated in the oil receive a bonus of DR +1 energy for
determining their structure. This DR does not add to the protection provided by
armor or a shield, but it does make it more difficult to damage the item or
destroy it outright.
Pitchbane (dust): 10 sp per use – this thick powder interacts with flames in
someone unknown way, causing them to go out. Any fire (including a
firewarlock’s manifestations) covered in pitchbane is reduced by 1d for 1
sequence.
Sleeping Draught (potion) 30 sp per use – this potion grants those who drink it
a restful night sleep. Restful sleep restores the sleeper’s Endurance in Health.
Tranquil Night (crystal) 30 sp per use – this blue-black crystal can be dissolved
into water or wine. Each crystal contains enough preparation to allow one
person to receive a tranquil night’s sleep. A tranquil sleep restores the sleeper’s
Will in Inner Strength.
Walnut Oil (oil) 60 sp per application – this nut oil is mixed with certain minerals
and treatments in order to enhance its natural preservative qualities. When
applied to goods made of leather or wood, it grants the object +1 DR physical for
determining its structural strength. This DR does not add to the protection
provided by armor or a shield, but it does make it more difficult to damage the
item or destroy it outright.
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COMMON GOODS AND SERVICES
The following goods and services are of interest to most travelers.
Apartment Room – 6 sp per day (restful) – for longer stays, it is possible to rent
an apartment or one-room house in most major cities or towns. These structures
are generally sound and provide sufficient shelter to be considered restful.
Common Inn Room – 6 sp per day (restful) – for short stays an common inn stay
includes a semi-private room . Meals must be purchased separately.
Library Access – 5 sp per sequence (research) – some towns and most cities have
facilities a hero can rent to perform research. The length of time and the subjects
available for research depend on the city, the hero, and what chance may bring.
Some organizations, most notably the Circle of Three in the East and the
Universities of the West, grant library access to their members as part of the
organization’s dues.
Meal – 1 sp – it costs roughly 1 silver to buy food and drink sufficient for one
meal. The actual content of the meal varies from place to place, but the value
rarely changes unless something (like a famine) drives up the cost of food.
Scribe – 12 sp per day, 1 sp letter – scribes are commonly called upon in most
cultures to record deals and translate letters. A skilled scribe might seek out a
patron who could afford his fees or work in the local market in order to make his
coin.
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COMMON KIT
A kit contains all of the materials, clothing, and tools a person needs to pursue a
specific activity or trade. Possession of a kit does not ensure success. Instead, it
ensures that the holder will be able to perform the function without penalties
until the kit runs out of materials.
Kits are consumed each time the hero undertakes a challenge. This consumption
might take the form of wear and tear, outright consumption (e.g. eating rations
from a travel kit), or items lost during the performance of the duties (e.g. a
gemcutter’s rogue and polishing clothes). These tools can be replaced by
purchasing a “refresh”, a mechanical way of saying that the hero goes out and
picks up the bits he needs to refill his supplies.
Enchanter Kit – 300 sp; this kit allows an enchanter to create enchantments,
tokens, and wards. A kit contains enough resources to form up to 20 intensity
of patterns.
Enchanter Kit Refresh – 150 sp; this refresh refills an enchanters kit to 20
intensity.
Trade Kit – 100 sp per rank: this kit allows a tradesman to pursue his trade. It
includes required clothing, equipment, and resources enough for 20 days of
work.
Trade Kit Refresh – 20 sp per rank: this refreshes an expended trade kit.
Travelling Kit – 80 sp: this kit allows a traveler to travel without finding food or
more than minimal shelter without penalty for 10 days.
Travelling Kit Refresh – 40 sp: this refreshes a travelling kit to its standard 10 day
allocation.
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THE PATTERN OF PERFECTION
The knowledge and skills of Paragons
THE PATTERN OF PERFECTION
A master craftsman who can create items which perfectly fill their function. A
sage who knows just how to find the right answer, every time. An athlete,
capable of performing feats which seem to be impossible to even the trained
eye. Each of these is a paragon, a person who has sought out the power of
perfection. They have perfected a part of the Pattern and from that they gain
power.
Paragon heroes tend to be focused, driven individuals with a great gift for
accomplishing some seemingly impossible task. This intense focus brings with it
opportunities which, when properly exploited, make them the equal of any
magician or warrior.
Life and drama are not just about combat. Searching through dusty tombs,
building the perfect automata, and sneaking into a heavily guarded mansion to
steal enemy secrets are all almost as iconic as battling dragons.
This section addresses these opportunities for everyday glory by laying out a core
mechanic and then applying it to various scenarios.
In some cases the hero may need to accumulate degrees of success to complete
the challenge. This represents extended effort and is primarily used for dramatic
purposes. The number of successes a hero must accumulate to complete the
challenge is called a threshold. A threshold preventing achievement of some
goal is called an obstacle.
When accumulating successes the hero may, occasionally, fail. In some cases
this does not cause any problems. In others failure creates an opportunity for a
threat to occur. Threats are dangers which are intrinsic to the challenge. In
some cases threats are represented as damage to Health or Inner Strength. In
others they shift the kind of scene, introduce enemies, or cause the hero’s
accumulation to be set to 0. A roll of natural 20 (ill-fortune) always resets the
accumulated successes to 0.
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Boons increase the hero’s limit and can include anything from blessings to
favorable circumstances. Banes decrease the hero’s limit and may be anything
from curses to specific threats or abilities possessed by those posing the
challenge.
In general, these feats fall into two types of challenges: deciphering machines
and setting traps. Deciphering machines involves first assessing a machine (as
above) then overcoming the challenge and threat associated with it. Setting
traps involves using the item creation rules to develop a threat which others
must overcome.
Quickly knitting together socks to protect against frostbite. Reforging the sword
of a king. Building a fiendish dungeon within which to entrap foolish
adventurers. Each of these is an example of item creation – building something
which did not exist before.
Example: In order to create a sword one hero might work on the fittings, another
on the blade, and a third on the wrappings and scabbard. The total cost of these
items is equal to the cost of the sword. An additional 10% of the cost must then
be spent on pulling the parts together.
The hero may pay for up to half of the cost of creating an item out of his existing
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coin, speeding up the creation process by buying the materials he needs rather
than acquiring or making them.
RESEARCH: MAGICAL AND MUNDANE
Mechanic: Collaborative challenge
Research is conducted when the hero or heroes have a specific question and
access to the resources to answer it. The threshold to uncover the answer to the
question is generally between 4 and 12, with threats based on the type of
question and what protects it.
Antosa, the Lady of Sorrow, protects many secrets. She does so by increasing
the difficulty of finding information (raising thresholds), hiding sources of
knowledge, and setting traps which will destroy those who fall into them. Her
preference is to hide secrets in plain sight, as anything else calls undue attention
to them. Those who are truly favored by the goddess receive one, and only one,
warning when they intrude upon a secret they were not meant to know.
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RHETORIC AND PERSUASION: SOCIAL CHALLENGES
Mechanic: Collaborative or Competitive challenge (multiple obstacles)
A hotly argued discussion of war strategy. Begging a favor from the Ithmas Guild
of Blood. Restoring the Hall of Light to its rightful masters under the
Loremaster’s watchful eyes. These are all examples of great challenges fought
and won with words, not deeds.
Threats in a social situation generally remove all successes and prevent further
attempts at the challenge. In some cases the threats can be quite specific –
execution, torture, and exile await those who trifle in affairs beyond their
station.
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TRAVEL: THERE AND BACK AGAIN
It is a truism that life is a journey whose destination is death. However, this
general truth does little to help when a hero wishes to figure out how long it will
take to walk or ride from one city to another. For that level of detail he needs
more specific information.
The system below suggests how quickly and at what cost heroes can travel in
Sedena. It is based on a single chart which depicts movement in terms of miles
per day. The heroes’ mode of transportation determines how quickly they travel
at “base” which is then modified by road conditions. The amount of fatigue a
hero accumulates is determined by the weather, while threats arise which can
cause serious harm.
R OAD C ONDITIONS
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Travel over an easy, well maintained road is much faster than slogging through
the endless swamps of Lopan. To represent this, apply the following modifiers
to travel:
Step Modifier Description
-3 Broken or virtually in-passible without mounts or
other assistance. High mountains, close swamps, and
the edges of the Balgor fall into this category.
-2 Deep forest, wastelands, and thick wilderness, areas
generally left to animals and monsters.
-1 Poor roads or light, sometimes travelled wilderness
0 Average conditions – nothing either remarkable or
particularly distracting about the terrain.
+1 Good, well maintained roads with relatively direct
paths between the origin and destination
+2 Old Dwarven roads in good repair.
A travel sequence will generally only have one “road” condition applied to it.
T HREAT C ONDITIONS
The “threat” condition represents the danger the heroes face. The more threats
faced along the way, the greater the need for a skilled guide or ranger to see the
heroes safely to their destination.
Threats have “ranks” which indicate what degree of danger they represent. The
rank of a threat can be decreased by successful travel sequence challenges or by
reducing the speed of travel at a rate of 1 threat level per degree of success or
downward step.
Travel sequences may have one or more threats applied to them depending on
the circumstances.
Balgor: the land was shattered and still burns with azure flames. Each degree
of threat does 1d10 overwhelm to Inner Strength. An overwhelmed hero suffers
1d4 banes.
Baleful: the land stinks with black magic and death. Each degree of threat deals
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1d6 energy damage from corrupting influences and dark powers. Each degree
of threat also inflicts one negative rest modifier.
Dangerous: the land is filled with dangers of a natural sort including rotted trees
acting as deadfalls, loose shale slopes, and other hazards. Each degree of threat
deals 1d8 physical damage at the end of the travel sequence.
Occupied: the land is held by forces dangerous to the heroes. These may range
from hostile monsters to armies who disagree with their purpose. Each degree
of threat improves the chance of a random encounter by +2.
Trapped: the land was purposefully turned into a snare for the unwary. Each
degree of threat inflicts 1 bane on each of the heroes due to unforeseen dangers
which cause serious harm.
Trackless: the land is difficult to find a way across. This threat acts as an obstacle,
preventing the heroes from achieving their goal unless they overcome it each
travel sequence.
W EATHER C ONDITIONS
Weather is one of the constants that a traveler must come to terms with. Rain
or shine, snow or blazing heat, a true hero discovers a way to preserve.
Weather sets the base level of fatigue hero suffers when travelling. Some
conditions (like thunderstorms and deadly heat) also count as threat conditions.
At the end of each travel sequence, the hero may also attempt an
Endurance\Will challenge modified by his Laborer trade rank. He may reduce his
accumulated fatigue by his degrees of success.
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T HE T RAVEL S EQUENCE
A travel sequence executes as follows:
Guides generally attempt their travel challenges with a mix of Craft, Perception,
Memory, and Speed. Their focus is on leading people through dangerous areas
which they know well.
Laborers can assist their fellows through a mix of Charm, Endurance, and Will.
They may share their degrees of success with those who have 0 degrees of
success on their challenge to resist fatigue.
Ranges generally attempt their challenges with a mix of Craft, Grace, Perception,
and Speed. Their focus is on swift travel through dangerous or occupied terrain
in pursuit of some goal.
A travel kit contains food, basic travel supplies, and clothing appropriate to a
particular climate. The hero may select what climate the kit supports when he
purchases it.
Each kit starts with 10 days of resources. Each day of travel consumes 1 day of
resources. A hero may also choose to consume additional resources to reduce
the base fatigue inflicted by travel by 1 per day of consumed.
Heroes may also choose to “overstock” their travel kit. Doing so cause the kit to
count as a number of heavy items as described in the table below.
Artisan – brings perfection into the world through the study of crafts. An artisan
develops the ability to create perfect items, which in turn can either be
enchanted by magicians or develop natural “masterwork” abilities of their own.
Masterwork items often develop a personality of their own, derived from the
intent and purpose of those who first wielded them.
Athlete – brings perfection into the world by pushing himself to his limits and
beyond. He engages in constant physical training to develop his strength, speed,
grace, and endurance. This effort gives him the ability to move faster, striker
harder, and endure more than anyone else would believe possible.
Leader – seeks to perfect the art of relationships. This perfection gives the leader
power over others, power he can use for good or for ill. Leaders leverage their
beauty, charm, and will in order to make others want to follow them. A skilled
leader rarely acts alone but instead helps others to help themselves.
Sage – seeks out the perfection of his own mind through study. He uses the
effort of gathering and refining knowledge to polish his mind into a bright mirror
which reflects the truth of the world. His pursuit improves his perception,
memory, and craft to the point where he seems almost preternaturally bright to
all who deal with him.
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PARAGON CLASS ADVANCEMENT
When a hero advances one (1) level in a paragon class he gains +2 Health, +2
Inner Strength, and 1 rank in a class ability. Paragons do not gain masteries
through class level advancement.
The following table outlines this progression from level 1 to level 10. Paragon
classes are not limited to 10 levels of advancement.
Each time a paragon gains a class level, he can improve the rank of one of the
class abilities by one. Paragon class abilities have a maximum of five ranks, which
mirror the ranks used by trades.
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ARTISAN
An achemist searching for rare ingredients for his potions. A dwarven
journeyman, searching for deeds of great craft to perform. A swordsmith whose
mastery of his art allows him to transcend the limits of normal swordplay. Each
of these is an artisan, someone whose love of creation allows him to achieve
something of lasting value.
ARTISAN TRADITIONS
The vast majority of artisans are not adventurers. They build businesses, perfect
their art, and develop the skills needed to advance the world into the future. A
handful of traditions, however, strongly emphasize a “journeyman” phase of
training. Journeymen are expected to do just that – journey in search of
opportunities and knowledge. These traditions include the workers of stone, the
wrights, witches, alchemists, binders, and guildsmen.
A Gnomish Wright is a rare sight in these later days. Once moderately common,
her mastery of the art of creating enchanted objects was without peer. Now
only a handful of the eldest wrights remain, hidden in the Pale where no one can
bring them harm.
A Lopanese Witch masters the esoteric art of elemental alchemy almost as soon
as she learns how to use her elemental powers. This art allows her to craft
alchemical concoctions which mimic the effects of warlock spells. These potions
become the trade goods which keep the witches alive in a society which both
needs and fears them.
None know if the Phishan Alchemists remain. The last of their number, the
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Grandmaster Tswrellen, died in Narbar in the Eastern Year 404. Once these
alchemists were known for crafting the most powerful oils and tinctures,
allowing them to enchant otherwise ordinary items with extraordinary abilities.
A Timrovian Binder is a sorcerer specializing in creating everyday magical items
through craftsmanship and summoning. He crafts (or has crafted for him)
ordinary items and then animates or otherwise enhances them by binding a
minor spirit. Not long ago the sorcerers specialized in binding angels, but they
have since moved on to lesser elemental spirits.
Western Guildsman typically study several crafts before settling on one which
they will eventually master. This diversity allows them to rapidly adapt to many
situations, a necessity in the ever-shifting markets of the West. It also makes
them excellent companions in almost any situation – they always have an extra
trick up their sleeves.
MASTER CRAFTS
An artisan’s intense focus allows him to develop “master crafts”, unique skills
which set his works above the common coil. These crafts are enhancements to
the artisan’s trade, although he can learn a master craft without having the
corresponding trade.
All master crafts provide a benefit, a unique bonus which gives the artisan a new
type of item he can create or some other advantage. Additionally at rank 5 each
mastercraft gives a “master benefit”, a reward which only a truly dedicated
artisan can use to his advantage in nearly any situation.
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A LCHEMY
Alchemy is the art and science of creating aromatics, dusts, potions, and oils
which give their enchantments over to the person who consumes them. Many
alchemical agents carry simple enchantments but a master alchemist can craft
agents which give remarkable powers – for a price.
Benefit: An alchemist can craft aromatics, dusts, potions, and oils which can be
enchanted using any enchantments he knows. These items have a base cost of
5 sp per dose to create.
Master Benefit (rank 5): The alchemist can create and enchant doses in batches.
A batch can consist of no more than the artisan’s Will + Craft in doses.
A RMORY
Armory is the art of creating useful, effective protection for those who put
themselves in harm’s way. A skilled armorer is one of the unsung heroes of
warfare; it is by his work that men live or die.
Benefit: When creating armor or a shield the artisan can increase the DR for
either energy or physical by +1 for no additional cost.
Master Benefit (rank 5): When creating armor or a shield the artisan can
increase the DR for energy, physical, or spirit by +1 at no additional cost.
B LACKSMITHING
The arts of blacksmithing and enchantment are very closely related. Blacksmiths
take raw earth, subject it to fire and force, and create something entirely new
from it.
Benefit: Enchantments the artisan places on metal objects during their creation
cost 10 fewer silver per degree of success.
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Master Benefit (rank 5): The artisan gains +1 degree of success on enchantment
challenges undertaken while creating an object of metal.
C RYSTALSHAPING
A crystalshaper understands how his medium works both in terms of light and
structure. This understanding brings with it the ability to trap light, a gift to those
who know how to use it.
Benefit: Any item of glass, gem, or crystal crafted by the artisan gains a +1 bonus
per dice when blazed.
Master Benefit (rank 5): An item of glass, gem, or crystal crafted by the artisan
can store up to the artisan’s Will in Light.
E NGINEERING
The discipline of applied imagination and mathematics which forms the basis of
engineering has existed since the dwarves first drew breath. However it only
became a mastercraft when the genius Rikinta codified its methods and
embedded it in the Circle of Three. Now engineers have become somewhat
common.
Master Benefit (rank 5): The engineer can create mechanical devices which are
animate without adding an additional enchantment. For each degree of success
the engineer spends past his first gives the object one additional action it can
perform.
G ARDENING
Those who tend the Green, who can call it forth, harvest its bounty, and display
it to the best effect are said to be blessed by the Lady of the Green. How much
of their gift is blessing and how much is skill will probably never be known, but
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Master Benefit (rank 5): The gardener can include enchantments into his
gardens and plant arrangements, reducing the cost of the enchantment by 10
silver per degree of success.
M ASONRY
Masons work hard to create buildings which are both beautiful and functional.
Artisans who study this craft learn how to build walls, see the shape of a space,
and call out the best from stone.
Benefit: A structure built by a mason may grant those who sleep in it restful or
restorative rest.
Master Benefit (rank 5): The mason may enchant structures that he builds as if
they were items. Enchantments placed into the structure during the building
process reduce their cost by 10 silver per degree of success.
S WORD SMITHING
An artisan who specializes in the creation of weapons learns terrible secrets in
exchange for the ability to make items of deadly beauty. Every weapon they
create will, at some point, end a life, unraveling the Pattern a little and leading
to chaos. This truth drives some artisan’s mad – others eventually put down
their hammers and refuse to forge again.
Master Benefit (rank 5): Weapons made by the artisan can be enchanted for a
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W EAVING
The art of weaving cloth then transforming it into wearable garments was one
of the first Rancor taught the Folk. It is in some ways very similar to the act of
creation itself – bringing many elements together into a whole greater than the
sum of its parts.
Benefit: The weaver can create cloth items at half normal cost and enchant them
for 10 less sliver.
Master Benefit (rank 5): The weaver gains +1 degree of success and can add his
weaver trade bonus to challenges to enchant cloth items as he makes them.
W OODWORK
A woodworking artisan takes the bounty of the Goddess of the Green and
transforms into useful items and weapons. At the height of his art, the items he
creates are even more durable and effective than those made of metal or stone.
Benefit: Bows, crossbows, and arrows made by the woodworker may gain +1 to
strike or +1 damage per dice.
Master Benefit (rank 5): Wooden items crafted by the artisan gain +DR physical
and energy equal to the artisan’s highest degrees of success on the trade
challenge to build the item.
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ATHLETE
Athletics contests and games can be found throughout Sedena. Footraces,
climbing, lifting heavy objects and hurling them; all are staples of everyday life.
Athletes are paragons who choose to focus their efforts on developing the
physical skills needed to excel at such things.
These skills are not just useful for sport. Many warriors are also athletes,
conditioning their bodies to strengthen their combat arts. Being strong, fit, and
able to perform an honest day’s work without falter is also about as good a way
to make a living as any other. True athletes often find their skills help them in
other ways as well, including making it easier to impress the Elder Races.
3 +4 (+6)
3 +4 (+6)
3 +4 (+6)
3 +4 (+6)
A hero with the Shadowdancer vocation and 3 levels in both Athlete and
Enchanter can advance in this ability.
BATTLEMASTER TRADITIONS
Battlemasters are not, in truth, well regarded in Sedena. War is a terrible waste,
a failure to defend the Pattern from the plans of the Elder Gods or the avarice of
those who cannot see past their own desires. However a handful of battlemaster
traditions have emerged. The sad truth is that, sometimes, war is necessary.
Dwarven Worker of Blades are not just stout warriors – they are the heirs to a
formal tradition of warfare stretching unbroken back to the Great War. The
masters of the Guild of Blades have studied ten thousand battles, engaged in
countless wars on the elaborate boards in Kragdrra, and mastered the arts of
command. It may have been three thousand years since a dwarven host has
walked the field but when the day comes the Children of Stone will be ready.
Ogre Battlemasters meditate upon the ebb and flow of war as a way to calm their
fury. In the measured calculus of choice and gambit, position and terrain they
find peace, or at least an outlet for their baser instincts. It is said that an army
lead by an Ogre has never lost a war. Whether that is true or not, their mastery
of both spirits and strategy makes them formidable opponents from whom no
secret can be hidden.
Wolven Stratagos lead the Empire’s legions in the hopeless war in the North.
They have mastered a thousand strategies of necessity, each tested in recent
battle against undying foes. The greatest stratagos work tirelessly to replace
themselves, teaching “packs” of soldiers in the hope that their secrets will not
die with them.
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BATTLEMASTER CLASS ABILITIES (STRATEGIES)
A trained battlemaster has access to a wide range of strategies – plans and
adaptations which allow him to both see the field of conflict and shape it to his
needs.
Each area of strategy grants bonuses the battlemaster can allocate at the
beginning of a conflict representing his ability to select the right time and place
for a conflict. They also grant a bonus to the strategic stance, improve strategic
actions, and sometimes provide additional opportunities for success.
2 +2
4 +4
M ANEUVER S TRATEGIES
Maneuver strategies focus on gaining tactical advantage through positioning and
timing. Battlemasters specializing in these tactics learn how to create
momentary weaknesses by avoiding where the enemy is strong and striking
where he is weak.
The battlemaster may use any of these tactics as an action while in the strategic
stance. He may add his total strategy bonus as a boon to any required
challenges.
2 +2
4 +4
The battlemaster may use any of these tactics as actions while in the strategic
stance. He may add his total strategy bonus as a boon to any required
challenges.
2 +2
4 +4
Masters of grand strategy always spend some time studying with the Ogres.
They do not, however, actually have to be ogres themselves. A battlemaster may
use any of these strategies as actions from the strategic stance. He may add his
strategy bonus as a boon to any required challenges
2 +3
4 +5
A battlemaster may use any of these strategies as actions from the strategic
stance. He may add his strategy bonus as a boon to any required challenges.
4 +2
2 +3
4 +5
Many leaders actually come from long, honored traditions where they learn
wisdom handed down from father to son. Others, though, find the Pattern
thrusts them into leadership with only the faintest inkling of what to do.
Regardless of how they get there, leaders must quickly learn that their every
word has weight or their followers will be the ones to reap the consequences.
LEADER TRADITIONS
Leaders are the cornerstones of their cultures, the people who maintain
traditions and culture even when things look their worst. They also provide
others with a rallying point, a calm voice in the storm, and a way to make sense
of even the most insane things. Although all leaders are important, the traditions
described below have the greatest weight in the world.
Elven Highborn stand at the pinnacle of civilization. Just ask them. They master
the Six Endeavors of Elfin culture, a feat which clearly sets them apart from
others. Their mesmerizing beauty, refined grace, and cutting wit mask nothing
– they are the essence of what it means to be an elf. Others follow the highborn
because they cannot resist them. Fortunately, mastery of the Six Endeavors
almost assures the elves that their leaders are, in fact, able to lead in both war
and peace.
Hannish Nobles lead by right of birth and confirmation. Nobles are born from
the families who swore to uphold the compact which bound mortal and fae
together at Han’s founding. They are then confirmed by both the mortal and fae
courts. Neither assures that the noble is actually able to lead only that he holds
a position of responsibility in the ancient land. Most nobles eventually grow into
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3 +4 (+6)
3 +4 (+6)
3 +4 (+6)
Rank Ability
1 Determination – so long as the leader has 10 or more Inner Strength
all approaches involving Beauty, Charm, or Will gain +1 degree of
success
Rank Effect
1 Planning - If the leader is one of the elders of a community, he
increases the likelihood of a positive feature emerging during
the year by +1.
SAGE TRADITIONS
Sages appear in nearly every culture. The most famous are the Ogre
Loremasters, whose trained ability to interact with spirits combine with keen
intuition in such a way as to make them seem to know everything that happens
anywhere in the world. Other traditions also exist, however, some of which
might even rival the Elder’s knowledge.
Ogre Loremasters are known for their ability to know anything, regardless of
where it happened or when. Their knowledge covers everything from growing
crops to the intricate details of deals forged and lost in an alley so far from
daylight it will never be seen again. They study history, philosophy, and natural
philosophy with a focus on the interactions between mortals and spirits. This
study allows them to correctly interpret what spirits convey, opening up a world
of information unavailable to others.
Dwarven Wisdoms act as the living history and conscience of the dwarven
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people. Their knowledge of dwarven culture, law, and history gives them
authority over others of their kind. When a wisdom speaks, other dwarves listen.
When a wisdom declares, other dwarves obey.
SAGE CLASS ABILITIES
A sage’s studies improve his Craft, Memory, and Perception. Some skilled sages
also develop skills as a Loremaster, sages who can use their knowledge of the
Pattern to practical effect.
S TUDIED C RAFT
Sage’s studies rarely lead them to clear answers. Instead, they must tease out
every nuance of a solution from a tangled knot of truth, legend, and outright lies.
This study improves their Craft, giving them an advantage in any situation
requiring puzzling out a solution.
3 +4 (+6)
3 +4 (+6)
3 +4 (+6)
Rank Ability
1 Researcher – so long as the scholar has 10 or more Inner Strength,
a research source can give him +1 degree of success due to his ability
to find hidden connections and forgotten meanings. Using this
ability causes the sage to lose 5 Inner Strength until the research
source is tapped.
Yet, for all of the potential for disorder and chaos, things still hold together.
The worlds weave out life every day. The sun stays its course. The moons
and stars stay in place, anchoring existence around them. What causes all of
this? How does the world constantly renew itself? What guiding force keeps
things from falling apart?
Beings formed within the Chaos. At first they had no names, no purpose.
They simply were. Over time this changed. First one, then another, then
another developed awareness. They began to shape the Chaos as they
imagined it should be. The worlds they created lasted only as long as their
focus.
When these beings met, their worlds literally collided. The resulting
devastation sometimes resulted in the death of one or both. More often, the
beings would retreat with their worlds in tatters. A few moments of thought
would restore the phantasmagorical landscapes, or dissolve it into something
totally new.
No one knows why but one of these beings set out to create something more
permanent. Perhaps it wished to make something which existed beyond
itself. Perhaps it simply grew bored with infinite change and sought
something novel – stability. The plan it set in motion would, in time, grow
into the Great Pattern of Sedena.
These stars still shine, defining the limits of the Sedenan night sky. Some
magicians, known as magi, can call down the stars’ light to illuminate the
Pattern around them.
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T HE E IGHT E LEMENTS
The Weaver also perceived that a stable Pattern could not be formed from
threads of pure will. Intent and intensity, even those of beings such as
himself, were simply too mutable. Instead, he needed substances which
would always be themselves, regardless of whatever happened around them.
Taking the foundational power of the stars, the Weaver created four primary
elements: earth, fire, water, and wind. These primary elements he braided
into four secondary elements: light, metal, plant, and storm. From these
eight elements came the myriad of things.
Water is always in motion but nurtures and sustains. Its movements are
flexible without end but it always reaches its goal. This flexibility means that,
in and of itself, water has no form. It is only shaped by connection to and
contention with the other elements.
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Light, also called Radiant, is the braid of fire and wind. It is an ephemeral
thing, untouchable but at the same time unstoppable. Light reveals things as
they are, plays tricks, and allows beings to perceive one another. When
woven into a Pattern, it brings about awareness.
Metal, also called Adamant, is the braid of earth and fire. It contains the
solidity of earth and the brilliance of flame. Metal forms the structure of all
things, the final pattern towards which they evolve. When woven into the
Pattern, it brings about structure.
Plant, also called Verdant, is the braid of earth and water. It is motion backed
by strength which leaves behind it something more than what once was.
Plant instills the change which builds to all things. When woven into the
pattern, it brings about growth.
Storm, also called Turbulent, is the braid of water and wind. It drives forward
without ceasing, breaking free from all barriers and constraints. Storm clears
away the old so that new growth can blossom. When woven into the Pattern,
it brings about transformation.
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T HE P RIMAL S PIRITS : A NGELS , D RAGONS , E LEMENTALS ,
AND F AERY
The sixteen stars and eight elements, interlaced together, became the
Pattern. However in order for the Pattern to grow, change, and heal itself
something else was needed. One last time the Weaver stretched forth his
will, plucking from the Chaos quintessence – the breath of life. He wove that
life into four kinds of spirits, each aligned with a fundamental facet of the
Pattern: angels, dragons, elementals, and faery.
Angels are the spirits of the moons. Shaped of light and shadow, oaths and
power, they stand guard over the Pattern. Their purpose is to protect that
which already exists and nurture that which may be. During the times before
the Great War and the Rune War they could ac t independently. Now, badly
injured and heart-sour from their failures, they can only act when bound to
another’s life.
Dragons are the spirits of the stars. Each draws his strength and power from
one of the anchor points of creation. Over the centuries some have become
evil or gone insane, their wills bent by the power of the Elder Gods. Those
who remained intact after the Rune War withdrew, vowing never again to
return to the mortal fields. However, when their old allies the Gnomes called
out in the hour of their destruction, the dragons forsook that vow to fight at
the Battle of Gnomehaven. A handful have appeared since though none
know their exact purpose.
Elementals are the spirits who arise from the eight elements. They are
focused beings of pure intention and purpose. They are formed from and
dedicated to weaving with an element. Once set in motion, nothing can turn
them aside save for destruction. Elementals sometimes fall to corruption,
their single-minded pursuits twisted to another’s goals.
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The Faery, or Fae or Fey, are spirits who tend to the mortal fields. They arise
from the land, the sea, and the sky. Although they seem chaotic to those who
do not understand them, the faery live by an intricate set of rules which
preserve and grow the Pattern. In some respects they are the ultimate
expression of the Weaver’s intent: infinite complexity growing from a few
simple rules.
Demons are the servants of the Elder Gods, created in the days just before
the Great War. They exist to destroy the threads which make up the Pattern,
marring and corrupting what they cannot destroy. Four species are known:
ant (soldier demons), locust (devouring demons), spider (hunter demons),
and worm (corrupting demons).
Goblins and other murderous faery were born during the Great War and
expanded their number during the Rune War. Warped and cut away from the
land, they still strive to hold to order. Unfortunately, without an anchor most
have spiraled into madness. Most now serve the Elder Gods or seek to
quench their endless pain in blood.
Devils were once angels. However, they blamed the folk for the terrible
wounds they suffered during the Great War. Like their kindred, devils must
bond with mortals in order to fully manifest. While angels wait for and bond
with willing allies, devils take a simpler approach. They invade the dreams of
the lonely and afraid. They offer wealth, magic, and lore in return for the
right to possess their “friend” at any time. In short order the devil takes
permanent possession of his host, restored for a time to his “rightful glory”.
Mortal lives are fleeting, though, and a new host must be sought on a regular
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basis.
PERCEIVING THE PATTERN: AURAS, NODES, AND
SKEINS
Mortal minds cannot comprehend the Pattern’s essence. Its complexity and
size are simply too much for anyone to take in. Instead, mortals blessed with
the vision to glimpse it perceive an elaborate pattern of auras, nodes, and
skeins. Auras represent the pattern of a person, place, or thing. Nodes are
conjunctions, moments when the Pattern comes together and can be
changed. Skeins are the coils of connections which form around people,
places, and things as events draw them closer and closer together.
Each aura has three parts: the core, the mantle, and the edge. The core is
where aspects of the aura central to the pattern manifest. The mantle
surrounds the core and represents persistent influences. It is often said to
overlay or obscure the core. The edge shows how the aura interfaces with
other auras and the greater Pattern as a whole.
Each section contains one or more colors, each with both hue and texture.
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The hue shows the role the color plays in the things underlying Pattern. The
texture reveals what element (either literally or in its metaphorical aspect)
composes the majority component. Additionally some effects may leave
actual symbols in the aura, like being touched by a god or aligned with one of
the primal powers.
The following tables outline the common colors, hues, textures, and edges.
Color Meaning
White Love, integrity, devotion
Black Self-willed, lack of stability
Grey Repression, inward focused, denial
Red Wrath, Lust, Hate
Orange Hope, forward thinking, expectations
Yellow Horror, fear, close to death
Green Selflessness, altruism, humility
Blue In accordance with the Pattern and fate, harmony
Indigo Backward looking, retrospective
Violet Endurance, fortitude
Gold Powerful forward motion
Silver Depression, despair, anxiety
Brown Self centered, motivated by personal gain, greed
An aura’s colors indicate virtues or vices which make up the core, mantle, or
edge of the thing’s pattern.
Hue Meaning
Faint Minor influences, either growing or fading away
Weak Minor influence but stable
-- Balanced – in harmony with other aspects
Strong Powerful influence, either growing or fading away
Vivid Powerful stable influence
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A color’s hue describes its position and influence within the thing’s pattern.
Textures Element and Meaning
Crystalline Earth: Earth marked being or solidified aspect
Flames Fire: Fire marked or animated, driven, alight with potential
Deep Water: Water marked or possessing deep capacity perhaps
untapped
Translucent Wind: Wind marked or moving, changing, reaching
outward
Radiant Light: Light marked or illuminating all other aspects of the
aura (and its surroundings)
Adamant Metal: Metal marked or stable, unyielding aspect
Verdant Plant: Plant marked or rapidly expanding/growing
Turbulent Storm: Storm marked or prone to sudden changes in
nature and state
Prismatic Chaos: Wizard, touched by wizardry, or purely creative
Pinpoints Star: Magus or touched by the light of a star
Edges Meaning
Blended/faded Object touched by or possessing druidic magic
Threads reaching Sorcery or possession
outward
Sharp Cut off from the Pattern as a whole
An aura’s edge describes how it interfaces with the world. Most auras have
distinct but not terribly well defined edges.
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F ATE U NFOLDING : M OVING TO AND THROUGH N ODES
Just as mortals cannot truly perceive the Pattern, most cannot understand
how it weaves itself or how it unfolds into reality. Some mystics, through
deep meditation or random chance, can develop a sense for confluxes of
people, place, and events where the Pattern of things might change. This is
sometimes called prophesy and is a very inexact art.
These confluxes are called nodes. A skilled mystic can perceive them in
chains, sometimes described as a “net of pearls.” When taken together and
written down, this imagery becomes prophesy. The further out in time the
prophesy extends, the wider the net and the greater the chance that any one
detail will become inaccurate.
The nature of prophesy, nodes, and even fate can be extremely confusing in
the Pattern. In order for nodes to occur, for change to happen, certain kinds
of people with particular personality traits and abilities need to be together
at the right place, at the right time. This combination of traits is what is
commonly referred to as a calling or vocation. However, anyone within the
vocation who has passed through the same kinds of experiences suits the
need. So, although the Pattern may need a cloud knight to accomplish a
certain task there is no requirement for any specific cloud knight to do it.
This fundamental truth of the Pattern took the Old Ones thousands of years
to understand. Once they grasped it, their minions began to gather books of
prophesy and prophets. The understanding they gained guided their efforts
to corrupt the Elder and Younger races. They focused on bending the cultures
rather than breaking them, causing vocations to go unfilled or for those who
could fill them to become unqualified in a variety of ways.
In time the Old One Anzoth composed “The Chronicles”, a set of seven books
which his minions could use to predict and thwart the Pattern’s growth.
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Reading these books is said to give one insight into the mind of the Old One
himself. Whether that insight is wise is a matter of some debate. Some say
that, in seeing the Old One’s mind, he can see into yours as well.
D ENSE C OILS : T HE W EIGHT AND D EPTH OF S KEINS
As people and places interact over time, they develop a connection. A person
who visits a place changes it just as it changes him. When two people interact
they connect with and change one another. Over time these connections
strengthen until they become visible to those with the power to see.
The dense networks connecting things is called a skein. Some mystics and
wizards can perceive skeins and use the connections for divination or
manipulation. The information contained in skeins is also used by many
mystics and adepts to understand what happened in the past.
Each individual person or place can be thought of as having its own skein.
However, in reality all of the skeins are composed of threads which connect
to each other, creating the Pattern. Mortal limitation leads to the image of a
single skein, not the world.
There are nine known styles of magic. Eight are still practiced. One, Rune
Magic, is forbidden by all of the Elder Races and the Gods. The eight practiced
styles are: Druidic, Enchantment, Mysticism, Shadow Magic, Sorcery, Star
Magic, Warlockery, Wizardry,
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E NFORCING THE O LD W AY : F ORGING C HAOS WITH
W IZARDRY
The Weaver did not create the Pattern from pure Chaos. He could not exclude
Chaos from it either. Bits of primal creation slowly leak in through the weave.
It still responds to a sufficiently focused will.
Some mortals and spirits, notably demons, have sufficient sensitivity to this
ambient power and intense enough focus to indulge themselves as once the
Old One’s did. Whatever they imagine becomes reality. For a time. The
creations of Chaos are still only as stable as the mind which made them. This
magic is called wizardry. It can quickly spin out of control leading to
spectacular explosions and horrible changes.
Wizards learn spells in order to focus their minds. Over time, they also master
focusing Words which give them the power to create what they will. Each bit
of magic they perform consumes a bit of their inner strength, leaving them
more open to spiritual possession.
Wizards have appeared in all cultures. They generally learn a few tricks then
destroy themselves in a magical backlash. A lucky few learn true spells from
hedge wizards or reclusive scholars. Easterners with sufficient gift may also
find training in the Circle of Three, where all styles save Rune Magic and
Sorcery are welcome.
Those who start upon the path of wizardry rarely wander far from it. The
focus required to forge the primal stuff of creation into something useful
precludes most other pursuits.
themselves into touch with the primary and secondary elements. In so doing,
both participate directly in the weaving of the Pattern.
Magi channel the light of the first stars, illuminating the world around them.
This illumination causes minor effects which enchant objects or places. By
opening themselves up through an effort of will, the magi can brighten this
illumination on a temporary basis. This causes the effect of the star’s
illumination to increase with corresponding strength. Magi and star magic
are relatively rare in this later age. Only the Elves and the Circle of Three in
the East still remember the ancient secrets.
Warlocks are marked by one or more of the elements. They have an affinity
and alignment with that element so strong that, with effort, they can weave
threads of it as if they were elemental spirits. These weavings, called
manifestations, are sourced in the warlock’s own will. Warlockery is common
in all cultures and, for the most part, harmless. An untrained warlock can do
minor damage and is easily controlled. A trained warlock is an asset in most
situations, able to help weave the world into an easier shape for mortals.
Enchanters learn the eight wards, sixty-four tokens, and one hundred twenty
eight enchantments. Wards are simple, primal patterns which can be scribed
on any object to cause an effect. Tokens are pairs of wards formed from
materials which create a temporary balance of power causing a magical
effect. Enchantments do the same thing but are both more stable and more
difficult to create. Enchantment is a common style of magic in both the East
and the West as well as in the lost realm of Phi. It is also common among the
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Mystics learn disciplines which enhance the talents inborn to all creatures.
These talents include dreaming, intuition, and the ability to step outside one’s
limitations. Although mystics often trade secrets and train with one another,
each walks a unique path towards becoming the purest expression of their
own Pattern. Mystics appear in every culture but the People of the South
Wind and of Han have the best developed mystical traditions.
Druids are part of a tradition dating back to the beginning of the Great War.
Many of the Folk learned from and allied with the faery, driving the Old Ones
back into the Chaos. Over time this alliance became a formalized affair with
rules, rites, and ranks. After the Rune War the cult vanished but echoes of
past honors remained. In the modern world druids form alliances with
angelic, devilish, or faery spirits. These alliances grant the druid a “totem”
that helps the spirit as well as access to that spirit’s powers. Notable druid
traditions in this later age include the nobles of Han, the Eastern Woodsmen,
and the Timrovian Spiritbound.
Sorcerers combine a wizard’s focused will with the senses of a druid. He pulls
on the threads, dragging beings from their homes to do his bidding. Each
summoning changes the sorcerer slightly, causing circular marks to form on
his palms and back. These “seals” are sometimes mistaken for warlock’s
marks, an error compounded by many sorcerers’ tendency to summon
elemental spirits rather than demons or dragons to do their bidding. Sorcery
is considered a black art everywhere but Timro, in part because a single
mistake by an inexperienced sorcerer leads to death and destruction.
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Rune Magic emerged just before the Rune War. At first the Dwarves
considered it a curiosity. They quickly discovered that using it, they could
create items of unprecedented power. These items became the Rune
Weapons, tools which induced slaughter and destruction. The Elven and
Dwarven Empires collapsed in flame. Only the intervention of the Ogre and
Gnomes preserved the Pattern from destruction. Rune Magic is a lost art, a
state the Dwarven Guild of Scribes preserves at all costs.
Shadow Magic draws its power from the Rune Weapon Shadow’s Fire. This
substance is an intelligent flame fueled by consuming the Eight Elements.
Wielding it grants the magician tremendous destructive power but also harms
his own Pattern. In time all but the most careful wielders of this power go
insane.
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THE CONTEST OF WILLS – PYSCHIC COMBAT IN
SEDENA
Two wizards lock their powers together, trying to will one another out of
existence. A mystic slips into the dreams of a man and tries to drive him mad.
A warlock struggles to bind an out-of-control elemental before it burns down
a village. Each of these is an example of a contest of wills, a battle of psychic
strength against strength which ends when one or both sides can no longer
continue.
In these battles, two or more contestants put forth their power. They then
try to protect themselves from the results. Each sequence the contest drains
inner strength from the contestants. When one reaches 0 IS his spirit
becomes open to manipulation by the other.
1. A sorcerer may initiate a contest of wills with any being for which
he has unlocked a seal
2. A warlock may initiate with an elemental if he knows the Elemental
Command master spell
3. Wizards may initiate with other wizards
4. Mystics with the Dreaming Talent can initiate with any target which
can dream
5. Druids may initiate if they have an aspect power which allows them
to do so (Dream) or the Challenge class ability targeting spirits
6. A priest may initiate a contest of wills with a servant of the Old
Ones
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Others may join into an ongoing contest of wills in which they have at least
one valid target at the beginning of the sequence.
SETTING THE STAGE FOR A CONTEST OF WILLS
The “stage” in which a contest of wills takes place depends upon the
individuals involved. A mystic with the Dreaming Talent initiates contests
which take on the form of dreams. Wizard duels invoke the raw powers of
chaos, leading to scintillations of rainbow light. Warlocks struggle for control
of elemental forces, causing random displays of elemental might. Sorcerers
bind their targets in ringing chants and intricate symbols drawn from the
pattern of all participants. In the case of a mixed contest, the participant with
the strongest modified will determines what effects occur.
Regardless of what it looks like, the stage is a battlefield upon which all
participants can live or die. As with battles, damage dice are accumulated
during the sequence by threats in the environment, actions taken, and
opportunities lost. The damage is then resolved at the end of the sequence
and applied before the next sequence begins. Contestants compare their
Will, modified by any abilities they may possess to determine their relative
level of advantage in the conflict. Their level of advantage determines how
many dice of damage they will suffer at the end of the sequence, barring
additional actions on their part.
Eric of House Melrodyn and the Devil of the Blue Sea are engaged in a contest
of wills. Eric’s total Will is 23 (14 base, +3 from Wizard Duelist, +3 from
Melrodyn’s Might, +3 from Catsclaw). The Devil of the Blue Sea’s Will is 12.
Eric is in a superior position (+11) and may suffer 1d8 damage each sequence.
The Devil is in an overwhelmed position (-11), and stands to suffer 5d8
damage each sequence. This should be a short contest.
In cases where there are more than two sides to a battle (e.g. an observer in
a battle) the third party takes damage when he is targeted by actions or when
he joins one of the two sides. Upon joining, the interloper adds his Will and
modifiers to the appropriate side.
A greater locust demon is watching the battle between Eric and the Devil. It is
not involved as of yet, so it will take no damage unless Eric or the Devil acts
upon it. If the Demon joins his power (Will 12) to the Devil’s, they will match
the Melrodyn’s strength (24 to 23). Both sides would then take 3d8 damage
each sequence until the conflict resolved. Each participant may choose to take
damage to either Health or Inner Strength each sequence.
Contestants act in initiative order. The sequence ends when all contestants
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have acted.
CONTESTS OF WILL IN NORMAL SEQUENCES
Heroes engaged in a contest of wills are still part of the regular
sequence. They are considered to act on their initiative point, can be affected
by actions outside the contest (like attacks), and may have to break out of the
contest if they can to deal with other issues.
The following table outlines this progression from level 1 to level 10. Adept
classes are not limited to 10 levels of advancement.
19 +2 +1 +3
20 +2 +1 +3 10th + 4th Mastery
DRUIDS: SPIRITUAL GUIDES
There is power in knowledge and power in patterns. Both are aspects of the
same thing, the great Pattern which the Weaver wove to make the world.
Power and knowledge combine in the Folk, the rebellious servants of the
Elder Gods. They also combine in the spirits whose existence was not
intended by the Weaver but was anticipated and much hoped for.
The spirits come in many forms. Some are simple animal or location spirits
which exist in their time and place. Others are great spirits who arise from
the oceans and moons. Still others take on the form of the folk and mimic
their customs as well. It is these later spirits that the Elder and Younger races
generally refer to as Fey, though more technical definitions differ from this
common usage.
A druid is one of the folk who interacts with and aligns himself to these
ancient spirits. One in particular, his totem, walks his path with him. His is
the magic of the Pattern itself, and his allies can be found wherever the
Pattern remains intact.
DRUID TRADITIONS
Everywhere mortals exist there are those who, by inclination or by necessity,
commune with spirits. Sometimes this communion takes the form of spiritual
enlightenment, with a gradually awakening awareness of the world bringing
the druid into the greater world. Other times it evolves out of actual bargains,
alliances forged between two beings to meet some unknown need.
There are a handful of traditional paths towards this knowledge. Most, but
not all, of them evolved among the Hannish and the Ogre.
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Hannish nobles and spellbinders take two very different approaches to their
interactions with the fey who share the Compact land. Nobles have the right
of command over the fey who live as part of their courts. They can ask for,
and expect to receive, assistance. Spellbinders must carefully bargain their
way into possessing the powers nobles take for granted. They work with all
spirits, extending a network of alliances deep into the Compact. Hannish
nobles generally have a spirit guide assigned to them when they are born, a
fey knight who shares their power and fate. Spellbinders generally ally
themselves with a potent spirits of the land or sky.
In the cold forests bordering the Wolven Empire, a small tribe of men called
woodsmen by their fellows tend to their fields and speak to the spirits. Every
child born among the woodsmen must find a totem spirit and a name before
he can become an adult in the community. Many go on long “name quests”
out in the world, seeking their totem in far-away lands. Most select or are
selected by animal totems, though a few bind themselves to other spirits.
DRUIDIC ADVANCEMENT
Druidic heroes take levels in the druid adept class. Advancement in the Druid
class is discussed below.
B EGINNING D RUIDS
At first level, a druid selects his totem, a spirit ally who guides him along the
path. His totem has three “aspects” which define what abilities are available.
The druid may also allocate two ranks into his totem’s abilities, representing
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When a druid attains an even numbered level (2nd, 4th, 6th, etc.) he gains one
druidic ability. These abilities allow him to interact directly with spirits in a
variety of ways.
When a druid attains 5th and 10th level he gains access to the druidic
masteries, abilities which greatly expand his druidic powers.
C ALL
When the druid first gains this class ability, he gains the ability to ask a spirit
one question as part of an assess action. For each additional rank in this ability
the druid may ask an additional question. Additionally the druid may, as his
action, attempt a Charm\Perception challenge to call a spirit to him. He must
generate a number of degrees of success equal to his target’s Potency in order
to draw an unwilling spirit to him, though a willing spirit may come of its own
accord.
C HALLENGE
The druid gains the ability to engage spirits in a contest of wills. He may target
spirit which he can detect and issue his challenge. If the spirit declines the
challenge or loses the contest of wills, the druid may then issue one command
per rank in this ability which the spirit must obey. This command cannot take
longer than a day to complete. If the druid fails in this contest of wills the
spirit may issue a similar command to the druid, which he must do his best to
complete. In neither case can the winner order the suicide or suicidal action
of the other.
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I NFUSION
The druid gains the ability to infuse a material object with spiritual power.
This ability allows him to cause an object to contain a controlled
manifestation of any power within his totems aspects at rank 1. The holder
of the object gains the effect of the manifested ability. The item continues to
grant its effect until the druid revokes the invested Inner Strength. Each time
this ability is selected, the druid increases the maximum rank he can infuse
into an object in one of his totem’s aspects by 1.
S IGHT
A druid with this ability can see and weight the powers of a spirit. For each
rank in Sight the druid possesses, he may ask one free question about a spirit’s
presence, potency, aspects, or powers as part of an assess action.
V OICE
When the druid first gains this class ability, he gains the option to attempt a
Craft\Will challenge. For each degree of success the druid achieves, he may
communicate one piece of information to a target in sight. This ability is
generally used by druids to communicate with fey spirits, but can also target
members of the Elder and Younger races. Each rank the druid gains in this
ability allows him to add an additional effect (e.g. delayed sending, place the
voice in an area, send to anyone the druid knows, etc). Each additional effect
requires +1 degree of success.
DRUIDIC MASTERIES
As a druid gains in power he develops exceptional mastery over his
connection to the spirit world. To represent this, druids gain unique
masteries at their 5th and 10th druid class levels.
2nd Mastery – Complete Totem – The druid’s totem gains an additional aspect,
raising his totem’s total number of aspects to five. This aspect is selected by
the druid. Additionally the druid may add +2 to all challenges required by his
totem or class abilities.
TOTEMIC ASPECTS
Each totem has three aspects which determine the abilities it grants to the
druid who calls upon it. These aspects are:
Angelic – the totem is one of the angels, spirits who guard the folk and serve
the god Simel. These spirits grant the power to protect from spiritual or
magical harm.
Animal – the totem is a manifestation of the creatures that live within the
land. These spirits grant superior senses and the ability to transform in part
or in full into their forms.
Ariel – the totem is a manifestation of the living creatures allied with wind
and storm. These spirits grant superior senses, the ability to fly, and
eventually transform into a bird.
Battle – the totem’s involvement with the Great War taught it things about
battle which cannot be forgotten. These spirits grant superior battlefield
presence and capability but also force their druids to stand in war’s fiery
heart.
Celestial – the totem is the spirit of a celestial force (usually a moon). These
spirits watch over many things and can grant abilities related to divination,
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Dream – the totem can both dream and interact with dreams as if they were
real. These spirits grant their druids the power to send, settle, and walk
through other’s dreams.
Hidden – the totem’s nature is hidden from the sight of those who seek it.
These spirits grant the druid similar abilities, preventing him from being found
unless he wills it.
Light – the totem is a manifestation of the will to create placed in the Pattern
by the Weaver. These spirits grant powers of healing and minor creation to
druids they choose to defend.
Natural – the totem is a manifestation of the land. These spirits grant the
druid abilities which allow him to sustain, and be sustained by, the land itself.
Order – the totem is a spirit bound to protect the pattern of things. These
spirits grant the power to bind others and control their actions.
An angel of the lamp is a powerful angelic spirit who guides his charge through
life’s challenges with wisdom but little hope. It manifests in the form of a
cloaked, hooded figure carrying a lantern which shines with blue light.
A NGEL OF S HADOWS
Aspects: Angelic, Crafty, Hidden
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An angel of shadows is a sly angelic spirit who protects its charge as much by
avoiding trouble as countering it. These spirits prefer to act from the
shadows, rarely revealing their presence even to the person they have bound
themselves too. Angels of shadows manifest as small, robed and hooded
figures who never reveal their faces.
G ARAMOND
Aspects: Guardian, Enduring, Hidden
Garamond are minor spirits who first manifested in the West due to the
interaction between the Western enchantments and the Ogre’s druidic skills.
Each Garamond protects its household and the members in it fiercely, at least
to the extent that it can. Garamonds manifest as small, golden furred cats
who vanish if pursued.
R AVEN
Aspects: Ariel, Crafty, Powerful
Ravens are old and dangerous animal spirits with little regard for lesser
creatures. Raven spirits choose those who have similar feelings. A raven
spirit manifests as a large, black raven with fierce eyes and a voice capable of
driving through a mortals ears.
R ED B EAR
Aspects: Animal, Enduring, Powerful
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The red bear sleeps during the winters, walks the woods during the spring
and summer, and builds his den in the fall. Druids who walk with him know
the value of planning, of strength, and of the endless cycle of life. They gain
powers related to these things as well as the ability to transform into a bear.
S ILVER M OON
Aspects: Celestial, Order, Light
The light of the silver moon, one of the thirty moons of Sedena, cuts through
the shadows that lay upon the land. Those who ally themselves with this
moon find their perspective changed forever. They can see the light which is
in all things and use that light to bind dark forces.
W HITE H ART
Aspects: Animal, Natural, Enduring,
The white hart is a rare and beautiful animal, a broad-shouldered deer with
white hide and antlers as wide as the sky. It lives in harmony with the land
and those who walk with it can do the same. Druids who call upon the white
hart tend towards a mystical bent, though some have a martial inclination as
well.
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TOTEMIC ASPECT MANIFESTATION
As described above, druids rank up the powers available to them through
their totem’s aspects. For example, a druid hero with the Angel of the Lamp
totem might have Major Spirit Ward (4) and Minor Create Light (3).
Possessing the power does not, however, mean that the druid has active use
of it.
C ONTROLLED M ANIFESTATION
Controlled manifestation occurs when the druid has time to align his Pattern
with that of his totem. He slowly invests a portion of his Inner Strength to
manifest one of the powers of his totem’s aspects, becoming in part a spirit
himself.
Each sequence, the druid may attempt a Craft\Will challenge. He may invest
an amount of Inner Strength equal to the challenge’s degree of success into
or out of a controlled manifestation.
Inner Strength is also reduced, making him more vulnerable to possession and
corruption.
S PONTANEOUS M ANIFESTATION
Spontaneous manifestation occurs when the druid shapes a portion of
himself to resemble his totem’s pattern. This effort of will grants the hero
momentary access to the totem’s aspect powers at the cost of temporary
exhaustion.
The boon or challenge opened up by the aspect power is available to the druid
for a number of sequences equal to the hero’s unmodified Will.
A NGELIC A SPECT
The totem is one of the angels, spirits who guard the folk and serve the god
Simel. These spirits grant the power to protect from spiritual or magical
harm.
Shield of Silver – the angel protects the target the druid indicates. The druid
can block the attacks of spirits (as a Block action), with spiritual DR equal to
the rank of this ability. The druid makes this challenge using Perception\Will
and may block a number of attacks equal to his Charm.
Ward of Sapphire Flame – the druid and angel weave the angel’s spirit into
the pattern of the world around them. The weave makes it more difficult to
shape chaos, blunting the powers of wizardry. So long as the druid maintains
this ability, increase the Inner Strength cost to cast or maintain a wizardry
spell or spontaneous effect manifested within close range of the druid by this
ability’s rank.
spirit in melee range and automatically hits but can be blocked or defended
against. The blade acts as a Celestial Blade for the purpose of angelic fire
mystical talents which lasts until the druid take a non “draw forth” action.
Spread Silver Wings – the druid joins his strength with his angelic ally’s.
Together they unfurl and heal the angel’s shattered wings, allowing it to rise
up as it did at the beginning of the world. Baleful beings within close range
suffer 1d8 spirit damage per rank of this ability.
A NIMAL A SPECT
The totem is a manifestation of the creatures that live within the land. These
spirits grant superior senses and the ability to transform in part or in full into
their forms.
Touched by the Wild – the druid’s totem touches him with the spirit of the
wild. His senses get sharper, his reaction times faster, and his ability to
endure privation increases. For each rank of this ability the druid gains a +1
boon to Perception. For every two ranks of this ability he also gains a +1 boon
to Speed. For example, a druid who manifests this ability at rank 6 would
have a +6 boon to Perception and a +3 boon to Speed.
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Voice of the Land – the druid can call upon and speak to small animals. Calling
up these creatures requires the druid to attempt a Charm\Craft challenge
with a maximum possible degrees of success equal to this ability’s rank. Each
degree of success represents one question the druid may ask of the creatures
he calls. The questions the druid asks must pertain to the immediate
surroundings and are answered from the animal’s point of view.
Wild’s Call – the druid can call out and a number of animals equal to this
ability’s rank will respond. These animals will act in the druid’s best interest,
can communicate with him, and share their “wisdom”.
Winter’s Sleep – the druid can, in extremes, call upon the deep sleep which
sustains animals through the long winters. Using this ability allows the druid
to enter a restful, restorative, tranquil slumber for a number of sequences
equal to the ability’s rank. The druid cannot be awakened during this slumber
and is effectively helpless.
What Water Touches – the druid can touch a body of water and gain a sense
of where a person, place, or thing is along its shore by attempting a
Charm\Memory challenge. This sense extends to telling the druid that
something is not in or around the body of water. If the druid can amass 3
degrees of success, the aquatic spirits reveal whether the thing in question
has ever been in the waters and where it might have left them.
Voice of the Waters - the druid can call upon and speak to fish and other water
dwellers. Calling up these creatures requires the druid to attempt a
Charm\Craft challenge with a maximum possible degrees of success equal to
this ability’s rank. Each degree of success represents one question the druid
may ask of the creatures he calls. The questions the druid asks must pertain
to the body of water and its shores. All questions are answered from the
animal’s point of view.
Charted Path – the druid’s totem provides him with a clear path through even
the roughest waters. The druid adds his rank in this ability to any travel
challenge undertaken on a stream, river, lake, or other body of water.
L EGENDARY A QUATIC P OWER
Shape of the Waves - the druid takes on the shape of his chosen totem. He
gains a boon to his attributes equal to his rank in this ability. The druid can
use other totem abilities but not other styles of magic.
A RIEL A SPECT
The totem is a manifestation of the living creatures allied with wind and
storm. These spirits grant superior senses, the ability to fly, and eventually
transform into a bird.
Raptor’s Cry – the druid’s voice is as piercing as a falcon’s cry. The druid may
attempt a Charm\Endurance + Rank challenge. If he succeeds, he deals 1d8
spirit damage per degree of success to opposed creatures within close range.
His cry can be heard for a number of miles equal to this ability’s rank.
Voice of the Winds - the druid can call upon and speak to birds. Calling up
these creatures requires the druid to attempt a Charm\Craft challenge with a
maximum possible degrees of success equal to this ability’s rank. Each degree
of success represents one question the druid may ask of the creatures he
calls. The questions the druid asks must pertain to the weather and things
visible from the air. All questions are answered from the birds’ point of view.
Voice of the Nightingale – the druid can channel the beauty and peace of
birds’ song into his voice. He gains a bonus to Charm equal to his rank in this
ability.
L EGENDARY A RIEL P OWER
Shape of the Wind - the druid takes on the shape of his chosen totem. He
gains a boon to his attributes equal to his rank in this ability. The druid can
use other totem abilities but not other styles of magic.
B ATTLE A SPECT
Spirits with the aspect of battle find their purpose in conflict. Most are
veterans of the Great War, when all of the powers of the Pattern rose up to
cast out the Old Ones. Even previously peaceful spirits changed in response
to the struggle, becoming the soldiers and war-leaders the world needed.
Question of Valor - the druid's totem lends the druid her knowledge of how
to break the opponent. A unit he leads deals bonus spirit damage equal to
this ability's rank. Every 4 points of bonus equals +1 tactical power on the
field.
Sound the Trumpet - the druid can inspire allied units to greater effort. He
gains a pool of bonus damage dice equal to this ability’s rank each round. He
may allocate these dice to any allied unit as a tactical or strategic action.
L EGENDARY B ATTLE P OWER
Answer Duty's Call - the druid's totem draws upon the ancient compacts and
allegiances formed in the Great War. A unit of spirits of the same sort as the
totem forms up around the druid. This is a heroic unit, with a number of
attributes equal to this ability’s rank +1. The spirits have Potency equal to ½
the druid’s level. It costs 10 Inner Strength per sequence to maintain this
effect.
C ELESTIAL A SPECT
The totem is the spirit of a celestial force (usually a moon). These spirits
watch over many things and can grant abilities related to divination, duo-
location, and teleportation.
Mirror of the Moon – The druid’s totem can reveal the location of lost or
hidden items. The druid can attempt a Perception\Craft challenge requiring
a number of degrees of success based on the difficulty of finding the object.
The druid gains a boon to this challenge equal to the ability’s rank. Simply
lost items require no more than 3 degrees of success to find. Hidden or
magically warded items require anywhere from 3 to 8 degrees of success.
Things hidden by the Lady of Secrets cannot be found until she reveals them.
Open Eye of the Moon – The druid’s totem allows him to perceive auras.
When taking an Assess action the druid can discover the one aura of a person,
place, or thing per rank as a free question.
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Touch Unseen – The light of the moons infuses the druid’s body and mind,
causing him to become as much spirit as mortal. The druid’s physical attacks
ignore 1 + 1 per rank of a spirit’s physical DR. This ability is best used as a
controlled manifestation.
Whispers of Ancient Days – The moons were woven with the Pattern, and
they have seen everything which has transpired. The druid’s totem can share
this knowledge with the druid if it chooses to do so. A druid with this power
can attempt a Craft\Memory challenge to receive a vision of something which
happened in the past. He may use an Assess action to evaluate the vision,
taking one action per rank of this ability.
C RAFTY A SPECT
The totem is a manifestation of the humor of the world. These spirits grant
the druid abilities which allow him to trick others or see through tricks played
upon him.
Clever – the spirit whispers in the druid’s ear, giving him the benefit of its
experience and wit. The druid receives a boon to Craft equal to this ability’s
rank. This boon lasts until the end of the scene.
Ear for Lies – the spirit’s gift for trickery allows it to hear when others try to
deceive it. The druid gains a +2 boon per rank of this ability to any challenge
to uncover falsehoods or detect lies.
Mirror Switch – the druid can direct the spirit to perform a minor trick on his
behalf. The spirit can switch two unattended items within close range of one
another without touching them. The spirit can attempt to switch items which
someone is watching or holding, but the druid must attempt a
Craft\Perception + Rank challenge to be successful.
Charismatic Aura – the spirit infuses the druid with a portion of its charm. The
druid gains a boon to Charm equal to this ability’s rank. This boon lasts until
the end of the scene.
Taste of the River – the druid’s totem is attuned to the power of dreams and
can feel other beings attempt to manipulate them. It can share this sense
with the druid that it guards. The druid can sense the presence and use of
dream powers, and track them back to their source by making a
Craft\Perception + Rank challenge.
Quiet Dreams – the druid’s totem can quiet and strengthen the dreams of
mortals. By asking for assistance, the druid can grant restful, tranquil, or
restorative sleep to one target per use of this ability. If the druid has 1 rank
in this ability he must choose one of the three options; 3 ranks allows him to
choose two, and 5 ranks allows him to grant all three. This ability can only
provide its benefit once per person per night.
Guided Dreaming – the druid’s totem can shape the dreams of a quiet mind
into supportive and protective forms. The druid may target one person per
use of this ability who must be within close range. That target gains a boon
to his trade checks equal to this ability’s rank for one day, if he gets an
uninterrupted night’s sleep.
E NDURING A SPECT
The totem is a manifestation of the courage to endure which infuses the
world. These spirits grant the druid abilities which allow him to endure the
worst which the world can deal out.
Strengthen – the druid’s totem fills him with the power to endure. The druid
gains +3 Health per rank in this ability
Empower – the druid’s totem lifts him up when his steps falter. The druid
gains +5 Health and Inner Strength per rank of this ability for the purpose of
resisting overwhelm attempts. This Inner Strength cannot be spent; it simply
protects the druid if something tries to overwhelm his spirit.
designates. Each rank of this ability reduces one bane by one rank. As with
Courage, this ability does not actually heal the bane, it just suppresses the
effect.
Heartening Presence – the druid and his totem strengthen his allies. All of the
druid’s allies within the scene gain +3 Health and Inner Strength per rank
against overwhelm effects. This bonus cannot be spent; it simply protects the
ally if something tries to overwhelm him.
G UARDIAN A SPECT
The totem is a manifestation of the power of hearth and home. These spirits
grant the ability to protect others and folk-crafted places.
Spirit Ward – The guardian spirit can forbid the entrance of other spirits. The
druid can attempt an Endurance\Will + Rank challenge to force any spirit
make Potency\Will challenge to enter a designated area. Each attempt to
cross costs the druid and the spirit 1 Inner Strength.
Set Bounds – The guardian informs the druid should something with ill intent
draw near to a protected area. For each point of intensity, the druid may
select an additional area to watch over.
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Prosperity – The guardian spirit does more than simply ward off misfortune;
it also grants those it watches over prosperity. A druid can channel this power
as well. When he manifests this ability, the druid may attempt a
Craft\Memory challenge. If he succeeds, he grants a bonus to each dice of
one target’s income check equal to this ability’s rank. The druid cannot use
this ability on himself.
Ward from Ill Fortune – The blessings of a powerful guardian spirit can ward
off misfortune. A druid who manifests this aspect power can name a target
(person or place) and attempt a Craft\Will challenge with a boon equal to this
power’s rank. If successful, the power grants protection to a person the druid
names against random threats. The power negates one random misfortune,
dice of threat, or failure against an overwhelm per the druid’s degree of
success.
H IDDEN A SPECT
The totem’s nature is hidden from the sight of those who seek it. These spirits
grant the druid similar abilities, preventing him from being found unless he
wills it.
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Silence – the ability to move with fluidity and quiet marks the difference
between predator and prey. A druid’s totem can aid him in this matter,
providing him with a thousand subtle aids which allow him to move quietly.
The druid gains a boon equal to this ability’s rank when he attempts a
challenge using a stealthy approach.
Still – sometimes the ability to wait is more important than the ability to move
silently. When still, a druid who uses this power imposes a bane equal to this
ability’s rank to any attempt to detect him regardless of its source. Every hour
that the druid remains still requires him to attempt an Endurance\Will
challenge requiring 1 degree of success.
Shroud – the druid can draw his totem’s aspect around himself like a shroud
of shadows, effectively becoming invisible for a time. So long as the druid
maintains this ability, add the ability’s rank to the degrees of success required
to detect the druid with an approach based on Perception. This effect is
broken if the druid takes hostile action or deliberately draws attention to
himself.
twist of the Pattern so complex that only the Weaver himself could make
sense of it. The druid and a number of companions equal to this ability’s rank,
as well as their equipment and tools short of Rune Weapons, are so
effectively hidden that any ability targeting them which uses Perception or
Craft to determine their location, status, or other information requires Inner
Strength equal to the druid’s Will each sequence that the ability is
used/maintained.
L IGHT A SPECT
The totem is a manifestation of the will to create placed in the Pattern by the
Weaver. These spirits grant powers of healing and minor creation to druids
they choose to defend.
Healing Touch – the spirit can restore the weave where it has been damaged.
The druid can heal living creatures by touching them. He can heal 1d4 Health
per rank per sequence to one target within melee range.
Witch Light – the spirit can conjure small, white lights which resemble stars.
These lights can illuminate an area, or attach to a particular target, outlining
it for all to see. This second effect can have a number of targets equal to the
ability’s rank and grants the druid’s Craft as a boon to Perception challenges
attempted against them.
Restore – the spirit can restore damaged objects by reweaving and restoring
their pattern. The druid can “heal” an object he can touch by 1d10 per rank
of this ability.
L EGENDARY L IGHT P OWER
Light Weaving – the spirit’s mastery of weaving allows it to bind a large
number of threads into a coherent object. These objects can be of nearly any
size, up to the size of a small house. The object lasts for one hour per rank in
this ability. Smaller objects created by craft object or create minor object
have their duration extended by 1 day per rank in this ability that this druid
has manifested.
N ATURAL A SPECT
The totem is a manifestation of the land. These spirits grant the druid abilities
which allow him to bolster his connections to three of the four primary
elements as well as manifest their powers if he wishes to walk the warlock’s
path.
Water Mark - the druid’s totem has some connection with Elemental Water.
The druid may take class levels in Warlock (water) without manifesting this
ability. If he does manifest this ability, he gains a boon equal to the ability’s
rank to any challenge required by Water Warlock abilities.
Wind Mark – the druid’s totem has some connection with Elemental Wind.
The druid may take class levels in Warlock (wind) without manifesting this
ability. If he does manifest this ability, he gains a boon equal to the ability’s
rank to any challenge required by Wind Warlock abilities.
Turbulent Mark – the druid’s totem has enough connection with the elements
of Water and Wind to allow him to channel the storm’s strength. The druid
may take Storm manifestations as if he had the Braided Element (storm)
warlock class ability without manifesting this ability. If he does manifest this
ability, he gains a boon equal to the ability’s rank to any challenge required
by Storm Warlock abilities.
Verdant Mark – the druid’s totem has enough connection with the elements
of Earth and Water to allow him to channel the green’s growth. The druid may
take Plant manifestations as if he had the Braided Element (plant) warlock
class ability without manifesting this ability. If he does manifest this ability,
he gains a boon equal to the ability’s rank to any challenge required by Plant
Warlock manifestations.
O RDER A SPECT
The totem is a spirit bound to protect the pattern of things. These spirits
grant the power to bind others and enforce their actions. The target must
willingly enter into the oath for it to bind them. So long as they abide by the
terms of the oath, the oath provides them with some kind of benefit. If they
disobey or choose to walk away from it, then the oath turns on them.
Each oath the druid maintains acts as a controlled manifestation which the
druid must maintain. The druid can swear and maintain his own oaths.
Oath of Bone – are oaths sworn to see the destruction of another. The oath
of bone can be sworn against a single person or a group, but not against an
entire race. The oath provides either +1 to strike actions or +1 damage
(spiritual) against the oathsworn target per rank. If the swearer instead aids
those he is sworn to destroy, he suffers from a -1 bane to Endurance and Will
per rank of this oath.
Oath of Iron – are oaths sworn between a liege and his leal lord. It is a bond
of loyalty in battle. For the duration of the battle, the liege gains a +1 boon
to his strategic challenge for each sworn lord in the battle. The lord gains a
boon of +1 per rank of this oath to his tactical challenge. If either betrays the
other, he instead suffers a penalty equal to the total boon he gained until the
battle completes.
Oath of Stone – are oaths sworn to endure hardship in pursuit of a goal. The
oathbound gains +2 Health for each rank of the oath. So long as the swearer
makes measurable progress (mechanically attempts a challenge), whether
successful or not, towards his goal each day he maintains the bonus. If he
fails to do so, then the oath turns on him, reducing his maximum Health by
an equal amount. This effect cannot be undone until the druid absolves him
off the oath.
Overwhelming Shout – the spirit’s strength merges with that of his chosen
druid, bursting out as a terrible shout which can stun the unwary or weak of
heart. The druid rolls a 2d10 overwhelm targeting Health against targets in
close range. Those that fail suffer from -1 per rank of this ability bane to
Speed or Endurance (druid’s choice, may be split).
Strength in All Things – the spirit grants its druid a measure of its physical
power. For each rank of this ability the druid gains a +1 boon to his Strength.
For every two ranks of this ability, he also gains a +1 boon to Endurance.
Will of Iron – the spirit’s strength infuses the druid, improving his
concentration and focus. This in turn grants the druid a boon to his Will equal
to this ability’s rank. Every two ranks he also gains a +1 boon to Endurance.
Root of the Mountains – A druid fully engaged with the aspect of power
cannot be moved short of a mountain falling on him. Any effect which tries
to move him without his consent must achieve a number of degrees of
success equal to this ability’s rank. He may also add this ability’s rank to the
number of block actions he can take in a sequence.
W ISE A SPECT
The totem is a manifestation of the knowledge which formed the Pattern.
These spirits grant insight and initiative but rarely comfort. The abilities a
druid gains from them allow him to understand what is happening around
him even if he would rather not know.
See through Crystal- the druid’s spirit can see not only what is there but what
is missing. The spirit can share this vision with its ally, granting the druid a +2
boon for each rank of this ability to any challenge to understand another
character’s motivations or goals.
Still the Heart – the druid’s spirit allows the druid to act even when his heart
is in turmoil. The druid gains damage resistance against overwhelm effects
equal to this ability’s rank.
ENCHANTER TRADITIONS
Enchanters are relatively common, showing up in many cultures and
traditional roles. However a few of the oldest traditions stand tall in the
stories which define the world. The traditions include Phishan alchemists,
Dwarven scribes, Gnomish wrights, Wolven magisters, and Western voyagers.
The most famous human enchanters are the Phishan alchemists, the brilliant
mind which once tempered the heart of the windweavers and the hand of the
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cloud knights. They forged the cloud swords, strengthened their people’s
ships, and created the goods for which Phi was famous. Now they have
vanished, the last Grand Master having passed away in Narbar. The secrets
of their enchantments may be lost forever.
The greatest accomplishment of the Dwarven scribes was the creation of an
entirely new form of enchantment – self-aware patterns which grew in power
as they experienced the world and could bind with others to form a sum
greater than the whole of the parts. These “runes” promised to usher in a
new era for the world. Unfortunately that era nearly destroyed the Pattern.
The scribes have learned from their mistakes. Now they content themselves
with tokens and wards, occasionally offering up a minor enchantment when
asked to by the other guilds.
Gnomish wrights worked their magic into tokens and enchantments with the
same ease their thaumaturge brothers wove spells. Naturally gifted and
endlessly inventive, they created items of delight other races could not even
imagine. A light has gone out of the world with their passing; now shadows
race to consume the last reminders of what once was. Not even the greatest
scholars know what will happen if, in fact, the last bits of their thread are cut.
Wolven magisters are the last guardians of the wright’s heritage. Taught the
arts by the last gnomish wrights, they work feverishly to preserve their
master’s works. Backed by the Empire’s legions and its finest minds, they
cannot match the gnomes for inventiveness or joy. They do, however, have
a drive and a will the Children of Water could never muster.
The voyagers are an ancient tradition, one at once foreign and familiar to
these shores. Their masters and grand masters hid themselves among the
countless secret societies which infested the Empire before the Fire Hawk’s
cleansing. They stood aside when she came, allowing countless deaths rather
than risk their knowledge. Now they must answer for that choice, first by
seeking to reclaim their place as their people’s navigators and to learn the
secrets even they have lost – the secrets of how to travel through the worlds
as easily as others navigate the great rivers.
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ENCHANTER ADVANCEMENT
Enchanters expand their knowledge of the fundamental wards, tokens, and
enchantments as they advance in level. This knowledge allows the enchanter
to further refine his art, playing on the edges of the weaver’s art.
S TUDENT E NCHANTERS
At 1st level an enchanter gains access to:
2 pieces of knowledge
Additionally, a hero who takes a level of enchanter at his first character level
gains an additional +2 pieces of knowledge.
E NCHANTER K NOWLEDGE
Each level, an enchanter may choose to learn two pieces of knowledge each
level. This knowledge may be a new ward, token, or enchantment codex
(grouping of like enchantments). The enchanter may also choose to more
deeply study a pattern he already knows, giving himself a +1 boon to
challenges involving that particular pattern.
ENCHANTER ABILITIES
When an enchanter achieves an even level (2 nd, 4th, 6th, 8th, 10th, etc) he may
choose to gain a rank in one of the following enchanter abilities. These
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abilities expand his ability to create as well as copy within his art.
The enchanter class abilities are: brew inks, blood scribe, calming breaths,
deep study, identify, perfect pitch, steady hand, and weave enchantment.
B REW I NKS
Wards are the cornerstone of many enchanters’ skills. Unfortunately, on a
long journey an enchanter may find himself running low on useful ward ink.
An enchanter with the brew ink ability has the knowledge to brew his own
ward ink from on-hand materials by attempting a Perception\Memory
challenge adding his Alchemist or Herbalist trade bonus. He may attempt this
challenge once per day while at camp. A successful challenge generates 1d4
+ degrees of success ink.
B LOOD S CRIBE
Many enchanters realize that the fastest and easiest way to inscribe a ward is
to use their own blood and will. An enchanter with this class ability can use
his own Health rather than ink, at a ratio of 5 points of Health to 1 Ink. When
making a ward out of blood, the enchanter may ignore the usual restriction
of building one point of intensity per degree of success.
C ALMING B REATHS
In some cases an enchanter has time to prepare a broad selection of magical
tokens before an adventure begins. More commonly he must make do with
what he can create on the fly, in trying circumstances, and with limited
materials. Fortunately an enchanter who has taken this class ability knows
how to stay focused in just such emergencies. He gains +1 degree of success
to creating wards, tokens, or enchantments when there is a threat in the
scene.
D EEP S TUDY
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Enchantment is an art and a craft informed by deep study of the Pattern in its
infinite forms. An enchanter who engages this study gains an additional +2
piece of knowledge this level and +1 piece of knowledge the next time he
takes a level of enchanter.
I DENTIFY
Enchanters are uniquely qualified to understand and decode the myriad of
magical effects people encounter in Sedena. By attempting a Craft\Memory
challenge, the enchanter may identify one ability or effect of any
enchantment, spell, or magical ability per degree of success. Each time the
enchanter selects this ability, he gains a +2 boon to the challenge.
S TEADY H AND
The enchanter has a knack for scribing wards. He may add his Scribe trade
bonus to the challenge to create a ward.
W EAVE E NCHANTMENT
The enchanter has a trained knack for placing enchantments in objects. If the
enchanter creates the object he is enchanting, he may make two challenge
checks per sequence – one to craft the object and the other to prepare the
enchantment which will go in it.
E NCHANTER M ASTERIES
At 5th and 10th level the enchanter achieves significant mastery in his art. This
mastery grants him the following abilities:
1st Mastery – Deep Lore – the enchanter now gains +1 additional pieces of
information per level (including 5th).
2nd Mastery - Legendary Lore - the enchanter may select one ward or codex
he knows. He can develop “legendary” enchantment for that area of
knowledge. These enchantments only work in a specific time, place, and
circumstances. For example, a legendary enchanter who selects the fire ward
may inscribe a ward capable of creating a firestorm if he so chooses.
However, he must go through the effort of designing the ward each time he
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Tokens are small, complex object patterns which perform a single function
and consume themselves in the use. A token can take some time to create
and remains inactive until an enchanter invests inner strength to awaken it.
Once awakened, the token performs its function until consumed. Tokens are
portable and generally small enough to fit into a pouch.
Enchantments are powerful, subtle patterns woven into and through the
patterns of other objects. Enchantments are always active, though they may
only manifest under certain circumstances. The knowledge of enchantments
is categorized into “codices” of related patterns, though no physical books
may be involved.
Enchanters create wards when and where they need them. They prepare
tokens for use based on their best guesses about what might happen in the
future, though a truly skilled enchanter can put one together in mid-conflict
if there is need. Enchantments normally take days or weeks to weave, though
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Special inks or paints are required to make a ward. The amount of ink a ward
consumes depends on how long the enchanter wishes it to last.
A ward intended to last a single sequence consumes one “unit” of ward ink.
The enchanter may expend additional ink to reinforce the ward’s pattern,
increase the number of sequences it remains active by +1 per unit of ink used.
A scribed ward may manifest one effect. The primary effect is the simplest to
fashion and generally what non-enchanters imagine when they think about
wards at all. Each of the secondary effects is successively more difficult,
imposing a difficulty penalty on the creation challenge.
The eight wards are Earth, Fire, Plant, Light, Metal, Storm, Water and Wind.
W ARD C OMPLEXITY
As mentioned above, each ward has a simple form which can be elaborated
into increasingly complex patterns. When an enchanter first learns a ward,
he gains access to all of the ward’s forms, though he may lack the skill needed
to scribe them. As he devotes additional knowledge to the ward, he gains a
bonus to scribe the ward equal to +1 per piece of knowledge invested.
The simple form has difficulty -0. This is the basic, most recognizable form of
the ward. Those who have studied little of the enchanter’s art can scribe a
simple ward without much difficulty.
The apprentice form has difficulty -2. This more elaborate ward form
provides a more obvious magical effect. It also requires a much steadier hand
and better eye to scribe. This is generally the ward form used by beginning
enchanters and apprentices of the Guild of Scribes.
The journeyman form has a difficulty of -4. This is the first form where the
enchanter begins to demonstrate understanding of the principles underlying
the ward. Journeyman’s wards all contain the same structural elements but
there may be variations in balance lead to slightly different outcomes.
The master form has a difficulty of -6. These wards express the essence of
the ward and the enchanter in line and twist. The master form maintains
much the same shape as the simple ward but contains layers of subtly and
meaning unavailable at earlier ranks.
The grandmaster form has a difficulty of -8. At this point the enchanter’s
understanding of the ward’s principles supersedes his mechanical repetition
of the form. The outward structure of the ward may look nothing at all like
the simple form.
It is said that there are legendary forms of each of the eight wards. If these
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existed they would have a difficulty of -10. The legendary forms would be
personal expressions of the enchanter’s understanding of the ward and the
Pattern and unique to each practitioner.
E ARTH W ARD
The earth ward is a heavy, solid pattern suggesting mountainous weight. Its
power is simple – it brings the weight of stone to everything it touches. Its
uses, however, are more complex. Many enchanters spend their entire lives
studying this ward in an attempt to master its meaning.
A basic earth ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – anything inscribed with this ward becomes “heavy”. It takes +1
degree of success to move the thing. If inscribed on a living creature, the
ward gives a -1 bale to Speed. If inscribed upon an object, that object requires
1 degree of success to pick up.
Apprentice (-2) – things inscribed with the ward become nearly unmovable.
It takes +3 degrees of success to move the object, which can be as large as a
wall. Additionally, items made of stone begin to regenerate at a rate of 1
point of structural damage per sequence.
Journeyman (-4) – the ward causes all things within close range of it to
become heavy. Anything moving within range must determine their
encumbrance as if every item they held was a heavy object. Already heavy
objects count as two objects for this purpose.
Master (-6) – the ward causes sudden, explosive surges in weight. Everything
within close range of the ward suffers 1d4 physical damage (ignoring DR from
armor) per item it carries. Items or people not carrying anything take 1d4
physical damage.
Grandmaster (-8) – the ward causes the earth itself to shift. The ward, when
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A basic fire ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward acts as fuel for a fire. When activated, it can cause a
fire burning on an object it is scribed on to gain +1d for the ward’s duration.
Apprentice (-2) – the ward acts as a conduit, providing energy to other energy
effects. Each fire within close range gains +1d per sequence that the ward is
active. Once the ward completes, the fires lose this additional energy at a
rate of -1d per sequence.
Journeyman (-4) – the ward burns brightly, searing everyone within close
range for 1d10 energy damage per sequence.
Master (-6) – the ward causes an object it is inscribed upon to animate. The
ward itself sinks into the object and vanishes upon activation. The object then
animates, taking actions as the enchanter directs for a number of sequences
equal to the ward’s duration. The animated object’s exact abilities depend
on the thing animated and the circumstances of that animation.
A basic light ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward radiates white light. This light illuminates everything
within close range, granting a +1 boon to challenges approached with
Perception.
Apprentice (-2) – the ward creates a mirage, a static visual image no larger
than a small house. The enchanter holds the mirage he wishes the ward to
create in his mind while scribing. The difference between the mirage and
reality is easy to notice if the onlooker has time, but a hurried glance is
deceived unless the watcher overcomes a Craft\Perception challenge.
Journeyman (-4) – the ward’s light bring pain to baleful beings in close
proximity. Any baleful being within close range of the ward takes 2d8 spirit
damage each sequence. .
Master (-6) – the ward’s light burns bright and focused, cutting through the
baleful like sunlight through mist. One hostile baleful being selected by the
enchanter takes 4d8 spirit damage each sequence. This ward can target
possessing or bound beings if it is scribed upon the host.
Grandmaster (-8) – the ward’s light illuminates all things. Everything within
close range has its aura revealed. Magical effects are clearly visible, as are
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A basic metal ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward strengthens and hardens any item it is scribed upon.
The item or object gains +1 DR physical for the purpose of determining its
structural integrity.
Apprentice (-2) – the ward preserves anything it is scribed upon, as if the thing
were made of metal. So long as it is not moved, the object does not suffer
from any continuing effects. This can preserve the life of a dying creature,
although it does not cure them.
Journeyman (-4) – the ward radiates an aura which strengthens metal objects
within close range. Shields and armor both provide +1 DR physical and energy
to their users. Weapons deal +2 damage per dice. Other metal items gain +2
DR physical for the purpose of determining structural integrity.
Master (-6) – the ward strengthens the metal in all living creatures, causing
them to freeze in place. Non-spirit creatures moving within close range of
the ward must first attempt a Strength\Endurance challenge requiring three
degrees of success. After overcoming this challenge, the target still suffers a
-4 bane to any physical approach to a challenge he undertakes.
Grandmaster (-8) – the ward envelops things within close range in the
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adamant strength of metal. The entire area freezes in time, allowing neither
action nor reaction until the ward finally expends itself. The ward is
consumed as normal, despite being in a zone of frozen time.
P LANT W ARD
The plant ward’s graceful, twisting patterns seem to the watcher to twine and
grow. Correctly forming it requires absolute concentration and boundless
joy, otherwise it becomes flat and stale. Those who master its subtleties are
said to have mastered life itself.
A basic plant ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward channels the growth and prosperity associated with its
verdant nature into the world. Any trade check to generate income
undertaken within close range of the ward gains +1 per dice of prosperity.
Apprentice (-2) – the ward causes nearby plants to grow and mature rapidly.
In most areas, this creates enough food (in the form of fruits, nuts, and
vegetables) to sustain one person per day per sequence.
Journeyman (-4) – the ward channels growth and life into any living thing it is
scribed upon. The target heals 1d6 Health per sequence. Every 5 sequences,
the target reduces a bane by 1.
Master (-6) – the ward’s healing energy expands in a radius around it. Every
living thing within close range of the ward heals 1d4 Health per sequence.
Additionally, the ward’s power restores wooden structures to life, although
they may not survive long without roots.
until it is complete. This effect can also be used to restore damaged wooden
structures to their original condition at a rate of 1d per sequence.
S TORM W ARD
The storm ward’s turbulent, chaotic lines are rarely drawn the same way
twice. Instead, the scriber attempts to express the sudden changes inherit in
the nature of the storm with his brush. Mastery of the storm is said to be
impossible for any scholar who does not surrender to madness.
A basic storm ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward generates a field of grey-white mist within close range.
This mist inflicts a temporary -2 bane to Perception to any challenge targeting
someone within the area.
Apprentice (-2) – the ward generates a field of grey-black mist in the scene.
This mist inflicts a temporary -4 bane to Perception to any challenge targeting
someone within the area.
Journeyman (-4) – the ward lashes out with a flare of lightning. Once per
sequence it deals 2d8 energy damage to one target within close range. The
enchanter may specify which target the ward strikes. The enchanter may also
choose to have the ward strike several targets, reducing the ward’s duration
by 1 sequence per additional target.
Master (-6) – the ward creates a zone of lightning dealing 2d6 damage to
everyone within close range of the ward.
A basic water ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward draws heat into itself, causing 1 point of energy
damage per sequence and reducing fires by 1d each sequence to all targets
within close range. After several sequences frost can form in the area of
effect.
Apprentice (-2) – the ward’s ability to draw in energy and carry it away makes
many forms of magic difficult to use. Any magical effect costs 2 additional
Inner Strength to use or maintain within close range of the ward.
Journeyman (-4) – the ward’s power causes water to suddenly freeze within
close range. Water becomes hardened ice. Living creatures suffer a -4 bane
to Endurance and Speed, reduced by the degrees of success each achieves on
an Endurance\Will challenge.
Master (-6) – the ward turns its power outward, drawing off fatigue and pain
from those around it. Everyone within close range can ignore the effect of
banes as long as the ward endures.
Grandmaster (-8) – the ward’s power erodes magic. All magical effects within
close range of the ward are dispelled unless the original caster invests the
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Inner Strength to cast the effect again. This investment can be done at any
range. Enchantments are nullified for the ward’s duration, Runes are
generally unaffected though some automata may be impacted as well.
W IND W ARD
The straight lines and rapid curls of the wind ward evoke the element at its
most beautiful and dangerous. Mastering the varied flow, rhythm, and timing
required to create this ward can take a lifetime. Scholars who do master can
rightly claim to have learned the secret to peace.
A basic wind ward takes one sequence to scribe, lasts for one sequence after
activation, and consumes one unit of ink. The enchanter may increase the
duration by spending additional time and ink, at a rate of +1 sequence
duration per +1 unit of ink/sequence to scribe.
Simple (-0) – the ward emits sound as the enchanter imagined it when he
scribed the ward. These sounds are loud enough to be heard within close
range. This ward can be used for distraction, communication, or to create
music as a musical instrument.
Apprentice (-2) – the ward stirs up the wind around it. The wind counts as
fair winds for sailing vessels and can clear out smoke, mist, or other
insubstantial obstructions in 1d4 sequences.
Journeyman (-4) – the ward causes a hammer of wind to knock the object it
is inscribed on in a direction chosen by the enchanter. This blow is sufficient
to overcome 1 degree of success of an obstacle that must be moved per
sequence, or to launch a fairly large object a considerable distance.
Master (-6) – the ward causes a wind-storm to form around it. Each
sequence, increase the intensity of the wind in the scene by 1. This increases
the difficulty of all ranged attacks by an equal amount and every 3 points of
intensity act as one step of the Wind Ward spell.
Grandmaster (-8) – the ward becomes the root of a tornado. The tornado
spins in place for as long as the ward remains active, gaining +1d strength
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each sequence. Once the ward ends, the tornado meanders off, losing -1d of
strength each sequence until it vanishes.
THE SIXTY-FOUR TOKENS
The “sixty-four tokens” refer to the combinations of the “eight wards” which
form the theoretical framework upon which all tokens are based. Translating
this theory into practice requires decades of study combined with a unique
insight into the mind of the Weaver. However, anyone can learn the creation
of a handful of tokens, throwing together materials according to time-
honored patterns.
Additionally, the enchanter must acquire and expend materials equal with a
cost equal to 10 sp per degree of success required on the creation challenge.
These materials must be available before starting the challenge.
Simple tokens require 1 degree of success to create. They are the mainstay
of hedge magicians and kitchen witches the world over. Easy to make and
relatively cheap (between 10 and 20 sp in components), these tokens include
effects to grant restful sleep, ward off minor nightmares, and keep beer from
foxing in the barrel.
potency of these tokens means that an enchanter will generally only use them
in moments of great distress. These tokens have powers similar to those
demonstrated by master level wizard spells.
Grandmaster tokens require at least 9 degrees of success to create. Difficult
and costly to make, grandmaster tokens are also the most powerful of their
kind. Similar to grandmaster wizard spells in potency, a single talisman can
reshape the situation for the enchanter’s benefit. Most enchanters do not
study these powerful tokens; only the Dwarves seem to have the patience to
create them in any quantity.
S IMPLE T OKENS
These easy to make and inexpensive tokens are available almost anywhere in
the world. They provide the kinds of basic, useful effects which anyone
kitchen witch or wise person would want to have available at a moment’s
notice.
Alert – informs the activator when the token is moved or disturbed. Works
one time for each sequence of duration
Compass – once activated, points back to the location it was activated until
the duration is spent.
Dream Catcher – dream abilities cost +2 Inner Strength per sequence to use
within close range; token glows when dreaming abilities in use
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Dust Devil – creates a small whirlwind which draws all of the smoke and dust
in an area into it, leaving the area clean
Faery Tinder – spark and hold a fire, anywhere
Firefly – creates a hovering light the enchanter can direct, illuminates as well
as a lamp
Horn – makes a loud sound of the enchanter’s choosing, chosen when the
token is created.
Pain Taker – transfers 1 point of a bane into the token for as long as the token
endures.
Mending – clean and mend normal items, dissolve in water used to clean
Smoke – ward vermin away from an area for 1 day per sequence of the
token’s duration
Wax Seal – causes a shelter large enough to hold one person to become water
and wind proof, granting +2 DR against environmental effects for one
evening. Each time something tries to breach the seal it uses one “sequence”
of duration
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A PPRENTICE T OKENS
These tokens are the work-a-day tools of a professional enchanter. They
provide predictable, useful magical effects which supplement and support
other technological efforts.
Bite – the token retains blood from one person for a number of days equal to
its duration. The token must be pressed against the target’s flesh and leaves
a small round “bite” behind
Blossom – creates a bright display of multicolored lights which rises into the
air. The blossom provides distraction and illumination as well as festival
lighting
Confetti – bursts into silver streamers which settle onto invisible things in
close range. The confetti lasts for a number of sequences equal to the token’s
duration
Lightning Trap – fires a 3d8 energy bolt at the person who disturbs it. Works
one time per each sequence of duration
Invulnerability Token – infuses the user with strength and toughens his skin.
He gains +1 DR physical and energy for the token’s duration
Iron Coin – when activated, causes illusions in close range to break (caster
must attempt Craft\Will challenge each sequence to maintain it)
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Lighten Load – reduces one heavy object to normal weight for as long as the
token lasts
Steel Seal – anchor’s a door, gate, or lid so that it takes a number of degrees
of success equal to the token’s remaining duration to open it
Quiet Thread – knot which holds sound in it for duration, +4 stealth approach
Wizard’s Bane – chaos magic spells are destabilized within close range,
forcing a control check
J OURNEYMAN T OKENS
These tokens are used by enchanters when a wizard would pull out his
strongest spells or a warlock his greatest powers. They are too expensive for
everyday use but remarkably effective when engaged.
Anchor – makes all items within close range of the ward count as heavy items
for the purposes of determining encumbrance
Cascade of Light – creates shining images of sparks and smoke which rise into
the air. These images are distracting and somewhat confusing, giving those
acting under the cover of the cascade a +2 boon to challenges which target
others but do not harm for for the duration of the effect.
Dying Light – the token fires off whirling lines of red energy, doing 1d12
energy damage in close range per sequence
Invisibility – the token turns the person who activates it mostly invisible,
granting +6 to stealth approaches and +6 defense for duration
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Lightning Rod – once activated, the token absorbs the next 4d of energy
damage done within close range of the token holder, regardless of source
Sleep – once activated deals 1d10 overwhelm targeting inner strength at
close range, deals 1 fatigue per sequence to targets that are not
overwhelmed, overwhelmed targets go to sleep
Teacup – once activated, this token creates a minor storm threat (2d) which
remains in effect until the token’s duration expires or it is neutralized in some
way
Wind Knot – this token grants strong winds, increasing travel distance by +1
step on a ship or -1 step on land
Wind Seal – seals an open area no larger than a large gate (about 15 ft. across)
with a barrier requiring a number of degrees of success equal to the token’s
remaining duration to overcome.
Wolf Call – roll a number of d20 equal to the token’s remaining duration,
select the best result, can spend duration in increments of one sequence per
roll
M ASTER T OKENS
Enchanters use master tokens sparingly. They are expensive and time-
consuming to make. They are also remarkably effective, achieving effects
which rival those of the most powerful wizards or warlocks.
Deep Well – once activated, the token absorbs the next 8d of energy damage
done within close range of the token holder, regardless of source
Devil Doll – deals 2d10 overwhelm targeting health to one target within visual
range, deals 1d10 spirit if resisted, obey commands on failure to resist
Flame Flower – sends bursts of flame scattering around dealing 2d8 energy
damage each sequence to each target in close range
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Eagle’s Feather – grant flight to the token holder, allowing him to travel up to
120 miles per travel sequence (roughly 240 miles per day of travel)
Lodestone – 3d10 Health overwhelm within close range, all opponents who
fail and are carrying heavy objects are pulled towards the stone (1d6
temporary bane to Strength and Grace)
Imprison – when activated, surrounds the holder and his target in a bubble
of force. Every 50 points of damage done to the barrier reduces the duration
of the token by 1 sequence
Slumber – once activated deals 3d10 overwhelm targeting health close range,
deals 1 fatigue per sequence to targets that are not overwhelmed,
overwhelmed targets go to sleep
Sky Light – the token sparks and leaps into the air, illuminating an area with
brilliant light as though it were high noon on a cloudless day. For the duration
of the token all natural or magical darkness effects are cancelled and wizards
cannot cast spells with the darkness word
Spirit Seal – when activated, surrounds the holder and all within close range
with a barrier that spirits cannot cross. Each 50 points of spiritual damage
done to the barrier reduces the duration by 1 sequence
G RANDMASTER T OKENS
Few people have seen these expensive tokens in play. Those who have speak
of them with some awe: it is not every day that one witnesses the use of true
magic.
Fortress – the token creates a fortress capable of housing two units. Provides
+2 tactical advantage, -2d damage, and +2 DR physical. The fortress holds
together for the duration in sequences, then begins to fall apart
bound spirits
Spinning Coin – once activated, an even roll within the scene is automatically
set to its limit (or the best possible result). This happens a number of times
equal to the token’s duration
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THE ONE HUNDRED AND TWENTY EIGHT
ENCHANTMENTS
As with the sixty-four wards, the “one hundred and twenty eight
enchantments” refers to a conceptual framework rather than an
enumeration. All enchantments can be understood as the complex
interactions of patterns woven of three or more elements. Like patterns are
gathered into a Codex, mastery of which gives the enchanter the ability to
create a wide variety of effects from which he can draw at need.
Each Codex contains many enchantments. Some are simple, while others
require journeyman, master, or even grandmaster level skills to consistently
create. The more complex an enchantment, the greater the number of
degrees of success required to create it and the more it costs, as described
above.
If the enchanter fails (rolls over his limit or a natural 20) while creating an
enchantment he loses the enchantment, the cost of the accumulated
successes, and the item he was enchanting (including all previous
enchantments).
A DAMANT C ODEX
The Adamant Codex describes the powers of elemental Metal and to some
extent mimic that useful elements abilities. Those who study the adamant
codex general develop good knowledge of metallurgy as well as their magical
knowledge.
Simple Enchantment
Object gains +1 DR physical.
Apprentice Enchantment
Cost 2 IS – weapon reduces armor by -1 physical per dice; or reduce fatigue
by 1
Cost 5 IS – item grants +1 DR physical or energy; or +1 Endurance or Speed
Journeyman Enchantment
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For every 10 current IS the wielder has the item grants: weapon pierces
armor -1 per dice; item grants +1 DR physical or energy; reduce fatigue by 1;
or +1 to Endurance or Speed
Master Enchantment
Object grants the wielder immune to fatigue; immune to disease; or +1 to
Endurance or Speed
Grandmaster Enchantment
The item allows everyone in close range to ignore fatigue penalties
A NGELIC C ODEX
The angels provided the bulk of the host which drove the Old Ones out of the
Pattern. Their Codex includes secrets of how to destabilize and manage chaos
magic as well as magic specifically tuned to destroy those who serve the
ancient darkness.
Simple Enchantment
Item causes wizard spells at close range to cost 1 IS more to maintain on
target; or demons lose 1 IS per sequence when within close range
Apprentice Enchantment
Cost 2 IS – +1d damage to demons or wizards;
Cost 5 IS – force wizard spell targeting holder to make a control check
Journeyman Enchantment
For every 10 current IS the wielder has wizard spells targeting holder cost +1
IS to cast and maintain
Master Enchantment
The wielder does +1 damage per dice to demons or wizards,
Grandmaster Enchantment
wizard spells in close range of the item must attempt a control check each
sequence,
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D REAM C ODEX
Those who study this Codes begin to get in touch with the flow of dreams.
They have the ability to recognize when their dreams have been tampered
with and sometimes identify dreaming magic in others.
Simple Enchantment
The wielder of the item can sense dream ability in use or gains type of rest
(peaceful, restful, restorative, or tranquil)
Apprentice Enchantment
2 IS – Join another’s dream or join an ongoing psychic combat
5 IS – Gain the ability to see into a dream (gaining one detail from a target’s
memory) as part of an assess action question; end dream; send dream
message to a known target
10 IS –Reset a sequence of a psychic combat as if it never happened
Journeyman Enchantment
For every 10 current IS the wielder has either +1 Will or Ward dream (increase
degrees of success required to enter dream by 1)
Master Enchantment
The holder of the item gains +2 to effective Will in psychic combat; +1 DR
spirit; or reduce the cost of a mystic dream ability by 1
Grandmaster
The wielder gains +10 to his effective Inner Strength for the purpose of using
his Dreamthief passive abilities or he can give the Dreamthief talent to
someone who does not have it
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E ARTH C ODEX
The weight of earth and the solidity of stone are what give the Pattern its
stable physical structure. An enchanter who studies this Codex spends much
of his time pondering the philosophical and practical implications of this,
leading him to some startling; and useful; conclusions.
Simple Enchantment
Weapon can block rather than parry or the item gains +1 DR on block
Apprentice Enchantment
2 IS – cast a specific earth warlock spell as its base manifestation lasting for
1d4 rounds;
5 IS – empower an earth warlock spell to the next level; +1d physical damage
to next attack; or absorb 1d of damage
10 IS – stabilize an empowerment for 1d8 sequences
Journeyman Enchantment
For every 10 current IS the wielder has either empower a spell the object can
cast by 1 Inner Strength or stabilize the empowered spell for 1 sequence
Master Enchantment
The wielder can reduce the cost to empower all earth elemental spells by 1;
manifest a specific earth elemental spell without investing the Inner Strength;
or a weapon acts as a stoneblade
Grandmaster Enchantment
The object can manifest a spell as an earth warlock, allowing the wielder to
use that spell as if he were an earth warlock himself
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F LAME C ODEX
Elemental Fire animates the world, bringing both life and destruction in equal
measure. Those who study the Codex have a very academic appreciation for
just how crazy life can be. Practical experience with chaos, sometimes also
called “field research”, can lead to equally interesting if less academic
revelations.
Simple Enchantment
The item gains +1 DR Energy; +1 Damage (energy); or illuminates the area as
a candle
Apprentice Enchantment
2 IS – cast an elemental fire spell, illuminate target (+2 strike, -2 stealth);
5 IS – empower fire elemental spell to the next stage, deal +1d energy, +close
range strike, +1 bonus to Perception;
10 IS – stabilize a fire spell at the current empowerment level for 1d4
sequences
Journeyman Enchantment
For every 10 current IS the wielder has the item does either +2 damage
(energy) or grants +1 DR Energy
Master Enchantment
The item allows the wielder to reduce the cost to empower all fire elemental
spells by 1; manifest a specific fire elemental spell without investing the Inner
Strength; or a weapon acts as a flameblade
Grandmaster Enchantment
The object can manifest a spell as a fire warlock, allowing the wielder to use
that spell as if he were a fire warlock himself
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G UARDIAN C ODEX
Just as there is a tendency for the world to fall into chaos there is also a will
in the Pattern which bends it towards growth. This will manifests as the
principle of the Guardian and is encoded in the Codex of the same name.
Those who study it know that, no matter how deep the darkness, they are
never without hope.
Simple Enchantment
The item gives a +1 trade boon to a specific trade
Apprentice Enchantment
2 IS – safe haven gain +2 defense;
5 IS – spirit ward as a rank 1 druid ability;
10 IS – ward from ill fortune as a rank 1 druid ability
Journeyman Enchantment
For every 10 current IS the wielder has the item grants either +1 per dice
prosperity to a specific trade or a +1 trade boon to a specific trade
Master Enchantment
The item grants +1d10 prosperity to a specific trade skill or can alert the
owner of approaching harm to an area or person (specified when created)
Grandmaster Enchantment
So long as the wielder takes no hostile action he gains +12 Defense against all
harm (e.g. threats or attacks). Any action which is intended to harm another
breaks this protection for the duration of the scene.
I LLUMINATED C ODEX
All creatures are luminous beings, blazing with a light which drives back the
dark. The study of this codex gives the enchanter understanding of how
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Simple Enchantments
The item gives the wielder one of: +1 Health per day healing; reduce fatigue
penalties by 1; glow when in the presence of a mystic with Inner Fire; +1 boon
to challenges to resist disease
Apprentice Enchantments
2 IS – Remove 1 fatigue;
5 IS – Heal +1 Health;
10 IS – Remove 1 bane
Journeyman Enchantments
For every 10 current IS the wielder has he gains either +1 Strength or +1
Endurance
Master Enchantments
The item reduces the wielder’s cost to ignite a gift associated with the Inner
Fire talent by one.
Grandmaster Enchantments
The item’s holder gains the benefits of the Beacon mystic talent. If he already
has that talent, the talent grants benefits based on maximum Inner Strength
rather than current Inner Strength.
L UNAR C ODEX
The many moons which surround Sedena are, in fact, fragments of a single
great moon which was sundered during the Great War. The study of these
fragments gives the enchanter insight into the past and the ways of those
spirits who survived the destruction.
Simple Enchantment
The item gives either a +1 trade boon to divination challenges or +1 boon per
dice to overwhelms targeting Inner Strength
Apprentice Enchantments
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Master Enchantments
The item reduces overwhelms generated by spirits which target the wielder
by -1d or increases overwhelmed generated by the wielder targeting spirits
by +1d
Grandmaster Enchantments
The item reveals the true form of hidden or disguised items (1 degree of
success each action)
P ROPHETIC C ODEX
The future, unlike the past, is not set. It emerges from a pattern of events
which might or might not respond to mortal will. Enchanters who study this
codex learn the beginnings of how to read that pattern and weave portions
of it into practically useful effects.
Simple Enchantments
The item allows the user to either reroll one failed challenge each day or
detect the use of a prophesy gift as part of an assess action
Apprentice Enchantments
2 IS – the user can ask one question about the item’s past as part of an assess
action;
5 IS – the user can ask one question about a person’s past as part of an assess
action;
10 IS – the user can ask one question about an item’s future as part of an
assess action
Journeyman Enchantments
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For every 10 current IS the wielder has he gains either +1 Grace or +1 Speed
Master Enchantments
The item allows the character to either take an additional action in a sequence
once per day or reduces the cost to ignite Prophesy gifts by 1.
Grandmaster Enchantments
The item’s holder gains the benefits of the Seer mystic talent. If he already
has that talent, the talent grants benefits based on maximum Inner Strength
rather than current Inner Strength.
R ADIANT C ODEX
The radiant codex deals with the interaction of braid of wind and fire which
creates light, the force which forms the boundaries of the Pattern. This study
leads the enchanter down dangerous roads, exploring the outer edges of
sanity and coming back again to the mundane world.
Simple Enchantments
The item glows like a candle or absorbs light granting a +1 boon to approaches
requiring stealth.
Apprentice Enchantments
2 IS – cast a specific light warlock spell as its base manifestation lasting for
1d4 rounds;
5 IS – empower an light warlock spell to the next level; -1d4 Perception bane
to next attack; or create a shimmering aura granting +5 Defense for 1d4
rounds
10 IS – stabilize an empowerment for 1d8 sequences
Journeyman Enchantment
For every 10 current IS the wielder has either empower a spell the object can
cast by 1 Inner Strength or stabilize the empowered spell for 1 sequence
Master Enchantment
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The item causes one of : images of the holder appear 3 ft. from their actual
location (defense -5), reduce the cost to empower all radiant elemental spells
by 1, manifest a specific radiant elemental spell without investing the Inner
Strength
Grandmaster Enchantment
The object can manifest a radiant elemental spell as if empowered by Inner
Strength equal to the wielder’s current character level. Activating this spell
counts as the character’s action each round.
S HADOW C ODEX
The shadow codex explores the interface between the stars of light and
darkness, the focal point upon which many of the Pattern’s threads turn. The
shadows hide many secrets, both fair and fell, and a master of this codex
strives to learn them all.
Simple Enchantment
The item grants either +1 trade boon to any challenge to deceive or detect
deception.
Apprentice Enchantment
2 IS - +1 boon (stacking) to challenges approached with stealth ;
5 IS – shadows gather, allowing for the use of stealth even in plain sight for
one sequence ;
10 IS – see other creatures cloaked in shadow or magic as part of an assess
action
Journeyman Enchantment
For every 10 current IS the wielder has either increases the number of people
he can hide with a stealth attempt by +1 or the number of falsehoods he can
detect with an assess action by +1.
Master Enchantment
The item allows the wielder to vanish into the shadows and appear someone
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S TORM C ODEX
The braid of wind and water creates turbulence which generates sudden
motion and driving change. Enchanters who study the ways of the storm
become deeply familiar with how things can, in a moment, change in state
from one world thing to another.
Simple Enchantment
The item grants its holder +1 DR energy
Apprentice Enchantment
2 IS – cast a specific storm warlock spell as its base manifestation lasting for
1d4 rounds;
5 IS – empower an storm warlock spell to the next level; +1d energy damage
(close range) to next attack; or create a wind mantle aura granting +5 Defense
from elemental attack for the next 1d4 rounds
10 IS – stabilize an empowerment for 1d8 sequences
Journeyman Enchantment
For every 10 current IS the wielder has either empower a storm spell the
holder casts by 1 or stabilize an empowered spell for +1 sequence
Master Enchantment
The item either reduces the cost to empower all storm elemental spells by 1
or allows a warlock to manifest a specific storm elemental spell without
investing the Inner Strength
Grandmaster Enchantment
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Simple Enchantment
The item grants either +1 DR physical in tactical combat or a +1 boon to parry
or dodge
Apprentice Enchantment
2 IS – +1 boon to strike, parry, or dodge;
5 IS – take an additional action in the tactical or strategic stances;
10 IS – take an additional action in a personal combat sequence
Journeyman Enchantment
For every 10 current IS the wielder has either gain a +1 boon to tactical or
strategic stance challenge or +1 boon to challenges in the tactical or strategic
stance
Master Enchantment
The wielder either does not take banes when reduced to 0 or lower Health or
grants a +1 boon to the tactical power of a unit he leads
Grandmaster Enchantment
The wielder can either can lead an additional unit or takes -1d damage during
the resolution phase of any battlefield combat
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V ERDANT C ODEX
When earth and water come together they blossom into bounty. This bounty
sustains all life within the Pattern, from the lowest crawling creature to the
great spirits of the stars themselves. Enchanters who study these mysteries
learn much about how life comes to be, how it grows, and its ultimate fate in
the Halls of the Dead.
Simple Enchantment
The item grants it’s holder +1 boon to Framer or Healer trade challenge; +1
Health or Inner Strength restored per day of rest; or -1 day of rest to restore
a bane
Apprentice Enchantment
2 IS – cast a specific verdant warlock spell as its base manifestation lasting for
1d4 rounds;
5 IS – empower an verdant warlock spell to the next level; heal +1d8 Health
to one target within close range
10 IS – stabilize an empowerment for 1d8 sequences
Journeyman Enchantment
For every 10 current IS the wielder has he gains one of the following effects:
empower a verdant spell the warlock casts by 1; stabilize an empowered
verdant spell for +1 sequence; +1 Health and Inner Strength healing per day
of rest; or gain +1 chance to conceive
Master Enchantment
The item allows the holder to speak to verdant elementals; reduce the cost
to empower all verdant elemental spells by 1; or manifest a specific verdant
elemental spell without investing the Inner Strength
Grandmaster Enchantment
The object can manifest a verdant elemental spell as if empowered by Inner
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Strength equal to the wielder’s current character level. Activating this spell
counts as the character’s action each round.
W AVE C ODEX
The power of the waves extends far beyond their bounds in the oceans, rivers,
streams, and lakes covering the world. It penetrates deep into the dreams of
mortal beings and the fiber of every living thing. Enchanters who study this
codex eventually begin to perceive the flow of all things and how they are
inevitably connected.
Simple Enchantment
The item grants the wielder a +1 boon to Health and Inner Strength or causes
spells targeting the wielder to cost +1 Inner Strength
Apprentice Enchantment
2 IS – cast a specific water warlock spell as its base manifestation lasting for
1d4 rounds;
5 IS – empower an water warlock spell to the next level; all magical effects
within close range cost +1d4 Inner Strength to maintain or active this
sequence
10 IS – stabilize an empowerment for 1d8 sequences
Journeyman Enchantment
For every 10 current IS the wielder has he gains one of the following effects:
empower a water spell the warlock casts by 1 or stabilize an empowered spell
for +1 sequence
Master Enchantment
The item allows the holder to reduce the cost to empower all water elemental
spells by 1 or manifest a specific water elemental spell without investing the
Inner Strength
Grandmaster Enchantment
The object can manifest a water elemental spell as if empowered by Inner
Strength equal to the wielder’s current character level. Activating this spell
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Simple Enchantment
The item grants its wielder either +1 boon to Guide or Sailor trade challenges
or a +1 boon to Grace
Apprentice Enchantment
2 IS – cast a wind storm warlock spell as its base manifestation lasting for 1d4
rounds;
5 IS – empower an wind warlock spell to the next level; attempt a movement
challenge as a free action
10 IS – stabilize an empowerment for 1d8 sequences
Journeyman Enchantment
For every 10 current IS the wielder has he gains one of the following effects:
empower a wind spell the warlock casts by 1; stabilize an empowered wind
spell for +1 sequence,
Master Enchantment
The item allows the holder to reduce the cost to empower all wind elemental
spells by 1 or manifest a specific verdant elemental spell without investing
the Inner Strength
Grandmaster Enchantment
The object can manifest a wind elemental spell as if empowered by Inner
Strength equal to the wielder’s current character level. Activating this spell
counts as the character’s action each round.
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MYSTICS: IGNITING THE INNER LIGHT
Sedena is a world in which those with enough will and drive can harness the
power of creation itself or reweave the lace underlying the world to suit their
own ends. Magicians can call forth demons, commune with the spirits of the
stars, and shatter the earth with a glance. Glowing swords and invisibility
cloaks are moderately commonplace, as are other wonders.
For all of the flash and fury, the most commonplace magic is that which
originates from within. All of the Folk, many demons, and the Younger Races
have a spark of power which resides within them. It is sometimes called
“freedom”, but can also be thought of as the enchantment of life itself. This
spark fuels the everyday magic making life not just possible but pleasant in
many parts of the world.
No one knows just how many people can access this everyday magic. In some
places, it seems like spark burns just bright enough that people live on for
another day. In others, everyone has a minor gift or “knack” which makes the
troubles just a little easier.
Some people feel a call to fan the spark within into an inner flame burning as
bright as any wizard’s will or warlock’s mark. These magicians generally learn
the basics of their art from local “hedge wizards”, but may in time be
recognized as powerful magicians in their own right.
MYSTIC TRADITIONS
Every living being in Sedena has the potential to develop mystical talents.
These talents are the basis for the so called “vocational abilities” and the
extraordinary talents developed by paragons and warriors. There are,
however, several iconic traditions of mysticism which produce the mystics of
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legend who shape everyone’s understanding of what this magical style could
accomplish. These include the Eastern Adepts, Hannish Knights, Lopanese
Witchfinders, Phishan Pirates, Thaumaturgists, Warriors of the South Wind,
and the Wolven people.
Eastern Adepts took to mysticism immediately after The Flight. It is an easily
developed source of power and one which provides talents useful for survival.
They have since moved on to harnessing the raw power of chaos through
wizardry learned before the First Undead War, but still give basic mystical
training to all of their apprentices.
Phishan Pirates are male mystics trained from an early age to use their
strength for domination and terror. Once they were the Hounds of the Bitch
Goddess, privileged to rule and take as they desired. Those who rebel or seek
a higher purpose are outcast and hunted, turning to piracy in an attempt to
survive. They form the broken heart of the Phishan rebels.
Thaumaturgists were gnomes whose mastery of the magical arts will never
be seen again. They embraced powers none other could master and
delighted in mysteries no other magicians even saw. A light has gone out of
the world with their passing.
Warriors of the South Wind stand ready to defend the world. Their gifts of
prophesy and second sight are known throughout the world. It is said that a
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Warrior can see through mists, cut arrows from the air by looking at them,
and perceive the faintest footstep of an assassin a hundred yards away. These
stories may be just that, but it is true that the Warriors train in a synergy of
mysticism and unarmed combat that makes them deadly foes of the baleful
creatures stalking the world.
Once a hero awakens a talent he receives some minor boons from it. These
boons wax as his Inner Strength rises and wane as it falls. Many talents also
give the hero minor abilities he can simply use as well.
In addition to his basic talent, the hero may develop a number of associated
gifts. These gifts allow him to focus his Inner Strength in specific ways. As he
continues along the mystic path, his gifts grow to reflect his experiences and
strengths. Some human cultures and the Elder Races have access to talents
unique to their shared Pattern.
MYSTICAL TITLES
Mystics, especially those in Phi and the East, will often take on a “title” based
off of their first talent. For them, this title represents something profound.
What that is, exactly, varies from mystic to mystic.
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At first level (and every level thereafter) the mystic may allocate two ranks
into the gifts related to his talent. These gifts give the mystic immediate
access to a minor effect or new action he may access at any time. The gift
can also be ignited by an expenditure of the mystic’s Inner Strength. This
causes the gift to manifest more strongly, but depletes the hero’s reserves.
Every even class level, the mystic may select one mystic class ability. These
class abilities include talents, abilities representing the mystic’s training in his
arts, and unique tools he develops along the way.
At 5th and 10th class level (and every 5 levels thereafter) the mystic develops
a “mystic mastery”. These masteries often reflect the tradition the mystic
comes from but can also represent his unique spiritual journey.
At even levels (2nd, 4th, 6th, etc.) the mystic may choose to use his class ability
selection to increase the rank of an existing talent by one. Each rank changes
the talent in one of three ways:
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1) Reduce the Inner Strength requirement of the talent at each rank
by 5 (so that 10 becomes 5, 20 becomes 15, etc.). This cannot
reduce the requirement below 0.
2) Add an extra “tier”. Each tier gives the hero an additional +1 for
each +10 points of current Inner Strength. Every odd tier (1st, 3rd,
5th, 7th, etc.) may grant a unique ability.
3) Reduce the costs of all gifts associated with the talent by 1 (so that
4 becomes 3, 8 becomes 7, etc.) to a minimum of 0.
In time, each mystic develops a unique style of magic suited to his own
circumstances.
A hero may only select gifts for talents he possesses. The first rank awakens
the gift at “rank one”. By investing Inner Strength he can “ignite” his gift,
accessing its effect. A gift remains ignited for the duration of the scene.
A gift may be activated more than once per sequence. If ignited at different
levels, all of the gift’s effect remain in effect without modification. If ignited
at the same level, numeric effects stack.
Servant ability at tier 3 (Servant) twice for a cost of 24. Two unseen but strong
servants begin to draw his bath, lay out his clothes, and fix dinner.
M ECHANICS FOR I MPROVING G IFTS
Every mystic class level the hero gains two ranks he can allocate to gifts in the
talents he possesses.
Each additional rank allocated to the gift modifies it in one of the following
ways:
MYSTIC MASTERIES
Every five (5) mystic levels the hero gains one mastery of the mystic arts.
These masteries represent insights derived from intense, focused practice
granting knowledge unavailable to the casual practitioner.
The masteries listed below are “common” to all mystics. Each tradition may
also have additional secret masteries derived from their specific training and
beliefs.
F OCUS
The mystic’s intense dedication and discipline allows him to focus intensely
on the task at hand. Each time the mystic takes this mastery, he may select
three trades. In any scene, he may spend 5 Inner Strength to gain a boon to
challenges related to those trades equal to his mystic class level.
H IDDEN D EPTHS
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R EKINDLE
The mystic has found and tapped the deep inner reserves which all being
possess but few access. Once per scene, if his Inner Strength falls below 10,
he immediately gains 3d10 Inner Strength.
A BLAZE
The mystic is ablaze with inner power. Each time he selects this class ability,
he can select one Gift. He may ignite that gift as a free action in the first
sequence of a scene. He may select a gift multiple times.
M EDITATION
The mystic has mastered the art of balancing his body, mind, and spirit
through intense focus. This focus allows him to grant himself one of the
following bonuses by attempting a Memory\Endurance challenge – +1 boon
to his next action, remove one temporary bane, restful sleep, or tranquil
sleep.
Each time after the first the mystic selects meditation he either gains a +2
boon to the meditation challenge or he may add his degrees of success to the
effect of one of the granted boons.
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N ATURAL
The mystic’s natural gifts in a specific talent set him apart. He reduces the
Inner Strength cost of all manifestations in one talent selected when he
chooses this ability by 1. This reduction applies to all levels of manifestations
in the chosen talent.
Each time after the first that the mystic selects this ability he may either
decrease the Inner Strength cost of manifestations by an additional 1 or select
another talent that this ability applies to. No combination of reductions can
reduce the cost of a mystic manifestation below 0 Inner Strength.
P ROTECTED
The mystic’s training grants him protection from spiritual harm. He gains +1
DR spiritual and can spend Inner Strength to reduce the effect of an
overwhelm effect targeting him at a rate of 1d of overwhelm for every 5 Inner
Strength expended.
Each time after the first the mystic selects protected he may increase the DR
spirit by +1 or decrease the Inner Strength cost of the overwhelm reduction
by 1. This second option can only be selected twice (for a final cost of 3 Inner
Strength per dice).
T EMPERED
The mystic’s study of his arts tempers his own Pattern’s strength. He gains
Inner Strength equal to his mystic class level.
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MYSTIC CLASS ABILITIES: MYSTIC TALENTS
In addition to the disciplines listed above, the mystic may choose to develop
one or more of the talents described below. All heroes may select from
common talents. Heroes who qualify may also select talents from one or
more of the other categories.
COMMON TALENTS
The common talents are: beacon (inner fire), conjurer (manifest will),
dreamer (dreaming), malificar (evil eye), prophet (prophesy), and seer
(second sight).
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B EACON (T ALENT : I NNER F IRE )
A mystic with the beacon talent burns with an inner fire which others can feel
when they get close to him. This fire grants him access to the gifts of Inner
Fire and the knacks described below. Also, he gains protection against
overwhelm effects which acts as damage resistance against each dice of an
overwhelm attempt from any source.
IS Knack Overwhelm
Reserve Protection
10 Burning Heart – allies within close range of the +1
beacon share in his resistance to overwhelm.
20 +2
40 +3
Elves with the Inner Fire talent gain access to the gifts Enthrall and Fascinate.
Dwarves gain access to Fortitude.
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20 +2
40 +4
A conjurer has access to the following gifts: Arrow of Light (moving objects
at speed), Unseen Hand (lift and move heavy objects), Unseen Servant (cause
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work to be done without direct action) and Ward of Light (a protective aura).
IS Knack Boon to
Reserve Deception
10 Daydreamer – the hero’s words call forth +1
vivid images in the minds of those that hear
them. Successful deception challenges last
for an additional sequence.
20 +2
40 +3
A dreamer has access to the following gifts: Dreamthief (enter into dreams),
Dreamwalker (shift the rules of a psychic combat), Mirror of Dreams (look
into dreams and memories), Sands of Sleep (put others to sleep), and Sending
(shaping dreams and memories).
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IS Knack Overwhelm
Reserve Boon
10 Intense Stare – the malificar’s gaze is so +1
unsettling that people have trouble meeting it.
He may target one person with the full effect of
his Evil Eye (all ignited gift effects) once per
round as a free action.
20 +2
40 +3
A malificar gains access to the following gifts: Decay (inflict rot), Hex (curse
an area), Ill-Fortune (erode prosperity), Sicken (inflict banes), and Wither
(cause fading).
Mechanically, the malificar can target one person per sequence in visual
range as his action for the sequence. That person suffers an overwhelm
targeting Inner Strength equal to 1d10 per ignition of his Evil Eye gift. If the
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IS Knack Defense
Reserve
10 Foresight – the hero’s knowledge means he +0
cannot be surprised. He can roll for initiative
during a surprise sequence.
20 +1
40 +2
A prophet gains access to the following gifts: Dreams of Dust (see the past),
Fetch (teleport objects), Flicker (displacement, speed up time, defense),
Foresight (see the future), and Vanish (hide from prophesy and scrying).
Ogre with the talent of Prophesy gain access to the Bladesinger gift.
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IS Knack Resist or
Reserve uncover
deception
10 Unblinking Eye – the hero can attempt a +1
Perception challenge to assess the setting of
the scene he is in as a free action.
20 +2
40 +4
A seer gains access to the following gifts: Aura Sight (see and understand
auras), Awareness (clear knowledge of surroundings), Insight (gain
knowledge of the unseen), Scry (knowledge of faraway places) and Skein (see
connections).
Elves who have the Second Sight may also take Empathy (sense emotions) as
a gift.
HIDDEN TALENTS
There exist hidden talents which derive from specific, focused traditions.
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These hidden talents are available only to those of the correct race or
vocation.
The hidden talents include Lumine (Swordsworn/Priest of Simel – Angelic
Fire), Heart of the Wolf (Packmind – Wolven), Sentinel (Knight – Hannish
Knight), Thaumaturgist (Gnome – Thaumaturgy), Way of the Winds (Warrior
of the South Wind – Ancient Memories).
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L UMINE (A NGELIC F IRE )
During the Great War the Celestial Council directed their greatest artisan,
Simel, to craft tools to turn the tide against the Elder Gods. Working with the
Weaver, the Angel of Creation ignited four flames. These flames were
contained in vessels of pure crystal formed from primal chaos.
The flames survived the Dawn of Fire. The angels fared less well. Divided,
and gravely injured the spirits sought out refuge in a thousand places.
Access to the Angelic Fires grants a boon to detect demons and other baleful
beings.
IS Knack Boon to
Reserve detect
Baleful
10 Righteous Blade – the lumine can, as a free +1
action once each sequence, ignite a fire into a
Celestial Blade
20 +2
40 +3
A Lumine gains access to the four Angelic Fires as gifts. The Amber Flame
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emboldens those who encounter it. The Argent or Silver Flame sustains
connections between things. The Sapphire Flame consumes chaos, disrupting
wizardry and spirits of chaos. Once, the Crystal Flame focused the light of the
stars to enable creation.
H EART OF THE W OLF (P ACKMIND )
The Wolven were once wolves, living in packs and sharing so closely with one
another that the pattern of the pack dominated the pattern of the individual
mind. The event which ended the Rune War changed them, but the pattern
of the pack remains strong.
A wolven mystic who develops his awareness of the pack also connects more
deeply with his animal nature. His senses sharpen, his ability to endure
deprivation increases, and he becomes more wolf-like in nature.
Access to the Heart of the Wolf grants the wolven a boon to challenges to
interact with other wolven or intimidate others of the Folk other than Ogres.
IS Knack Boon
Reserve
10 Golden Eyed – the mystic can see clearly in low-light +1
conditions.
20 +2
40 +3
The Heart of the Wolf gives access to the following gifts: Eyes of the Wolf
(increased perceptions), Howl at the Moon (communication), and Shadow of
the Wolf (stealth).
S ENTINEL (T ALENT : H ANNISH K NIGHT )
Hannish knights are commoners charged by fey law to stand watch over the
boundaries between the mortal and immortal worlds. They ensure that, in
the end, balance is maintained between the two peoples.
Taking on this duty requires more than courage and a strong sword arm. A
knight must be equal to any fey, no matter how powerful. That requires the
ability to see through illusions, release fey bindings, and otherwise negate
their advantages.
Access to the Sentinel gift grants the knight a boon to any challenge required
by a mystic gift.
IS Knack Boon
Reserve
10 Eyes that See – the knight always knows when he +1
encounters an illusion, though he may not be able to
see through it.
20 +2
40 +3
The gifts of the Knights are dispersed among the common talents. The Knight
gains gain access to the following gifts: Glamour (Dreaming – cast waking
dreams), Seven-league Stride (Prophesy – teleportation), and Warding (Inner
Fire – protect from spirits and magic).
T HAUMATURGIST (T ALENT : T HAUMATURGY )
Gnomish thaumaturgists were renowned for their ability to perform all styles
of magic, sometimes spontaneously. How they did it, through what trick of
the mind, was a mystery even to the other Elder Races.
The truth is that the Elder God Anzoth created them to have, within their own
pattern, the ability to adapt to become whatever necessary to wield power.
This adaptability allowed them to focus within themselves to become
whatever he needed. It also gave them the power to choose freedom when
others could not imagine what that meant.
A gnome may select one style of magic each time he gains a rank in the
Thaumaturgy talent. In the case of druids and warlocks, he must select one
spirit aspect or warlock mark. He can gain spells, powers, or whichever as if
they were mystical gifts.
Additionally, as a free action costing 10 Inner Strength the gnome can gain
any ability, spell, manifestation, etc. from a magical style he has access to for
the remainder of the scene. This does not ensure that the gnome knows how
to use this power wisely.
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W AY OF THE W INDS (T ALENT : A NCIENT M EMORIES )
The Warriors of the South Wind are legendary for their fighting skills and
mystical abilities. Those fortunate few who are allowed to live among them
come to realize that they are also intimately familiar with the lives of every
Warrior who came before.
In fact, all Warriors share a common bond, an innate knowledge shared with
them by their ancestors. This talent is referred to as “the Way of the Winds”.
It grants those who follow it a boon to their health.
IS Knack Health
Reserve Boon
10 The Still of Dawn – The warrior’s connection to the +2
past offers him renewal. He gains +2 Health and
Inner Strength when resting.
20 +4
40 +8
50 Way of the Winds – the warrior can hear the voices +10
of his ancestors speaking to him on the winds. When
he enters into a psychic combat with a baleful
creature he can roll twice for actions (one for his
ancestors and once for himself).
The Way of the Winds grants access to the following gifts: Chants of Dawn
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L IST OF G IFTS
Amber Flame (Angelic Fire – embolden)
Argent (Silver) Flame (Angelic Fire – sustain connections)
Arrow of Light (Manifest Will - moving objects at speed)
Aura Sight (Second Sight – see and understand auras)
Awareness (Second Sight – clear knowledge of surroundings)
Bladesinger (Ogre Prophesy – negate defensive measures)
Chants of Dawn (Ancient Memories – cleansing and health)
Chants of Midnight (Ancient Memories – speak with ancestors).
Chants of Noontide (Ancient Memories – repulse baleful beings)
Chants of the Twilight (Ancient Memories – divination)
Decay (Evil Eye – inflict rot)
Dreams of Dust (Prophesy - see the past)
Dreamthief (Dreaming – enter into dreams)
Dreamwalker (Dreaming – shift the rules of a psychic combat)
Empathy (Elven Second Sight – sense emotions)
Embolden (Inner Fire - help others resist overwhelms)
Enthrall (Elven Inner Fire – build attraction over time)
Eyes of the Wolf (Heart of the Wolf - increased perceptions)
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The amber flame awakens the embers of hope smoldering in even the most
despairing heart. Simel created it with the help of Viver and Rancor as a tool
to support the Celestial Host during the dark hours before the dawn.
A wielder of the Amber Flame gains the power to reverse overwhelm effects.
When he invokes the flame, it surrounds him like an aura of flickering amber
light.
Ignite Effect
0 The Light Within – the mystic can use his action to cause an
overwhelm targeting him to be rerolled.
4 Kindle with a Touch – the mystic can touch one being and cause
one overwhelm affecting that person to be rerolled.
16 The Amber Flame – the mystic infuses his blade with the amber
flame. Allies standing within close range can ignore overwhelm
effects so long as the mystic is not overwhelmed or defeated.
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A RGENT (S ILVER ) F LAME
Talent: Angelic Fire
Primary Effect: Establish and sustain connections
Simel knew that the greatest strength of the Elder Gods armies lay in their
obedience to a single will. Demons and their ilk respond instantly to their
master’s voice. The silver flame is his response. It bound together the
Celestial Host, allowing the warleader’s will to be shared by all.
The silver fire allows the mystic to establish temporary connections between
himself and others. The ally must be within close range when the gift is
ignited but may wander far after that.
Ignite Effect
0 Shared Voice - for the duration of the scene the mystic and one
ally may speak to one another regardless of distance or barrier.
4 Shared Sight - for the duration of the scene, the mystic and his
ally may see through one another’s eyes.
normally.
A RROW OF L IGHT
Talent: Manifest Will
Primary Effect: Move objects at speed
The mystic’s ability to move the world around him continues after his touch.
Objects once in contact with him can be moved at a whim. Some even claim
the mystic can move things fast enough to cause actual harm.
A mystic with this gift can launch items from his hands. All actions with this
gift count as ranged strikes. Each effect can only be used once per sequence
per ignite.
Ignite Effect
0 Throw – the mystic can casually toss an item in hand and it will
speed away out to his Will X 70 feet away. Striking a target
requires a Grace\Perception challenge and does no damage.
4 Cast – the mystic can cast a thrown item with great accuracy.
Ones per sequence the mystic automatically succeeds at a range
strike challenge with a thrown object.
8 Swarm – the mystic can cast a swarm of objects which harry and
distract a target. If the mystic succeeds at a ranged strike and
throws a number of small Gets at a target, the target takes 2d8
physical damage each sequence from a personal hazard.
16 Lance of Light – the mystic lashes out with a lance of pure force.
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A mystic with the gift of seeing auras lives in a world awash with meaning.
Every person, place, and thing shines with inner beauty. He must also accept
the corollary, he cannot escape from the worlds sorrow and evil.
A mystic with this gift gains information about the state, intention, and fate
of those he looks at. His sight acts automatically as part of a Perception
challenge but can only analyze one aura per sequence.
Ignite Effect
0 Primary Vision - the mystic can see the primary colors of the
mantle, core, and edge.
4 Lingering Shadows – the mystic can see the aura left behind by
actions in a location. These auras food away at down.
8 Rainbow Kiss - the mystic can see the traces left when one aura
touches another. He can see the core colors of one person in
contact with his target.
16 Single Glance - the mystic can see the auras of those who
touched an item or went through a place.
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A WARENESS
Talent: Second Sight
Primary Effect: Clear knowledge of surrounding
Ignite Effect
0 Eye for Detail - when the mystic successful attempts any
challenge using Perception in its approach he notices one detail
in the scene.
4 Muffled Voice - the mystic can clearly hear sounds within close
range, ignoring success thresholds.
The Ogre were made to be the greatest warriors. They were born slightly out
of step with time. It is almost as if they exist a few moments into the future,
so perfect is than ability to walk though others defenses.
Each time the mystic ignites this gift he reduces the effectiveness of one type
of defensive action.
Ignite Effect
0 Close - the mystic always sees a clear path to his target. Effects
that would interpose between them take a one additional
degree of success.
The dawn is the beginning of many things –of growth, of health, and often of
life. The sacred chants of dawn connect the Warriors of the South Wind to
this cosmic truth, granting them renewal.
At dawn, a Warrior with this talent may ignite one or more of the Chant of
Dawn effects. The effects linger with him until the next dawn.
Ignite Effect
0 Dawn’s Light – the mystic reduces the fatigue he gains by 1.
The ancient Warriors of the South Wind stood against the wave of darkness
which rolled over the land at the end of the Rune War. They shook off the
teachings of the Ogre, the pride of the Elves, and the chains of the Dwarves
to forge a new way. When one fell, his spirit rose again to strengthen his
brothers, until they all burned like stars. Modern warriors can share in this
strength by delving deep into the power of the chant of midnight.
At midnight, the Warrior may ignite one or more of this chant’s effects. The
effects linger with him until the next midnight.
Ignite Effect
0 Midnight Mentor – the mystic calls out and his mentor, the
Warrior who watches over him, answers. He can speak with his
mentor for one sequence, gaining insight from the past.
4 Warrior of the South – the mystic calls out and one of the
ancient warriors of the south wind answers. He gains
knowledge of unarmed combat which gives him +1 Defense
while unarmored and +1 damage to unarmed strikes.
8 Warrior of the North – the mystic calls out and one of the
ancient warriors of the north wind answers his call. He gains
knowledge of the arts of battle which gives him +1 action in
tactical or strategic stance.
12 Warrior of the East – the mystic calls out and one of the ancient
warriors of the east wind answers his call. The mystic gains
knowledge of the arts, granting +1 rank in the trade of his
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choice.
16 Warrior of the West – the mystic calls out and one of the
ancient warriors of the west wind answers his call. The mystic
gains knowledge of the dragons and their power which gives
him a +1 boon to any challenge to use an adept class ability.
C HANTS OF N OONTIDE
Talent: Ancient Memories
Primary Effect: Repulse and damage baleful beings
The chant of the noon resonates with the horror and honor of those first,
fateful years when the Elder Races failed. It channels the light the mortals
kindled against the Elder Gods and their minions. Few warriors can bear to
channel the light for long, but those that do are potent weapons until they
burn out.
At noontide, the Warrior may ignite one or more of this chant’s effects. The
effects linger with him until the next noon.
Ignite Effect
0 Hand of the Sun – the warrior gathers the fire of the sun in
his hands. Until the next noon, baleful beings have -1DR
against his unarmed strikes.
The Warriors of the South Wind are the last of their people, the dying echoes
of man’s first choices. They continue on the path chosen by their ancestors,
fighting for a future they will only see in dreams.
At twilight, the Warrior may ignite one or more of this chant’s effects. The
effects linger with him until the next twilight.
Ignite Effect
0 Assurance – the warrior knows the day and hour of his death.
This assurance allows him to act with calm even in the most
dangerous situations. He gains +1 to one challenge when
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The seed of decay exists in the essence of all things. A mystic with this talent
can coax this seed into full, corrupted flower. His gaze can cause stone to
weaken into sand or flesh to peel from bone. Few are willing to meet his eyes
for long.
A target overwhelmed by the mystic’s evil eye takes direct damage. A mystic
who ignites this gift as part of his evil eye can target inanimate objects as well
as living beings.
Ignite Effect
0 Unhealed Wounds – Banes and damage inflicted by the
mystic’s evil eye are unaffected by positive resting
conditions.
The Pattern is more than just a way of describing how the world was made.
It is also everything that has transpired, everyone who has lived, and
everything that might be. The present exists not only shadowed by the past
but because of it. A mystic with this gift can see these shadows, gaining
knowledge of what might happen from what has.
A mystic with this gift can see, hear, and feel the echoes of the past. At the
highest levels, he can share that gift with those around him. Igniting this gift
adds information gained from the hero’s Perception challenges.
Ignite Effect
0 Echo of the Past – The mystic gets an impression of any major
events which happened in the area during the last 24 hours.
This impression is not highly detailed but does give some
general information.
12 Voice of the Dust – the mystic can clearly hear one event or
conversation which happened in the past.
talent.
D REAMTHIEF
Talent: Dreaming
Primary Effect: Enter into dreams
Of the myriad of beings, only the Elder Gods are said not to dream. Their
minds are utterly other from those of the races, what they imagine so alien
that none other can understand it. All other beings dream, awake or asleep,
and some mystics can steal an understandable glance.
A mystic with this gift can target dreaming creatures and engage them in
psychic combat. Some powerful dreamthiefs can also enter into the target’s
mind without provoking a contest.
Ignite Effects
0 Daydreamer – the mystic can catch a glimpse of what
someone is thinking about. This image reflects both what he
sees and what he feels, but can be very personal and difficult
to interpret.
D REAMWALKER
Talent: Dreaming
Primary Effect: Shift the rules of psychic combat
Dreams are both unique to the dreamer and shared among all living beings.
A dreamwalker can bring elements of one dreamer’s dream into another’s,
shifting the landscape of a dream to suit his needs.
Ignite Effect
0 Enfolding Mists – the mystic can disengage from a psychic
combat as his action in the sequence. This disengagement
happens immediately, ending the mystic’s participation in
the conflict.
E MPATHY
Talent: Elven Second Sight
Primary Effect: Sense emotion
Elves are creatures of empathy but not necessarily compassion. They were
created to be sensitive to the desires of others. This sensitivity does not force
them to like others or to treat them well. In fact, many elves harbor a secret
anger at all of the creatures who cannot control their thoughts and desires.
All elves feel flashes of other’s emotions. An elf who develops this gift can
use that insight like a weapon, drawing out secrets and binding others to her
will.
When making a Perception challenge, the mystic gains information from this
gift in addition to the results of the challenge.
Ignite Effect
0 Ken – the mystic gains flashes of insight into the emotions of
one target. He can target on character in the same scene and
receive a one word answer about that character’s current
emotional state.
12 Need – the mystic sense what the target would sacrifice his
current goal to attain. This sense is general at first, but becomes
gradually clearer until at 3 degrees of success the mystic knows
exactly what the target needs.
The mystic’s inner fire burns brightly enough to enkindle others. This
enkindling alleviates the effects of disease, fear, and despair. It also reveals
the mystic’s location to baleful beings, who can follow the light back to its
source.
The mystic can empower others to stand fast in the face of fatigue and
despair.
Ignite Effect
0 Warming Smile – the mystic grants an ally in close range the
ability to ignore 1 point of fatigue for the duration of the scene.
12 Into the Night – the mystic’s inner fire is a blaze lifted up against
the darkness. Physical overwhelm effects targeting any being
within close range are reduced by 1d.
E NTHRALL
Talent: Elven Inner Fire
Primary Effect: Build attraction over time
Elves were created to attract and please others. They carry within them a
warmth that draws all mortal souls. This draw increases over time, until the
victim cannot help but put the elf and her needs above all others.
Enthrall is a slow overwhelm effect which builds up over time. Each scene, the
target of the elf’s Charm or Beauty based challenge rolls a number of d10
equal to the total degrees of success the elf achieved against him. If the result
is greater than his Inner Strength than the elf can ignite one effect from this
gift and apply it to him. This effect targets all character’s impacted by the
elf’s challenges in the scene. If a target is not overwhelmed, the dice are
retained for the next scene.
The effects inflicted by this gift linger for the elf’s Charm in months.
Ignite Effect
0 Attraction – the elf focuses his light so that it attracts others.
All characters in the scene with him suffer +1 per dice to the
overwhelm.
Wolven are not wolves. However, they do share a common ancestry and
bond. Wolven who spend time exploring the more animalistic side of their
origins quickly develop senses similar to those of their ancestors.
A wolven who ignites these abilities can use them as part of his normal
Perception challenges.
Ignite Effect
0 Night Eye – the mystic can see in low-light conditions as if it
were day.
F ASCINATE
Talent: Elven Inner Fire
Primary Effect: Attract and hold attention
All of the Folk (younger or elder) cannot help noticing elves. There is
something about the children of fire which draws the eye, regardless of
intent. For most elves this is a temporary and unconscious effect which lasts
just for an instant. Some elven mystics have learned to ignite their inner fire
in such a way as to make themselves almost impossible to ignore.
Elves who ignite fascinate effects gain boons to their Beauty, Charm, and
Leader actions. They can also control the flow of a room or conversation with
devastating effects.
Ignite Effect
0 All Eyes Upon You – at the start of the scene, the mystic gains
a boon to initiative equal to his Charm. He cannot take
stealthy actions or attempt to disengage from the scene.
two mystics with the overawe ability contest, the one with
the most ignitions of this ability goes first.
12 Lingering Touch – the mystic’s presence lingers even after he
walks away. Any effect requiring a Beauty or Charm
challenge gains +1 unit to its duration.
F ETCH
Talent: Prophesy
Primary Effect: Teleport Objects
Time is not separate from space; indeed they are functions of one another.
Mystics with the gift of fetching may not understand this theory but they are
masters of its application. With a twist of their wrists, they call objects from
one place to another without passing through the intervening space.
Use of the fetch gift allows the mystic to move items he has previously
touched between two points. The simplest applications of this gift allow him
to teleport objects directly to his hands. More powerful applications send
objects from him or even move others.
Ignite Effect
0 Prestidigitation – the mystic can cause an object he is holding
to disappear and then reappear a few seconds later as a free
action once per sequence. When used in conjunction with
the Street Magician vocation, this adds +1 silver to the hero’s
income during the day.
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4 Pull the Thread – the mystic can pull an object he once held
which is within visual range into his hands as a free action.
The object will not move if someone else holds it but will if it
is stuck or otherwise secured.
8 Cast Forth – the mystic can send a small object (no larger or
heavier than a letter) to one person he knows. Using this
ability requires a Speed\Will challenge with a number of
degrees of success equal to 1 for every hundred miles
between the mystic and his target.
12 Snatch – the mystic can pull one target which weighs no more
than himself to him. Using this ability requires a Speed\Will
challenge with a number of degrees of success equal to 1 for
every hundred miles between the mystic and his target.
F LICKER
Talent: Prophesy
Primary Effect: Defense, displacement, speed up time
Using this gift places tremendous strain on the mystic’s body. He loses 1 point
of Health each time this gift is ignited and an additional 1 point of Health per
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Ignite Effect
0 Twist – the mystic slips and twists through space as he
moves. He gains a +1 boon to challenges approached with
stealth.
F ORESIGHT
Talent: Prophesy
Primary Effect: See the Future
Prophets are defined by their ability to see how the Pattern might shape itself
in the future. This foresight is more of a curse than a blessing. It is rarely
entirely accurate, subject to constant change, and easy to misunderstand.
Even those problems pale beside the danger of exposure to the Elder Gods
and their baleful minions.
some protective abilities, as the ability to know the future does give the
mystic some ability to prepare for what might go wrong.
Ignite Effect
0 Always Prepared – the mystic gains +2 to his initiative.
16 Nodes – the mystic can sense which events are of import and
which are not. For every degree of success the mystic gains
on a Memory\Speed challenge while using this gift he gets
details about the next important event coming up in his or a
target’s life. These details may only make sense after the
event has taken place.
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F ORTITUDE
Talent: Dwarven Inner Fire
Primary Effect: Turn banes into boons or temporary banes
The Children of Earth are renowned for their ability to endure. Fire, famine,
and flood mean little to them. The destruction of most of the known world
at their hands, the exile of their people, and the slow death of ages are all just
things to be endured. Individually and as a people they will endure, and in
enduring grow strong.
A dwarven mystic with this gift can transform one bane of the appropriate
type per ignition into a temporary bane or even a boon. This allows dwarves
to shrug off incredible damage and hardship. Banes transformed into boons
last until the end of the scene, then both bane and boon disappear. A
transformed bane gives a boon of the same rank and does not stack with a
previously transformed bane.
Ignite Effect
0 Hardship – the mystic transforms one bane to Strength,
Endurance, Grace, or Speed into a temporary bane of the
same type.
The Knights of Han champion her people in the Courts of the Fey. This
responsibility carries with it heavy burdens. It also gives the Knights
opportunities open too few of the rule-bound people they protect. One of
those opportunities is the chance to play tricks on nobles and other people in
power, especially when engaged in a battle of will or wits.
Ignite Effect
0 Midsummer’s Dawn – the mystic can specify one target of
the glamour. The target is a person, place, or thing. The
glamour remains in effect until the target breaks it or is
brought into contact with it.
by sound.
12 Midsummer’s Night – the mystic can specify one change to
the target’s physical appearance which is perceived only by
touch.
H EX
Talent: Evil Eye
Primary Effect: Curse an area
The presence of a malificar can sour the world’s aura. Ill-fortune and disaster
seem to follow in his footsteps. Some people believe these effects are
unconscious, but a trained mystic knows the truth. Even if the malificar
means no harm he carries within him a seed of hate which can flourish into
bitter fruit.
The first ignition of this gift allows the malificar to set one other Evil Eye ability
into an area. The second improves the strength of the overwhelm which
deals the effect. The third to fourth apply triggers so that the effect does not
impact everyone who enters the area. The fifth causes the effect of a hex to
linger long past the target’s initial exposure.
Each ignition of this gift reserves 1 Inner Strength from the mystic’s total. This
reserve remains until the mystic releases the hex.
Ignite Effect
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0 Hate – the malificar can place the ignition of another Evil Eye
gift onto an area no larger than a small building. This effect
targets anyone who enters the area but does not have any
overwhelm dice.
The Wolven are always aware, just below the surface, of one another. They
know where their friends are and roughly who is whom in the pack hierarchy.
This ability can be refined by a mystic to enable direct, pack to mind
communication. Wolven with this gift are often accorded high status by other
wolven, with the attendant privileges that implies.
A mystic with this gift can easily send images and messages to other wolven.
He can also increase other wolven’s awareness of the packmind. At the
extremes of this gift he can give non-Wolven a small taste of what it means
to be one with the Heart of the Wolf.
Ignite Effect
0 Call Out – the mystic can send a message to one wolven in
the same tribe or within line of sight. The message is
conveyed in the mystic’s voice and can be no longer than 30
words long.
I LL -F ORTUNE
Talent: Evil Eye
Primary Effect: Erode prosperity
Ignite Effect
0 Ill-luck – the mystic’s target suffers a -1 bane per dice of his
income result.
I LLUMINATE
Talent: Inner Fire
Primary Effect: Harm baleful beings
The baleful influence of the Old Ones spreads like ink in the water. Mystics
who have the gift to illuminate can drive back that influence like a candle in
the dark. Their presence can drive back demons, dispel baleful magic, and
even suppress the powers of the folk who choose to serve their former
masters.
The illuminate gift applies temporary banes to baleful beings within close
range of the mystic.
Ignite Effect
0 Spark – baleful beings take 1d4 spirit damage when they
touch the mystic.
4 Shine – the mystic shines with pure fire which burns off the
Old One’s filth. He gains +1 DR (all) against attacks from
baleful beings.
I NSIGHT
Talent: Second Sight
Primary Effect: Gain knowledge of the unseen
Each time this gift is ignited the mystic gains an additional piece of
information he can derive from a Perception challenge. He can derive this
information even if he is using Perception for some purpose other than
observing details (e.g. a ranged strike or a stealth challenge).
Ignite Effect
0 Flash of Insight – the mystic gains one piece of information
available to the normal senses in addition to the other effects
of his Perception challenge.
the target.
I NSPIRATION
Talent: Inner Fire
Primary Effect: Grant temporary boons to attributes
The presence of a beacon provides heart and hope to everyone around him.
This gift represents a refinement of that basic ability, empowering the
mystic’s allies to reach beyond their limitations for something greater.
Once a mystic ignites this gift he and all allies within close range receive the
associated boon.
Ignite Effect
0 Hearten – the mystic and his allies gain +2 Health or Inner
Strength
All living creatures store their memories and access them as dreams of what
was or what they wished was. It can be difficult for even the wisest to tell the
difference. A mystic with this gift can peer into another’s waking dreams,
seeing what that person saw through the lens of their feelings and desires.
When a mystic ignites these abilities, he targets one person within visual
range. Once he amasses more ignitions than the target has Will, the dreamer
sees the dream he seeks. The only exception to this is the first ability, which
gives an immediate impression of the target’s surface and most immediate
thoughts.
Some mystics actually peer into a mirror when using this gift. This is not a
mechanical necessity but does help to focus the mystic’s vision.
Ignite Effect
0 Skim the Surface – the mystic gets an immediate impression of
one thought or image which the target currently holds in his mind.
4 Follow the Thread – the mystic can play out one detailed memory
related to a specific person, place, or action contained in the
target’s mind.
16 From Darkest Roots – the mystic can delve deep into the target’s
psyche to uncover memories, emotions, and images hidden from
the target itself.
S ANDS OF S LEEP
Talent: Dreaming
Primary Effect: Put others to sleep
Dreamers are, first and foremost, guides to the wondrous world of sleep.
They can send targets there, influence their dreams, and even awaken those
who need it. This gift represents that focus.
The effects of the Sands of Sleep cause people to become fatigued, more
easily affected by dreaming abilities, or even simply to fall asleep. Sending
(below) is the gift used to give specific dreams.
Ignite Effect
0 Slumber – if the target has more fatigue than either Endurance or
Will (whichever is lower) he falls into deep slumber from which
he will be difficult to awaken.
4 Awaken – the mystic can target one person per sequence and
force them to awaken. This breaks off a psychic combat and can
be used to end a psychic combat prematurely.
S APPHIRE F LAME
Talent: Angelic Fire
Primary Effect: Consumes chaos and destabilizes wizard spells
The amber, crystal, and silver flames were tools designed by Simel to aid the
angels in creating a new world. The sapphire flame, on the other hand, is a
weapon intended to help rid the world of the Old Ones and their loyalist
troops. It targets and destroys chaos in a blue blaze almost too intense to
look upon. Later ages found other uses for this power.
Summoning the sapphire flame causes the hero to burn with clear blue fire.
His weapons and armor glow, as do his eyes and skin, as if her were alight
from within. These effects make it more difficult to be targeted by wizard
spells, deal direct damage to creatures who use wizardry, and burn off
patterns held together by the will of others.
Ignite Effect
0 Sapphire Soul – the mystic begins to glow with blue light, as if fire
burned just under his skin. Wizard spells targeting him cost 1
additional Inner Strength to cast and 1 to maintain.
weapon. The weapon bursts into sapphire flames and deals +1d
energy to wizards and the unforgiven.
8 Mantle of Sapphire Flame – the mystic cloaks himself in blue
crystal fire. Wizards of all stripes who strike the mystic with spell
or weapon take +1d10 energy damage.
S CRY
Talent: Second Sight
Primary Effect: Knowledge of faraway places and people
16 Piercing Vision – the mystic’s vision can reach beyond the current
plane into other realms of existence.
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S ENDING
Talent: Dreaming
Primary Effect: Shapes dreams and memories
When people think about dreamers, they think about this talent. Sending
allows the mystic to craft and send dreams to others. These dreams can have
tremendous effects, for both good and ill. The strongest dreamers are said
to be able to drive a man to madness or a sinner to sainthood in a single night.
This gift allows the dreamer to send specific kinds of dreams. If the target is
aware of the sending and wishes to resist it, he may enter into psychic combat
with the dreamer.
Ignite Effect
0 Whispers and Dreams – the mystic can project a message to one
target that he knows. The target will remember the message
when he awakens but may not trust it unless some kind of pass-
code or trigger is specified.
16 Dream Path – the mystic can bring one companion with him when
he begins a dreamwalk or astral projection.
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S EVEN - LEAGUE S TRIDE
Talent: Sentinel Prophesy
Primary Effect: Self teleportation
Prophets are, by their nature, slightly adrift in space and time. Knights with
the gift of prophesy are even more so, able to move long distances using only
the motive power of their own will. This effect can be subtle, causing the
knight to travel further than one would think possible, or extraordinary, as in
the legendary “seven-league” stride.
A mystic with this gift gains boons to travel and the ability to, with some
difficulty, instantly teleport from his current location to one other location
relatively close by. The last three abilities can be used once per ignition per
sequence.
Ignite Effect
0 Hurry – the miles seem to slip behind the Knight. He gain +1 rank
to his travel distance each day.
8 Close the Gap – the knight can instantly close with one opponent
within visual range and no further than 1 mile away. This ability
can be used in battle to initiate a duel from either the tactical or
strategic stances.
12 Winding Road – the knight and his companions move like flickers
through the countryside, leaving no trail behind them. Each
application of this effect increases the threshold to follow or scry
on the knight while he travels by +1.
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The wolven are, at the hearts, ambush predators who hunt and kill large game
in packs. Mystics who embrace the heart of the wolf gains access to this
shadowy truth and can use it as a weapon to further their own ends.
The Shadow of the Wolf grants boons which help the wolven to remain
unseen and improves his ability to cause harm when he does spring the
ambush.
Ignite Effect
0 Predator’s Strike – the wolven does +1d damage with a weapon
or unarmed combat during the surprise sequence.
S ICKEN
Talent: Evil Eye
Primary Effect: Inflict banes
Sicken is the signature gift of the malificar, the core of his ability to cause
direct, lasting harm to others. It is why others refuse to meet his eyes and
why even cultures which support mystics are wary in their presence.
This gift’s effects apply when the mystic’s gaze overwhelms a target.
Ignite Effect
0 Weakness – the target suffers a -2 bane to Health or Inner
Strength, chosen when this effect is ignited.
4 Fever – the target suffers -1 random bane (roll 1d10 each time
the effect applies).
Ignite Effect
0 What Hands have Touched – the mystic gains an impression of
the last person to handle an object.
4 Choices Echo – the mystic knows the action which caused the
action he just witnessed.
12 The Unseen Hand – the mystic sees an image of the person who
influenced the events taking place around him.
16 Voice of the Pattern – the mystic can give voice to the unseen
connections and patterns surrounding him. He knows what must
be done to prevent further harm to the Pattern, and knows the
cost he must pay to perform that deed.
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U NSEEN H AND
Talent: Manifest Will
Primary Effect: Lift and move heavy objects
Mystics with the talent to manifest their will in the world use the unseen hand
as a way of making dramatic gestures. It can cause an object to lift into the
air, fly away from the mystic, or even dance about as if someone held it.
These visually impressive effects might not have the overwhelming power of
a malificar or the subtle strength of a beacon but they are certainly
memorable.
Each ignition of this gift applies a different effect to one target. A target that
wishes to resist the mystic’s power may attempt to do so by attempting a
Strength\Will challenge requiring one degree of success for each time this gift
has been ignited this scene. A mystic cannot target himself with this gift.
Ignite Effect
0 Suspend – the mystic points at an object and it is suspended in
the air until the end of the scene. The object can be moved but
will attempt to gently return to the location where it was
suspended. This effect can negate ranged attacks which deal
physical damage.
U NSEEN S ERVANT
Talent: Manifest Will
Primary Effect: Cause work to be done without direct action
Many men dream of being able to take a break from labor and toil. Mystics
with this gift can live the dream, using their will instead of their backs to
accomplish their goals. This can cause great things to happen quickly but is
more often used to ease the mundane labor of survival.
These effects improve the scope, breath, and impact of the mystic’s trade
actions.
Ignite Effect
0 Helping Hand – the mystic’s will causes small objects to arrange
themselves in an advantageous way. The mystic gains a +2 boon
to one trade challenge used to generate income.
U PLIFT
Talent: Inner Fire
Primary Effect: Restoration of banes
The presence of a beacon does more than just bring hope. The warmth of the
mystic’s aura also uplifts and restores those who have come to harm. A
mystic with this talent can help others to heal from even the most grievous
of wounds so long as life remains within them.
At low levels this gift gives the power to improve and accelerate healing in a
variety of ways. At the highest level the mystic can attempt to call a target
back from death’s door, though doing so may invoke the Judges of the Dead
wrath.
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Ignite Effect
0 Aura of Vigor – all allies within close range of the mystic gain +1
Health and Inner Strength the next time they rest.
8 Healer’s Heart – the mystic gains or gives a +1d boon to a first aid
challenge.
12 Hand of the Healer – the mystic can heal 1d8 Health damage once
per sequence to one ally within close range. This ability cannot
target the mystic.
16 From Death’s Door – the mystic can target one person who died
within the last hour. That person comes back to “life”, but may
die again unless something is done to alleviate his wounds or
other ills.
V ANISH
Talent: Prophesy
Primary Effect: Hide from prophesy and scrying
In a world full of gods and wizards, where everyone seems to have some way
of knowing one another’s thoughts, secrecy can be hard to find. Fortunately
there do exist those who can, with a great deal of effort, provide shelter. For
a price. Mystics who develop this gift will never lack for people who need
their services, as they can keep secrets safe.
The mystic can increase the number of degrees of success required to use
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4 Eye of the Ebonstar – the mystic can select one secret, person, or
place he wishes to protect. Any attempt to scry that target
immediately alerts the mystic to the attempt.
8 Images Once Seen – the mystic can select one secret, person, or
place he wishes to protect. Attempts to scry that target seem to
succeed but reveal one piece of false information selected by the
mystic at the time of this effect’s ignition.
The manifest will of a mystic can provide him with protection from harm. In
some cases this protection is subtle – a blow turns slightly away, an arrow
misses its mark. In other cases it is far more direct, manifesting as a shining
aura around the mystic which provides protection as tough as the strongest
armor.
Ignite Effect
0 Deflect – the mystic gains +1 Defense.
W ARDING
Talent: Sentinel Inner Fire
Primary Effect: Protect from spirits and magic
The Hannish Knights are charged with protecting her people from magical and
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mundane threats. In order to do so, they must face down tremendous foes
and survive epic confrontations. Unfortunately their ability to do so does not
guarantee success. Surviving a conflict which destroys the countryside or
ends with the death of both the opponent and the people the Knight was to
protect is not an acceptable outcome. Therefore the Knights have learned to
focus their spirit into protective wards to both contain and defend.
The ignited abilities of the Warding gift provide protection against magic and
the spiritual creatures who might prey upon the weak.
Ignite Effect
0 Alarm – the mystic sets his will on an area. Until dusk or dawn, if
any spirit that attempts to enter the area the mystic will know.
12 Seal of the High Court – the mystic places his will upon an area,
which manifests as a bright silver seal shining on the ground.
When he ignites this gift the seal “encloses” everything within
close range. The seal acts as a barrier with a threshold equal to
the number of times this gift is ignited and can contain other
seals.
16 Seal of the Seven Courts – the mystic sets the seal of the fey
courts on an enclosed area no larger than a house. Fey magic
cannot touch the building or those contained within it nor can
faery enter the house without invitation.
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W ITHER
Talent: Evil Eye
Primary Effect: Cause Fading
Some applications of the evil eye are subtle while others require day, weeks,
or decades to play out to their fullest extent. Whatever the case, some
mystics have a gift for causing their maleficence to spread throughout an area
like ink in water. Their curses linger long after their initial application,
wreaking havoc and misery upon the unwary.
The effects of the wither gift cause the mystic’s evil eye to extend their
duration, spread on contact, or reapply themselves periodically.
Ignite Effect
0 Sap Strength – the mystic’s evil eye causes the target to shake and
weaken. The target gains -1 fatigue.
4 Rend and Tear – the mystic’s evil eye tear apart the subject’s
Pattern. Banes inflicted by the effect take an additional day to
heal after calculating rest boons.
8 To the Bone – the mystic’s evil eye cuts to the bone. The
overwhelm is reapplied again the next sequence, losing 1 effect
at random. Multiple applications of this effect extend the
overwhelm over multiple sequences.
12 Ink in the Water – the mystic’s evil eye spreads to anyone who
comes in contact with the target. Each time the evil eye reapplies,
everyone within close range of the target suffers a +1d10
overwhelm with all of the effects of the original application. This
effect lasts until the curse finally runs out or the mystic is killed.
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16 Blood and Sorrow – the mystic’s evil eye feeds on the life force of
the target. Subsequent sequences of application do not weaken
the effect.
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MAGI – CHANNELING THE LIGHT
The stars in the sky were set by Lord Rancor as the bobbins between which
he laced the elemental threads. Some of the stars, the so called “stars of
power” were central to that design. Innumerable others exist as well, bright
anchors upon which a few threads hang.
Magi are magicians who have learned to channel the light of the “stars of
power”. This light illuminates objects, granting them some measure of the
star’s virtue. The more light a magus can channel, the stronger the effect
becomes.
MAGI TRADITIONS
Star magic, the magic of the magi, appears rarely in almost every culture.
Individuals chosen by the dragons, the spirits of the stars, gain access to this
ancient lore. However there are also a handful of iconic traditions whose
understanding of the star lore defines what others believe.
Star magic was a myth in the Eastern Territories until Kenric Grayshade
learned its secrets from the elves secluded in the Forest of Night Terror
sometime between 340 and 350. His four apprentices are now masters in the
Circle and many adepts know at least the basic theory behind the practice.
The Fey, elves of the house Dolelrim, were once recognized as the masters of
star magic among the Folk. They went into hiding early during the Rune War,
only to re-emerge during the Battle of Gnomehaven some three thousand
years later. They have relocated to the city of Narbar in Arantharin and begun
to teach the ancient wisdom of the dragons to the newly awakened elfin
people.
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MAGI ADVANCEMENT
Each level a hero takes in the magus class gains him +1 Health and +3 Inner
Strength. Additionally, he gains 2 ranks in lore which he may allocate to gain
ranks in of the sixteen known stars or channel a “constellation”. The magus
does not have to have ranks in all of the stars in a constellation to gain access
to it.
At even class levels (2nd, 4th, 6th, 8th, etc.) the magus gains access to a magi
class ability. These abilities change the ways in which he channels,
manipulates, and uses the light of the stars.
At 5th and 10th levels the magus gains access to one of four “secret stars”,
stars of great power which allow the adept to manipulate the Pattern’s
weave. Even speaking of these stars is said to bring bad luck, although from
who and to what end remains a mystery.
The process of illumination takes one sequence and one point of Inner
Strength. It grants a minor enhancement similar to an enchantment. Normal
items require constant maintenance by a magi to maintain their illumination,
equivalent to 1 Inner Strength per illumination maintained per day. One magi
may maintain another’s illumination.
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In times of trouble, a magus can open himself to the light of a star, causing an
existing illumination to “blaze”. The intensity of the blaze depends on the
amount of Inner Strength the magi can invest in the channel each sequence.
Once the magus releases the channel, both the illumination and the blaze
fade away. Activating a channel to blaze an illumination requires one action
in a sequence. Maintaining the channel each sequence is an action, costing 1
Inner Strength.
It is not possible to illuminate a living being without the use of one of the
secret stars or the class ability “Walk in the Light”.
to “blaze” for one round without having any illuminated items on him or
attempting to establish a channel. The blaze acts as if the magus had invested
his Charm plus the star’s rank in Inner Strength.
G ATHER THE L IGHT OF <S TAR OR C ONSTELLATION >
The magus learns the secrets of gathering starlight. Each time he selects this
class ability, he may select one star he has one or more ranks in. For that star,
when he illuminates an item it is considered to have its rank in Inner Strength
available for use in a “blaze” before the magus must invest his own Inner
Strength.
S TUDENT OF THE S KY
The magus’ study of the sky reveals more of the star’s secrets to him. He
gains +2 pieces of lore which he can use to improve the ranks of his stars or
learn additional constellations.
Each level, a magus gains 2 pieces of lore. He may use a piece of lore to:
Stars are used to illuminate items and can be “blazed” for additional effect
by spending 5 or more Inner Strength each sequence. Constellations act as
spells – they cost a certain amount of Inner Strength and have a specific
effect.
W ALK IN THE L IGHT
The magus’ spirit can serve as a receptacle for the light of a star. Each time
the magus selects this ability, he selects one star which he has one or more
ranks in. He can illuminate himself with the star as if he were an object of the
appropriate sort. Each star he chooses to illuminate himself with reduces his
maximum Health by one until the illumination fades.
S TAR OF D OOM
Channel Cost: 10 Inner Strength per sequence
The star of doom shines on the end times, the final moments when the
Pattern itself unravels and the stars go out one by one. Channeling the light
of the star of doom gives the magus visions, one per sequence, of the likely
final fate for one object or being within close range.
S TAR OF M ORNING
Channel Cost: 15 Inner Strength per sequence
The star of morning shines briefly, and brightly, just before the dawn. It rules
over the times of transitions and marks the end of one thing and the
beginning of the next. Channeling the light of the star of morning forces the
casters of any magical effect currently active to have to pay the initial
activation cost of the ability again or have it come to an immediate end.
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S TAR OF T RUTH
Channel Cost: 10 Inner Strength per sequence
The star of truth lies hidden at the heart of the Pattern, guarded by the
screaming B’cor. When a magus channels it, he must reach past the mad god
to bring forth the light which makes things real. Once per sequence, the
magus may target one temporary effect. For as long as he maintains this
channel, the effect remains true.
S TAR OF T WILIGHT
Channel Cost: 15 Inner Strength per sequence
The evening star shines brightly enough to be seen before any of the others.
Its light, when channeled, heralds the coming of the night and the rise of dark
creatures. Demons and the undead gain a +1 boon to potency and magic
intended to suppress or harm them loses 1d of effectiveness.
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KNOWN STARS
The known stars and what they represent are:
A magus can channel the light of a star which he has one or more ranks in.
The magus’ rank in the star primarily influences his class abilities, but may
also have an effect on the “blaze” star effect.
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D EATH
The star of death originally ruled over the junction between life and the
animated state which came after. With the ascension of the Lords of the
Dead, it became associated with the transition from the state of living to that
of being an undead. Its light strengthens the undead and can in sufficient
quantities create them from those who have not yet been judged.
Illumination Effect: Undead within close range of the illuminated item gain
+1 Health and +1 Inner Strength per rank of this star.
Blaze Effect: Blazing the star of death strengthens the undead and weakens
the living. Every living being within close range suffers a -1 temporary bane
for each 5 Inner Strength invested in the channel. Every undead within close
range gains +1 Potency for every 7 Inner Strength invested in the channel.
D ECAY
The star of decay influences the natural process by which things which things
erode and wear away to make room for new growth. Things which come
under this star’s influence quickly fall into ruin, from which renewal may
eventually occur.
Illumination Effect: Creatures within this star’s light do not regain Health or
Inner Strength. Items within the area suffer a 1d8 overwhelm – each time
their DR is exceeded, they lose one point of DR until they are finally
destroyed.
Blaze Effect: Each sequence creatures within this star’s light take 1d8 spirit
damage for every 5 Inner Strength invested in this channel. Additionally,
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F LAME
The star of flame is the spark which ignites not just animation but life. Things
illuminated by this star blaze with purpose and hope, strong enough to drive
back even the Elder darkness.
Illumination Effect: Items illuminated with the star of flame flicker with gold
and red flames. The deal +1 energy per dice of damage.
Blaze Effect: When blazed, the star of flame causes items to erupt with gold
and red flames. When used on a weapon, this causes it to deal +1d energy
damage per 5 Inner Strength of the channel.
F ROST
The star of frost is the star of winter, the quiet whisper which drags all things
into stillness. Its bitter kiss slows rivers, freezes crops, and brings empires to
their knees. When focused, its light is said to be able to freeze the world.
Illumination Effect: Things exposed to the light of the star of frost suffer from
a -1 temporary bane to Speed. A weapon illuminated by the star of frost
inflicts a -1 temporary bane to Speed if the target takes damage from its
attack. A target can suffer a maximum of -2 bane to Speed due to these
effects.
Blaze Effect: When blazed, the star of frost increases the maximum allowed
bane to Speed by -1 per 5 Inner Strength invested in the channel.
Additionally, items touched by the light must resist a 1d10 overwhelm to DR
or suffer -1 DR damage.
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L IGHT
All stars give off light, but the star of light is something more. It is the
illumination which exists between revelation and wisdom, the compassion
between valor and power, the breath between the weight of oaths and the
fearsome chance of freedom. Where the star of light shines, hope endures.
Illumination Effect: Things exposed to the light of this star reduce the effect
of any overwhelm effect by 1d.
O ATHS
The light of the star of oaths illuminates the intention of what has come
before. The past has a shape, texture, and weight. The will of those who
created it is embroidered into the Pattern, and that will can and does shape
both the present and the future.
Illumination Effect: Oaths sworn under the star of oaths are difficult to break
as long as the star shines. Those who try to break their word sworn within
the illumination suffer a 1d10 overwhelm effect targeting Inner Strength.
Failure causes them to uphold their word.
Blaze Effect: The blazed light of the star brings back the oaths of the past
with crushing force. Those who try to break their word suffer a 1d10 per 5
Inner Strength invested in the channel overwhelm effect targeting Inner
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Strength. IF they are overwhelmed, their oaths hold them despite their
current desires.
P OWER
The star of power lies at the heart of all things. It is the strength which causes
the seed to burst forth from the soil and the blazing heat in the heart of every
sun. Nothing comes to be that does not have a glimmer of its light within it.
Blaze Effect: When blazed on a weapon, the star of power sends forth
streamers of slivery blue flames. These flames act as a ranged strike dealing
1d10 spirit damage to Health per 5 Inner Strength invested in the channel.
The dice can be divided among multiple targets.
When blazed in a place, the star of power reduces the Inner Strength cost of
other magical abilities by 1 per 5 points of Inner Strength invested in the
channel.
R ENEWAL
The rising of the star of renewal marks the end of winter, the loosening of
frost’s hold on the world. The touch of its light means the start of new
beginnings and growth.
Illumination Effect: Those who rest within the light of the star of renewal
find peaceful slumber (+1 Heath and +1 Inner Strength).
Blaze Effect: When blazed, the light of the star shines forth in a warm green
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radiance which carries with it the scent of spring. Living creatures within close
range heal 1d4 Health or remove one bane per sequence per 5 points of Inner
Strength invested in the channel.
R EVELATION
The sudden spark of inspiration which leads to understanding; the gleam of
light in the eye of a man as he suddenly knows the truth. These are the light
of the star of revelation, that spark that bridges the gap between the seen
and the unseen, the known and the unknown.
Blaze Effect: The colorless light of the star of revelation floods the area. Each
sequence, the light reveals a number of details equal to one per 5 Inner
Strength invested in the channel. Details which are deliberately obscured
(requiring multiple successes to uncover) can be revealed by accumulating
revelations equal to the degrees of success required to reveal them. The star
of revelation can uncover details (e.g. an aura or a specific spell’s name) not
available to the normal senses.
R UIN
Things fall apart; the center cannot hold. This is the truth of the star of ruin,
and the fear of those who watch its occasional ascent in the summer sky.
Under its ruddy light men die and kingdoms fall; widows weep and the ancient
bonds begin to falter.
Blaze Effect: When blazed, the ruddy light of the star of ruin causes one
damage dice per 5 points of Inner Strength invested in the channel to be set
to its maximum value. When directed at a specific target (as with a rod), this
effect enhances dice of damage or overwhelm effects effecting him. When
blazed on a weapon, it affects any target the weapon strikes.
S HADOW
Between the dark and the light, between knowledge and understanding,
between the candle and the night lies the star of shadows. Anything might
happen, and anything be believed, during the brief moments where it holds
sway.
Blaze Effect: The ultraviolet light of the star of shadows causes the areas to
come alive to deception and possibilities. Each sequence, the light of the star
improves the degrees of success of any challenge to deceive or obscure by 1
per 5 Inner Strength invested in the channel. The magus who created the
challenge may use this to effect to protect from magical divination or form
illusions by attempting a Charm\Perception challenge.
S HELTER
As summer turns to autumn the golden star of shelter shines down upon the
world, granting a brief reprieve between summer’s heat and winter’s woe.
The folk make hay while it shines, taking simple joy in the reprieve it brings.
shelter gains a +1 boon to any challenge to resist a bane. All banes inflicted
on him are considered to be temporary, so long as they do not reduce the
attribute the affect to zero. A place illuminated by the star of shelter turns
aside minor misfortunes.
Blaze Effect: When blazed, the golden light of the star of shelter illuminates
the area, blunting danger. Everyone within close range of the object or within
the place negates 1d of damage per 5 Inner Strength invested in the channel
each sequence.
S ILENCE
In the hour of the wolf, when men awaken but cannot shake off the chains of
sleep, the star of silence holds sway. Those trapped by its light can only hope
that, as dawn approaches, its hold will finally break.
Blaze Effect: When blazed, the cool violet light of this star lulls everyone
within close range into slumber. Each living creature within the area suffers
a 1d10 per 5 Inner Strength invested in the channel overwhelm targeting
Inner Strength. If they fail, then they immediately fall into slumber from
which they can awaken normally.
U NBINDING
Visible only in the spring, the bluish light of the star of unbinding leads the
living to imagine the unimaginable and dare the impossible. Under its
influence, anything seems possible. Sometimes, in the warn light of day, the
results of the night’s madness may indeed be better than what has gone
before.
V ALOR
Summer is the time of growth, building, and war. Each is a manifestation of
the white light of the star of valor, which holds pride of place in the summer
sky. The courage to shape the world, to defy that which has come before, is
the strength which lets a seed sprout and a people cast out the Old Ones from
the world’s Pattern.
Blaze Effect: When blazed, the white light of the star of valor shines forth
from the illuminate item. The item’s holder gains +1d per 5 points of Inner
Strength invested in the channel which he can apply to any dice based effect
he generates when using a personal combat action other than casting a spell.
When blazed in a place, the magus may allocate the dice among his allies as
he sees fit.
W ISDOM
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The cold certainty of death and unwavering course of the Pattern’s unfolding
are held in fast by the star of wisdom. Wisdom brings cold comfort, if any, to
those who embrace its ways.
Typically Illuminates: A pendant
Illumination Effect: Those within close range of the pendant gain a +1 boon
to challenges to discover what has happened in the past.
Blaze Effect: When blazed, the pale red light of the star of wisdom grants
insight into how the past connects to the future. For every 5 points of Inner
Strength invested in the channel the magus gains one piece of information
about how an event or detail he knows is related to an event which has yet
to take place.
KNOWN CONSTELLATIONS
The constellations are mystical combinations of the twenty stars. Each
constellation costs a single piece of lore to learn, has a fixed Inner Strength
cost to both cast and maintain, and a specific effect. Twelve constellations
are detailed below, although others certainly exist.
T HE C OMPASS
Stars: Oaths and Wisdom
Channel Cost: 10 Inner Strength
Maintenance Cost: 4 Inner Strength per sequence
Description: The constellation of the Compass always dwells in the northern
most portion of the sky. Its unvarying position corresponds with its function
– to guide wayfarers on their path. Each travel sequence that the magus
maintains this constellation, reduce the travel threat by 1d and increase the
rate of travel by +1 degree of success.
T HE D RUM
Stars: Light, Renewal, and Valor
Channel Cost: 15 Inner Strength
Maintenance Cost: 6 Inner Strength per sequence
Description: The constellation of the drum beats out time for the entire
Pattern. Everything follows its beat. When the magus channels its light, each
of his allies within close range who rolls their limit in a challenge may
immediately attempt another challenge using the same attributes.
T HE E YE
Stars: Revelation, Shadow, and Wisdom
Channel Cost: 15 Inner Strength
Maintenance Cost: 6 Inner Strength per sequence
Description: The constellation of the eye is composed of the three aspects of
knowledge – inspiration, deception, and understanding. It sees all and cannot
be deceived. So long as the magus channels this star he has an unerring ability
to detect lies and all deceptions attempted against him automatically fail.
T HE F AN
Stars: Shadow, Shelter, and Unbinding
Channel Cost: 15 Inner Strength
Maintenance Cost: 6 Inner Strength per sequence
Description: The constellation of the fan can be seen only for a few days in
the late autumn and a few days in late spring. It is said that Sortanzanbanku,
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the lord of leadership, set it in place during the Great War to hide his
intentions from the Elder Gods. While the magus channels its light, he cannot
be detected or predicted by magical means.
T HE H OUND
Stars: Decay, Shadow, and Silence
Channel Cost: 15 Inner Strength
Maintenance Cost: 6 Inner Strength per sequence
Description: The constellation of the hound represents the awful darkness
found in every living heart, the fear and numbing terror which life cannot
escape. Unleashing that terror by channeling this star allows the magus to
target one person whose name he knows. That person suffers a 2d10
overwhelm effect targeting Inner Strength. If he fails, he cannot sleep, does
not heal, and gains a -1 fatigue bane each day due to horrible nightmares of
a baying hound chasing him. If he succeeds, he loses 1d4 Inner Strength.
T HE H UNTER
Stars: Ruin and Valor
Channel Cost: 10 Inner Strength
Maintenance Cost: 4 Inner Strength per sequence
Description: It is said that Alintansalin had a companion, a hunter of skill and
renowned who fought by his side. At the end of the Great War the hunter
died and the Traveler petitioned Rancor for a boon. The Weaver set the
Hunter into the night sky as a constellation and made his weapon available to
those who might need it. A magus who channels the light of this star calls
forth a shining longbow made of light and arrows made of shadow. The bow
does 1d12 energy damage. Once per sequence, as a free action, the magus
can unleash an arrow from it which cannot miss its target.
T HE J EWEL
Stars: Light and Renewal
Channel Cost: 10 Inner Strength
Maintenance Cost: 4 Inner Strength per sequence
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Description: The constellation of the jewel bring good fortune on those who
can gain its blessing. When the magus chooses to channel this star, he and
anyone within close range of him gain +1d10 to trade income checks.
T HE P LOW
Stars: Renewal and Oaths
Channel Cost: 10 Inner Strength
Maintenance Cost: 4 Inner Strength per sequence
Description: The constellation of the plow represents the fertility of the land
and the people who tend it. When a magus channels this constellation he fills
himself and all within close range with life and strength. Each person throws
off one bane each sequence. Additionally, until the next dawn all exposed to
the light of the plow are fertile and will beget children if they have sex.
T HE S PINNING W HEEL
Stars: Light, Power, and Oaths
Channel Cost: 15 Inner Strength
Maintenance Cost: 6 Inner Strength per sequence
Description: Some theologians claim the Weaver created the spinning wheel
as a tool to create the elements. Others say that he found it in the heavens
and used it for the same purpose. Whichever is the case, when a magus
channels the spinning wheel he finds himself surrounded by blue-white
filaments of light which can be formed into items. Each sequence he
maintains this constellation he may attempt a trade check to create an item
using his Charm\Will. If he is an enchanter, he may also enchant the item he
is creating. Items created using the spinning wheel are normal, if beautiful,
unless otherwise enchanted.
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T HE S WORD
Stars: Power and Valor
Channel Cost: 10 Inner Strength
Maintenance Cost: 4 Inner Strength per sequence
Description: The constellation of the sword represents the struggle for
freedom undertaken by the folk during the first days. When a magus calls
down its light, it forms into a silver, balanced, one-handed in his hand. This
blade deals 2d12 energy damage on a melee strike action. Once per
sequence, the blade can also throw a bolt of silver fire at one opponent at
close range, dealing 1d12 energy damage.
T HE T RUMPET
Stars: Flame, Frost, Power, Shadow, Valor, and Wisdom
Channel Cost: 30 Inner Strength
Maintenance Cost: 12 per sequence
Description: When the four great dragons joined the battle against the Old
Ones, their roars shoot the heavens and caused this constellation to be
formed. A magus who channels the light of the trumpet calls forth dragons
with total potency equal to his Will plus his ranks in the stars he knows. These
dragons fight for the magus but leave as soon as he releases the channel.
T HE W ELL
Stars: Renewal and Ruin
Channel Cost: 10 Inner Strength
Maintenance Cost: 4 Inner Strength per sequence
Description: The constellation of the well represents the deep dynamic
between growth and ruin, between health and death. It is considered to be
a sign of both infinite potential and endless woe. Those exposed to the light
of the well gain 2d6 Health per sequence but also gain a -1 bane of their
choice.
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SORCERERS – BREAKING THE SEALS
Just the mention of sorcery, by all its many names, is often enough to bring a
conversation to a close. The dark art of calling forth beings, forcing them to
submit to a person’s will, and unleashing them upon others is not a fit topic
for conversation. This taboo does not stop the desperate and the weak from
seeking to master this art or the powerful from seeking out those who wield
it to enhance their position.
A handful of those with the gift receive training in sorcery or are forced to use
their powers by circumstances outside of their control. The first time the gift
manifests, the newborn sorcerer finds an intricate circular pattern forms in in
the palm of one hand. This circle, called a “seal”, is the visible mark showing
the intricate connection between the sorcerer, the Pattern, and the creatures
he can command.
As the sorcerer trains his gift, he opens additional “seals” which steadily grow
to cover his body. These seals are often mistaken for warlock’s marks by
those who do not know the difference.
SORCERER TRADITIONS
Sorcery is a forbidden and forgotten art in most cultures. Western, wolven,
and Hannish sorcerers must bargain with dark gods to get the training they
require to use their gifts. Eastern and Lopanese sorcerers are exposed at
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Timrovian binders are perhaps the most powerful sorcerers in the world.
They are more than just craftsmen; they are the creators of an entire world
of magic which held their people in thrall for centuries. Their secrets for
creating animated objects, for binding and forcing submission from literally
thousands of spirits, turned Timro from a desert to a garden paradise. Even
as the cities fall, the people of Timro still look to their sorcerers for aid.
SORCERER ADVANCEMENT
Developing skill as a sorcerer requires both innate talent and a catalytic
experience. A handful of sorcerers receive this experience as part of a
disciplined training program intended to guide them gently into their powers
with appropriate safeguards. Most experience it in a moment of desperation
or horror, without clear understanding of what it means or what must be
done to protect themselves. This leads in short order to corruption,
decadence, and death as dark powers seduce the untrained sorcerer.
Each time a hero gains a level in the sorcerer class he gains +1 Health and +3
Inner Strength. He also gains two ranks in the sorcerous disciplines.
At 1st level and every even level thereafter (2nd, 4th, 6th, 8th, etc.) the sorcerer
“opens a seal”. He may choose to use this opportunity to either develop the
ability to call upon a new kind of being (celestial, demon, elemental, etc.).
At 5th and 10th level, the sorcerer develops additional mastery of his craft. At
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both levels he may choose to forgo the traditional mastery to develop “The
Black Art”, the ability to call forth and command the Folk.
CORE MECHANIC: BANISH, BIND, CALL, COMMAND
A sorcerer’s primary skills lie in two areas. First, he can draw upon the
Pattern’s threads, reeling them in like a fishing spider’s web to draw in a
particular being to him. Second, he can engage beings in psychic combat to
force them to submit to his will. If he is successful, the being must obey or
suffer horrendous consequences.
The first ability is the discipline of Calling. The sorcerer can only call beings of
types for which he has “opened the seal”. Generally a sorcerer sends out his
call and draws to him a being from the local area, rather than reaching out for
a specific named creature. However, some sorcerers do have the ability to
do just that, pulling individuals through space to suit their whims.
Mechanically, a sorcerer can only call a being for which he a) has taken the
class ability to call and b) has potency or heroic level less than or equal to his
Call discipline associated with that seal. For example, a sorcerer may have
the ability to call primary elemental spirits with a Call Elemental discipline of
6. He can call an earth, fire, water, or wind elemental of up to Potency 6, but
not a demon, a plant elemental, or a wind elemental with Potency 8.
The second ability is divided into three disciplines: Banish, Bind, and
Command. Banish is the discipline of driving a being away, forcing it to return
to its original location. Bind locks a being in place, forcing it into an object or
place as an animus. Command forces the being to obey the sorcerer’s
directives regardless of the being’s own intentions.
Sorcerers who study the “Black Arts” may use all four of their disciplines on
the Folk – the Elder and Younger Races who stand against the Old Ones.
SORCERER ABILITIES: OPENING THE SEALS
At 1st level and every even level thereafter (2nd, 4th, 6th, 8th, etc.) the sorcerer
may choose one of the following options:
O PEN S EAL
The sorcerer may choose to expand the breath of his talents to affect a new
class of beings. The available classes of beings a sorcerer can target are:
angels/devils, baleful, the dead, demons (ant, locust, spider, worm), dragons,
prime elementals (earth, fire, water, wind), secondary elementals (light,
plant, metal, storm), fey, and undead.
A sorcerer must have opened the seal for a particular class of beings before
he can learn any of the four disciplines (banish, bind, call, command) which
affect that being.
develops the ability to call upon a specific individual rather than casting his
will into the Pattern and relying on chance to find a suitable ally. In order to
do this the sorcerer must know the name of the being he wishes to call and
have some idea of its attributes (abilities, personality, and potency).
A sorcerer can combine this ability with Voice the Name to target specific
individuals.
SORCERER MASTERIES
Sorcerers may choose one of the following abilities every 5 class levels. Each
time the sorcerer takes one of these abilities, he gains the advantages below.
The sorcerer may also choose the mastery a second time, granting himself +1
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B INDER
The sorcerer’s bindings are permanent and do not require constant re-
engagement with the bound being. The binding can be loosed by the sorcerer
or by destroying the item or place the being is bound too. By selecting this
mastery twice, the sorcerer gains +1 degree of success to any challenge
undertaken when using the Bind discipline.
E XORCIST
The sorcerer’s mastery of banishment allows him to inflict physical as well as
spiritual damage. The sorcerer, not the target, chooses whether the target
takes damage to Health or Inner Strength each sequence. By selecting this
mastery twice, the sorcerer gains +1 degree of success to any challenge
undertaken while using the Banish discipline.
S CHOLAR
The sorcerer is a scholar and a gentleman. His deep study of sorcerous lore
allows him to identify and assess any type of being for which he has opened
a seal. He may attempt a Craft\Perception challenge to determine the
attributes, strengths, and potency of any being he has an open seal for. If he
takes this mastery a second time, he also gains +1 discipline per sorcerer level
going forward (including the level in which he selected this mastery a second
time).
S PIRITBOUND
The sorcerer can use his own body as a binding point for a spirit. He can bind
one spirit into his body, which can have potency no greater than his Will. This
spirit binding grants him access to the spirit’s abilities but the spirit cannot act
of its own accord. If he takes this mastery another time, the sorcerer gains
+3 to his effective Will for the purpose of determining the maximum potency
of a spirit he can bind to himself. He may select this mastery up to three
times.
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S UMMONER
The sorcerer’s mastery of the Calling discipline grants him a boon when
contesting with the beings he calls forth. In the first sequence of a contest of
wills against a target the sorcerer called, the sorcerer takes -1d damage
during the resolution sequence and the target takes +1d damage. If the
sorcerer selects this mastery a second time this boon is increased to -2d, +2d
respectively.
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T HE B LACK A RT
A sorcerer who chooses this mastery opens a seal which allows him to use the
four sorcerous disciplines on Folk. The Black Art disciplines work as normal
disciplines with the following exceptions:
Banish – forces the target to leave the area. He cannot return until the
sorcerer is slain or he achieves the sorcerer’s Will in degrees of success
in challenges to overcome the effect.
Bind – forces the target to stay in an area. He cannot leave until the
sorcerer is slain or he achieves the sorcerer’s Will in degrees of success
in challenges to overcome the effect. A sorcerer can also force the bound
person into an object, allowing them out only when he permits it.
Call – A call draws one folk with a character level equal to or under the
sorcerer’s Black Calling discipline to the sorcerer. The folk travels by
ordinary means and may not know what is causing the compulsion to
travel.
Command – If the sorcerer fails in the contest of wills, the folk target
cannot possess him.
SORCEROUS DISCIPLINES
Each level, the sorcerer gains two ranks (three if he has selected the Scholar
mastery twice) to allocate into disciplines associated with his open seals.
The banishment lasts until the target’s Inner Strength exceeds the sorcerer’s
overwhelm check.
The banishment lasts until the target’s Inner Strength exceeds the sorcerer’s
overwhelm check.
The sub-disciplines of Bind are: Bind Angels/Devils, Bind Baleful, Bind the
Dead, Bind Demons, Bind Dragons, Bind Fey, Bind Prime Elementals, Bind
Secondary Elementals, Bind Undead.
Calling is an imprecise discipline. The sorcerer may call for a general type of
being, but what answers depends entirely upon what is closest. For example,
a sorcerer may call for worm demons in general but not for a specific worm
demon.
A being who does not wish to respond may spend the sorcerer’s Will in Inner
Strength each sequence to resist the call.
The sub-disciplines of Call are: Call Angels/Devils, Call Baleful, Call the Dead,
Call Demons, Call Dragons, Call Fey, Call Prime Elementals, Call Secondary
Elementals, Call Undead.
The target’s compulsion to obey lasts until the target’s Inner Strength exceeds
the sorcerer’s overwhelm check. Commanding a compelled being does not
count as the sorcerer’s action in the sequence.
Some sorcerers prefer to call up beings then bargain with them. This
negotiation takes more time than a command and the sorcerer must trust the
called being to uphold its end of the bargain. In return for this uncertainty,
the sorcerer gains an ally rather than a pawn.
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WARLOCKS: ELEMENTAL TRANSFORMATION
The powers of earth, fire, water, and wind were set into motion by Rancor
during the creation of the world. They, and the elements woven from them,
are the waft of the Pattern itself. Everything touches them and is in turn
touched by them.
Into every race of the folk are born those who are, for whatever reason,
marked by one or more of the elements. This mark signifies that the person,
called a warlock, can shift his essence so that it closely aligns with a particular
element. This shift allows the warlock to perform feats usually associated
with an elemental spirit rather than a mortal being.
Warlock marks are individual and unique, though they generally fall into
thematic categories. As a warlock invests Inner Strength in manifestations
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Elfin and Ogre warlocks are usually not considered to be part of a “tradition”.
They simply pursue arts which are no different than any other craft. The
talent to be a warlock is, in this context, essentially the same as an eye for
color or perfect pitch.
Five warlock traditions stand out, though, as truly unique. These are:
Ashaman of the Western Empire: these human warlocks are born with the
mark of Light. They train to be champions of the people and use their power
to hold the line against the Coyal hordes. Ashaman are generally found
before their third year, apprenticed by the age of five, and fully trained by the
end of their fifteenth year. Ashaman are well regarded in the West, though
their history of service to the False God Ki’in stains their honor with lingering
distrust.
Cloud Knight of Phi: these human warlocks were born with the mark of the
Storm. In times long past, they were the heroes who fought against the
monsters and evil spirits plaguing the Phishan Sea. Now, young children born
with marked by the Storm are drowned at birth. When they lived, Cloud
Knights wielded specially forged weapons called Cloud Swords and were
masters of their arts.
Dwarven Worker of Stone: Some of the dwarven workers of stone bear the
marked of elemental Adamant (metal). They can feel metal in the stones, call
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it to them, and shape it to their will. Their knowledge of metal makes them
remarkable smiths and mechanics, though the dwarves rarely speak of their
more aggressive powers.
Windweaver of Phi: Every cloud knight is paired with windweaver, a
loremaster with the blood of the wind running through her veins. Where a
cloud knight is expected to be brave and powerful, a windweaver acts to
temper his power with wisdom and compassion. The pair served as guides,
magistrates, and keepers of the ancient Phishan traditions.
The Witches and Witchfinders of Lopan: The witches and witchfinders are
two sides of the same tradition. Warlock power runs deep in the blood of this
fetid land. Men join the witchfinders and master the basics of elemental
magic. Women, ostensibly cast aside to die, are taken in and trained by the
witches in the arts required to imbue spiritual power into potions and
powders which can be used by anyone.
A warlock who has manifested an ability is considered a spirit for the purposes
of abilities which target spirits. If a warlock has no manifested abilities, he
cannot be targeted by abilities which target spirits.
WARLOCK CLASS ABILITIES
At even warlock class levels (2nd, 4th, 6th, 8th, etc) the warlock develops unique
class abilities which allow him to better shape the elemental power growing
within him. Some of these abilities are available to warlocks regardless of
their mark. Others are specific to particular elements and can only be
developed by warlocks bearing that element’s mark.
B RAIDED E LEMENT
If the warlock carries two elemental marks of non-opposed types, he may
choose to use a class ability to combine them into a braided element. This
choice allows him access to the spell list for the braided element when
advancing in either warlock class. The known braided elements are:
E LEMENTAL I NFUSION
A warlock, like other spirits, can infuse a portion of his power into a material
object. By investing Inner Strength equal to the base manifestation cost of an
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ability he possesses plus the amount to empower the spell to the desired
level, the warlock can cause an item to give that manifestation to anyone who
carries it. The warlock deducts the amount of Inner Strength invested from
his maximum Inner Strength. He may regain the investment by touching the
object and spending an action to reclaim it.
E LEMENTAL P OWER
Sometimes, the warlock develops more raw power than he had before. He
gains +2 warlock spell selections.
E LEMENTAL S ENSE
Some warlocks develop the ability to sense elemental spirits. A warlock wit
this class ability automatically assesses the potency and powers of an
elemental with whom he shares a mark when he takes an Assess action.
The abilities of elemental earth invoke the powers of stones. When activated,
the elemental earth spell takes on the shape and color of the invoked power.
Amethyst (+2 IS): provides protection from spiritual harm. Once activated,
the warlock gains +1 DR spirit until next sequence.
Basalt (+2 IS): the manifestation gains the heat of lava, dealing +1d6 energy
to those it touches.
Granite (+2 IS): hardens the warlock, providing him with +1 DR energy until
next sequence.
Lodestone (+2 IS): repels one attack this sequence as if the warlock had
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Moonstone (+2 IS): contact with the warlock and his manifestations deal +1D6
spirit damage to baleful beings (e.g. demons and the priests of the Old Ones).
A BILITIES OF E LEMENTAL F IRE
A hero marked by the power of elemental Fire may develop these abilities as
he advances in the warlock class. Each ability may be selected multiple times.
The first time the hero selects the ability, he gains the ability to apply the
effect to any warlock spell he manifests. Each time after the first, the warlock
adds +1 or +1d (as appropriate) to the ability’s effect.
Invoking these elemental abilities changes both the flames color and effect.
Auric Flame (+2 IS): shift 1 dice of damage from physical to spirit
Argent Flame (+2 IS): objects struck by the flames catch fire, losing 1 DR
The powers of elemental water protect the warlock or erode the magical
powers of others. The elemental effect takes on color and texture depending
on the type of ability invoked.
Deep (+2 IS): Absorb 1d10 damage from attacks until next sequence
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Still (+2 IS): Increase the target’s IS cost of using magical effects by 1d4 until
the warlock’s next sequence.
East (+2 IS) – the east wind brings danger and storms. Add -1 pierce to the
spell.
North (+2 IS) – the northern wind is cold and bitter. Add +1 to banes inflicted
by the spell
South (+2 IS) – the southern wind is warm and strong. Add +1 to boons
provided by the spell
West (+2 IS) – the west wind brings good fortune and swift travel. Add +1 to
checks required by the spell.
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WARLOCK MASTERIES
As a warlock evolves into an elemental, he develops masteries which
represent his unique powers. Every 5th level (5th, 10th, 15th, etc) the warlock
gains one “master spell” from the following list. These master spells change
the way a warlock interacts with the world, giving him powers unique to the
spirits he relates to.
The master spells are elemental call, elemental command, elemental form,
and elemental mark.
Elemental Call – the warlock calls out and elemental spirits arise to serve him.
The warlock can summon 1 potency of spirit for every 2 Inner Strength
invested in this spell. He can only summon elementals for which he has a
mark or braid. The spirits remain until the warlock reclaims his Inner Strength
or they are slain.
Elemental Form – the warlock takes on the form of an elemental with Potency
equal to his Will plus his warlock class level. The warlock can take one form
for each mark or braid he possesses. The abilities of this form are selected
when the warlock selects this master spell.
Elemental Mark – the warlock gains a second elemental mark from one of the
four primary elements. He can learn and manifest abilities from this mark
and gains the ability to braid it with his other marks through the use of class
abilities.
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LEARNING WARLOCK SPELLS
Warlock’s manifest the abilities of elemental spirits. At their most basic,
these manifestations involve creating or manipulating one of the four prime
elements. However, a skilled warlock can use his own inner strength to push
basic abilities to create astounding results.
Mechanically, each warlock spell has a “manifestation cost”. This is the cost
in Inner Strength the warlock must pay in order to manifest the spell at its
base level. Once manifested, the spell’s 0 cost effects are available to the
warlock until he chooses to dismiss it. While the spell is manifested the
warlock does not regain the Inner Strength he used to manifest it but does
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Manifesting a spell requires one sequence but does not require a challenge.
A warlock may choose to empower one manifestation as part of his action for
the sequence. This empowerment lasts until the warlock’s next sequence.
Inner Strength expended to empower a spell returns at the end of the scene.
Each time a warlock empowers a spell, it reduces his maximum Inner Strength
by one. This reduction heals over time.
ELEMENTAL SPELLS
The spells of the prime elements deal with the powers of earth, fire, water,
and wind. These spectacular abilities are iconic in Sedena – they are what
most people consider magic to be. The power of mystics, though impressive,
is simply too commonplace to be truly magical while the power of wizards is
so threatening the folk would rather not think about it.
Earth – these spells allow the warlock to summon forth the strength of earth
and stone. Earth spells grant physical strength, toughness, and the ability to
shape stone.
Fire – these spells release blazes of energy which burn foes. Fire spells form
the backbone of the offensive strategies of many peoples, most especially the
elves.
Water – these spells unleash the rush of water, removing everything which
might stand in their path. Water spells disrupt and confuse, causing foes to
fall away before the warlock’s might.
Wind - these spells channel the wind. Wind spells touch everything, seeking
out secrets and revealing them to those who know how to watch.
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The braided elemental marks are:
Light – the braid of fire and wind creates a radiance which illuminates the
world. Light spells allow the warlock to reflect that light through his body to
create a variety of mystical effects.
Metal – the braid of earth and fire forges the hardest substances in the world.
Metal spells temper the warlock in the same way, giving him abilities which
others can scarcely dream.
Plant – the braid of earth and water unleashes the desire to grow buried in
the world’s heart. The songs these warlocks sing can bring forth life in even
the most desolate of places.
Storm – the braid of water and wind stirs and strikes bringing both the saving
rains and the flood. Strom spells surround the warlock with a mantle of
power which can destroy cities or level fleets.
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STRENGTH OF THE EARTH
The spells of elemental Earth allow the warlock to shape earth and stone to
his will. They are:
All elemental Earth spells cost 4 Inner Strength to manifest. The earth is the
most stable of the elements and it does not shift without considerable effort.
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A EGIS
The warlock calls the strength of the earth into his arm, improving his ability
to block. The warlock’s shield gains +1 DR Physical and adds +1 per dice of
overwhelm on a shield bash.
3 IS – the warlock does not need a physical shield to take a block action.
Instead, by empowering the spell to this level, he calls a shield of stone
from the ground under his feet. This shield has a number of blocks equal
to his Will and DR +3/+2 P/E and can be used to slam opponents within
close range.
6 IS –the warlock’s shield can block attacks targeting allies within close
range.
9 IS – the aegis forms a wall of earth no more than 5 ft. wide, 20 ft. high,
and 100 ft. long. The wall has Health equal to 10x the warlock’s Will, DR
5/3 P/E and acts as an obstacle requiring 1 degree of success to
overcome. The wall collapses in 1d4 sequences.
3 IS – The cast sand can target up to the warlock’s Craft in targets, all
of whom must be in close range.
12 IS – The warlock can cast the sand out to targets using ranged
attacks
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C AST S TONE
With a snap of his wrist, the warlock hurls a stone or stone shard at the
opponent. This strike uses the warlock’s Craft/Grace with a bonus equal to
the warlock’s level but is not considered to be a ranged strike. On a successful
strike the stone deals 1d6 physical damage. Cast stone can target any
opponent which the warlock can see and which has an unobstructed line of
sight.
3 IS – cast stone does 2d6 physical damage and the warlock may
choose to divide the damage dice among available targets. The
warlock makes one spell check
6 IS – the earth under the warlock’s feet rises in a wave, carrying him
forward at great speed. The warlock travels at +2 steps so long as he
goes on foot.
12 IS – the warlock can add his warlock class level as a boon to his
crystalshaper trade and can work that trade without access to
materials.
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P OLISH
The warlock can decrease or increase the damage resistance of an object
made of earth or stone by 1 point. The warlock must be able to touch the
object he wishes to harden, may only increase the hardness by one point, and
can only effect objects of roughly the same size as himself.
R IFT
The warlock causes a small rift to appear in the earth. This 1 ft. deep, 1 ft.
wide and no more than 20 ft. long crack does no harm but can divert water.
If cast under a target within melee range, the rift forces the target to attempt
a Grace/Perception challenge or suffer a -1 bane to Grace and Speed for 1
sequence.
3 IS – the spell forms minor rifts throughout the area. These rifts are
not dangerous to people in the area, but deal 2d8 damage to one
structure resting on soil or stone.
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6 IS – the spell forms a single large rift (5 ft. deep, 5 ft. wide, and no
more than 40 ft. long). If cast under a target, the rift deals 1d8
physical damage and forces the target to attempt a
Grace/Perception challenge or lose his action for the next sequence
as he tries to get out of the rift. Targeted structures take 3d8
damage.
9 IS – the rift spell seals rifts previously created by the spell. Anyone
trapped in the rift takes 2d8 physical damage and, if completely
submerged, begins to suffocate.
12 IS – the rift spell rends earth and stone in a radius around the
warlock. The warlock may target a number of structures equal to his
Will, dealing 3d10 damage to them. Additionally, if used in a
battlefield or other challenge the rifts force any character who
wishes to change his position to attempt a movement challenge
requiring 3 degrees of success.
S TRENGTH OF S TONE
The warlock infuses his body with the strength of stone. His eyes and
fingernails become stone and his skin becomes as tough. The warlock gains
DR +1 physical, +1 energy in addition to the protection granted to him by
armor or other effects.
12 IS – the stoneblade now does 6d8 damage, the dice of which can
be divided among targets within melee range. The warlock makes a
single challenge to hit.
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BLAZE OF FLAME
The spells of elemental Fire are:
3 IS: The aura of fire becomes more intense. It deals +1d8 energy
damage on the warlocks armed and unarmed attacks. Anyone striking
the warlock with a melee attack takes 1d8 energy damage.
6 IS: The aura’s flames burn those who come into contact with it even
after they pull away. Targets stuck by or striking the warlock in melee
take an additional 1d6 energy damage each sequence thereafter for a
number of sequences equal to the warlock’s Will.
9 IS: The aura’s flames burst forth, burning everything within melee
range of the warlock. All targets within melee range take 2d8 energy
damage. They suffer 1d6 additional energy damage per sequence for a
number of sequences equal to the warlock’s Will.
12 IS: The aura blazes for a moment, driving back the darkness. Any
baleful being (demon or servant of the Elder Gods) within melee range of
the warlock takes 5d10 energy damage.
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C AST F LAME
A warlock with this ability can conjure a ball of pure elemental Fire. This ball
is no more than a few inches across and sheds light like a torch. The warlock
can cast the flame at any one target he can see, automatically dealing 1d6
energy damage. A cast flame can ignite flammable objects or loose tinder but
does not necessarily inflict additional damage by doing so.
3 IS – the warlock calls forth a small ball of flame which blazes with his
will. The ball does 1d12 energy damage to one target.
6 IS – the warlock breathes out and flames fly from his hands. The
warlock generates 6d6 of energy damage which he can divide among a
number of targets equal to his Grace.
9 IS – the warlocks ability to cast flame grows to the point where it seems
that he can fling a field of stars at his foes. The warlock can throw up to
6d12 energy damage which can be divided among a number of targets
equal to his Grace.
3 IS – the warlock pushes out a wall of fire. The wall burns everyone
within close range, doing 1d8 energy damage.
9 IS – the warlock raises a wall of flame within his line of sight, craftily
placed so as to be difficult to avoid. This wall deals 3d12 energy damage
to those trying to cross it unless they overcome a movement challenge
with degrees of success equal to the warlock’s Craft.
12 IS – the warlock raises a torrent of flame which crashes onto the field
of battle. All units opposed to the warlock take 4d12 damage when the
warlock invokes this effect.
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F LAMEBLADE
A warlock marked by elemental Fire can craft a weapon of flame and will. The
warlock strikes with the flameblade as if it were a weapon, dealing 1d8 energy
damage on contact with the opponent. Any opponent struck by the blade
takes 1d4 energy damage in the next sequence. The weapon cannot be
parried by a normal weapon but can be blocked or parried by many forms of
magical tools.
Although the spell is called flameblade, the warlock may choose to manifest
the weapon as any melee weapon of his choice.
3 IS – The blade blazes with sudden intensity. It deals 3d8 energy damage
initially and 1d8 energy damage for a number of sequences equal to the
warlock’s Will. The initial damage may be split among up to 3 targets
within close range. A target cannot take more than 1d8 energy damage
each sequence from the lingering effect of a flameblade.
6 IS – the foxfire burns the servants of the elder darkness wherever they
may hide. Baleful beings within the scene take 2d8 energy damage, even
if hidden or tunneling.
12 IS – the warlock sends streams of foxfire deep into the soil, causing
magma to burst forth in great rivers. The effect deals an additional 2 dice
of damage to all units on the field of battle and creates an obstruction
which prevents units from moving from their current positions unless
they achieve 3 or more degrees of success at a movement challenge.
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I GNITE
Elemental Fire is present in everything within the Pattern. A warlock marked
by the Fire can tease this flame forth, causing an object he can see which
would ordinarily burn to burst into flames. This object will burn normally and
eventually go out. If a person is wearing the object, he takes 1d4 energy
damage for a number of sequences equal to the warlock’s Will.
3 IS – fires started with this spell are especially durable. Ignite can light
flames which last from dusk to dawn unless something puts them out.
Normal fires regain 1d per sequence until they achieve their base damage
if someone attempts to quench them. A fire reduced to 0d is put out.
9 IS – the spell now ignites metals and other adamant good. The item’s
DR is reduced by 1 point per sequence that it burns.
12 IS – the spell now ignites the air, conjuring forth a firestorm. The
warlock can target one unit in tactical combat. Reduce that unit’s tactical
power by the warlock’s Will until the beginning of the next sequence.
The unit also takes 4d8 energy in additional damage at the end of the
tactical sequence.
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Q UENCH
Fire does not like to be bound, but a warlock marked by elemental Fire can
use his power to place chains upon it. He can look at any fire source and
attempt an Endurance/Willpower challenge. If he succeeds the fire is
weakened by a number of dice equal to his degrees of success.
3 IS – The warlock adds his Will to his degrees of success when using the
quench spell.
6 IS – The warlock can quench light and wind spells as well as fire.
Additionally, he may quench more than one energy source per sequence
so long as the total number of dice do not add up to more than the total
allowed.
12 IS – the warlock can negate one elemental light, fire, or wind spell’s
tactical effect.
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S HAPE F LAMES
Fire is an ephemeral element, one which touches other things but cannot be
held itself. However, a skilled warlock marked by elemental Fire can weave a
small bit of stability into the pattern of fire, causing it to form into a solid
object for a short time. The simplest manifestation of this ability is to take 1d
of fire and form it into an object no larger than the warlock could hold in one
hand. This object remains stable so long as the warlock maintains this
manifestation. It is warm but not hot to the touch and can be used as a
normal, if somewhat odd, item.
6 IS – Items that the warlock shapes remain stable for 1d4 sequences
even after the warlock stops empowering this ability.
9 IS – The warlock may absorb an additional dice of energy from a fire for
a single object. Each object so enhanced gains +2 DR.
12 IS – The warlock may absorb additional dice of energy from a fire for
each object he creates.
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S INK
When a warlock is marked by elemental Fire, he gains access to the core
source of energy in the Pattern. The simplest uses of this power involve
channeling flame into the world. However, a skilled warlock can also use this
source of power as a “sink”, pouring energy directed at him back into its
primal source. When manifested, this power grants the warlock +1 DR against
energy.
3 IS – The warlock opens himself to the primal fire, allowing him to sink
even more energy away from his mortal form. His energy DR increases
to +3.
6 IS –The warlock can “ground” energy attacks through his body. The
warlock may redirect any energy attack targeted at someone within close
range to himself. He may also absorb area of effect attacks (like Flame
Wave) or static energy objects (like Wizard Wall), taking damage equal to
that dealt by the effect or 1d8 energy per 3 points of Inner Strength used
to produce the effect.
12 IS – The warlock draws all hostile energy into his body, removing the
threat from the battlefield. In tactical combat, the warlock can draw up
to his Will in dice of energy damage from a threat or attack initiated by a
unit. He takes the damage to his Health instead.
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WAVE’S PATH
The spells of elemental Water are:
3 IS –creates a spring which flows at the same rate but lasts for 1d4
weeks. Water from this spring can be infused with an elemental
water class ability.
6 IS – creates a spring which lasts for 1d4 months. Water from this
spring can be infused with an elemental water class ability.
9 IS – calls forth elemental water into the area around the warlock.
For the remainder of the scene the warlock maximizes (sets to the
highest face) the result of any dice roll required by a plant, storm, or
water spell he casts. Additionally, he has access to as much water as
he needs for any water manifestation he may cast.
12 IS - call water saturates the area with water. For the rest of the
scene, the cost to empower plant, storm, or water spells is reduced
by 2 (minimum 0).
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C AST W ATER
The warlock pools a bit of elemental Water into his hand then casts it forth.
This bit becomes a globe of water which strikes a target doing either 0
damage or 1d4 physical. The globe strikes without error and can only target
opponents within visual range. The globe counts as a ranged strike.
A water globe conjured using cast water does not have to be thrown
immediately. The warlock can hold it in his hand (technically hovering over
it) as a free action each sequence until he casts it.
12 IS – fog calls forth a wave of water and fog which rushes across
the battlefield. This wave increases the damage dealt at the end of
the battle sequence by 2d and applies any elemental water effects
placed within it to all units.
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F OX
The warlock twists the elemental Water within a liquid, causing it to turn sour.
Water becomes tainted, beer turns bad, and wine tastes foul. The warlock
can fox up to a gallon of liquid so long as he can touch the container it is in.
6 IS – the warlock can now target a spring or well. The foxing lasts
for 1d4 days on a spring or well
9 IS – the effects of drinking the foxed liquid last until the drinker
succeeds on his Endurance/Will challenge. The effect compounds
until he finally succeeds or he is granted a positive sleep modifier
(e.g. restful or tranquil). The positive sleep modifier and the foxing
will cancel one another out.
12 IS – the drinker of the foxed liquid loses 1d4 Health each time he
fails the Endurance/Will challenge. Foxing a spring or well lasts 1d4
months.
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M ISTBLADE
The warlock calls up a blade of swirling mist. The blade can be used to parry
spiritual but not physical or energy strikes and does 1d4 spirit damage.
3 IS – the mistblade turns to water and deals 2d6 physical + 1d4 spirit
damage to its targets. It can now parry physical and energy attacks.
Warlock Abilities and Mist Cloak: A warlock who applies “deep” to his mist
cloak gains +1d10 temporary hit points which absorb damage (and protect
the images from the 6 IS empowerment). Flowing and still apply to anyone
who strikes the mistcloak with a melee or magical attack, while glacial actually
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turns the mistcloak into impressive armor which maintains its empowerment
throughout the duration.
P URIFY
The warlock can channel the purity of elemental Water into a liquid he can
touch. Each sequence he uses this spell, reduce the effect of any impurities
(e.g. disease, poison, etc.) by 1 point. The effect cannot target anything larger
than a drinking cup and can reduce the effect of an impurity to 0. The liquid
remains pure for 1 day.
6 IS – the warlock can purify a small body of water (e.g. a cask, spring,
or well) which can be affected as above. Alternately the warlock can
purify a smaller amount of liquid and it will remain pure for 1d4
weeks.
Warlock Abilities and Purify: Purify is the basis of the so called “elemental
alchemy” of the Witches of Lopan. Their ability to learn and apply elemental
abilities, along with their gift for infusion, makes them powerful alchemists
indeed.
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R IME
This spell causes frost to form on a hand-held object the warlock can touch.
This causes 1d4 energy damage to anyone other than the warlock who
touches the object. This effect lasts until the object passes out of the
warlock’s line of sight and can be used on a weapon (like an arrow, sword, or
dagger) as part of the strike action.
3 IS – the item is small but stable, lasting for 1 day. If the object is
used as the target of an infusion, reduce the infusion cost by 1
(minimum 1) and the item remains until the infusion is revoked.
6 IS – the warlock can now sculpt large items (e.g. armor, doors, etc.)
out of available water. These items are somewhat more durable
than their smaller counterparts, having 5x the warlock’s Will in
Health. They remain in effect for 1 day. Repeated applications of
this spell can create larger objects (like ramps).
12 IS – the warlock forms a road of water under his feet. He and his
companions can journey across water as if they were walking on an
even, well maintained road although they are still subject to any
threats they might encounter.
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W AVE
The warlock causes the waters nearby to rise up in a gentle wave. This wave
adds +1 travel speed to any boat or waterwalking warlock.
12 IS – the warlock calls forth a giant wave which crashes down and
reaches 1 mile inland. It deals 2d10 damage to any structure or
creature in the area.
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CALL OF THE WIND
The spells of elemental wind are:
The spells of Elemental Wind cost 2 Inner Strength to manifest. The powers
of the air respond readily to the warlock, though they require some will to
make strong.
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C ARRY
The warlock releases a bit of elemental wind into an object within close range
which he can see. Assuming the object weights less than 2 lbs, it springs away
from the warlock, travelling no more than 30 ft. If the warlock attempts to
strike a target with the object it does no damage. However, if he may use this
spell to empower the ranged attack of an ally or reduce the damage of a
ranged attack of an enemy by his Will.
3 IS – the warlock can infuse multiple items with a touch of Wind. He can
affect a number of targets this sequence equal to his Perception.
9 IS – the wind propels even simple objects with incredible force. The
warlock can now make a number of strikes in the sequence equal to his
Will. On a success, each strike does 2d8 + the warlock’s Will damage.
These strikes are in addition to the effects described above.
12 IS – the warlock’s will can hurl many objects with great force. The
warlock can deal 3d8 physical damage to a unit in battlefield combat or
the same damage to every person in a personal combat scene.
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F LEET
The warlock gains something of the speed and grace of the wind. So long as
this spell is manifested, the warlock gains the ability to run more quickly, jump
just a little bit further, and move as though he weighted a bit less. This grants
him a +2 modifier to any movement related challenge.
3 IS – when the warlock leaps, he may empower fleet to give him an extra
boost. The warlock seems to sail through the air, gaining +1 degree of
success to a movement challenging approached using Grace or Strength.
This boon is in addition to the basic spell boon.
6 IS – the wind in the warlock pushes him ever onward. He can run with
tremendous speed, gaining a +3 boon to his Speed attribute in addition
to the above +2 to movement challenges and +1 degree of success.
9 IS – the wind lifts the warlock into the air, granting him the power of
flight. While flying, he may use Grace\Will (modified as above) as his
approach to overcome any obstacles in his path. Many movement
challenges are automatically resolved by flight, or are resolved in a few
sequences without additional challenge checks.
12 IS – the wind takes the warlock where he wills. The warlock names
one place. He must then attempt a Grace\Will challenge (modified as
above) requiring 2 degree of success (3 if he has never been to the place
named) for every 40 miles between his current location and his target. If
he succeeds, he is transported to the named location by the end of the
sequence after he amasses enough successes.
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S ET W IND
The warlock can whisper to his brothers and ask them to blunt an ill wind.
This allows the warlock to improve the impact of weather on travel time by 1
step. Managing a set wind counts as the adept’s action in the travel
sequence.
12 IS – the warlock sets a wind against his foes. This wind increases
the fatigue of travel by -2 each travel sequence. The foes may be
anywhere, although the ill wind will not travel over mountains.
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W HIRLWIND
The warlock sets a fragment of elemental Wind to spinning, causing a small
vortex to form either between his hands or on the ground nearby. This vortex
does no damage, but can be used to block (DR 4/1 P/E) ranged attacks.
Blocking counts as the warlock’s action for the round and the warlock can
block a number of strikes equal to his Will.
9 IS – the warlock can set a whisper on the wind which will utter
when specific conditions are met. This whisper will last until either
the condition occurs or the warlock dies.
3 IS – the windhand can now lift up to 100 lbs. It has the warlock’s
attributes if forced to pull an object away from a resisting target.
12 IS – the windhand can now lift 4000lbs in total and can target a
number of objects/creatures up to the warlock’s Will.
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W INDMANTLE
The warlock wraps himself in a mantle of swirling winds. These winds provide
him with a +1 boon to Grace and Defense 4 against ranged attacks. This
mantle stirs his clothes and can cause a cape or cloak to ripple in an “unseen
wind”.
A warlock does not have to empower the ward every sequence. If he does
not, then the ward returns to its normal state at the beginning of the
warlock’s sequence and remains in that state until the next sequence in which
he empowers it.
3IS – Creatures with less than 6 points of Strength cannot cross the
ward. Wind, Storm, and Light spells cannot cross the ward so long
as the warlock empowers it to this level.
Manifesting this spell also gives the warlock a +1 boon to his Perception.
6 IS – the winds bring echoes of the past. The warlock may attempt
a Perception/Will challenge requiring 3 degrees of success to
discover one piece of historical information about a person, place,
or thing within visual range.
9 IS – the winds test the limits of the Pattern itself. The warlock may
attempt a Perception/Will challenge requiring 4 degrees of success
to discover the nature, magical style, intensity, and method of
unbinding one magical effect within visual range.
12 IS – the winds reach across time, bringing back lore best left
forgotten. The warlock may attempt a Perception/Will challenge
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forced to do so.
7. Call Twilight – causes the warlock’s aura to emit an indigo radiance
which tricks the eye. The warlock vanishes in shadows and
darkness, gaining both the ability to see in the dark and a +2 bonus
to challenges approached with stealth.
The callings of elemental Light cost 2 Inner Strength to manifest. Light is easy
to work with and responds readily to those who know how to call upon it.
C ALL C ANDLELIGHT
The warlock calls upon threads of elemental light to ignites motes of light
which float around the warlock. They will go where he directs within close
range. These lights provide modest illumination and can also be used to mark
opponents, items of interest, or anything else the warlock desires, making
them easier to track.
C ALL D AWN
The warlock infuses himself with the light of dawn, causing his aura to glow
with a warm orange radiance. The warlock himself is refreshed, gaining one
positive condition. The positive conditions are restful, tranquil, restorative,
and peaceful. A positive condition negates the corresponding negative
condition.
3 IS – the warlock focuses his aura into a blade which glows with
dawn’s hope. This blade does no damage to physical creatures, 2d8
energy to demons, cannot parry attacks, and directly target magical
effects which warp the Pattern. Each “strike” against such an effect
costs the spell’s caster 2d4 Inner Strength. Self maintaining effects
or effects which the maintainer does not choose to spend the Inner
Strength to support have their duration reduced by a corresponding
amount. Empowering the mantle to this level is considered to be
part of the strike action with the blade.
6 IS – the warlock can cause his aura to leap from his hands, infusing
a number of targets within close range with its radiance. The
warlock selects one positive condition which applies to all of the
selected targets. This effect lasts for a number of sequences equal
to the warlock’s Charm.
effects or effects which the maintainer does not choose to spend the
Inner Strength to support have their duration reduced by a
corresponding amount.
12 IS – the warlock’s aura burns bright, bringing the light of dawn for
as long as he stands firm. The warlock’s allies gain a +1 boon to all
challenges. Baneful units (e.g. demons, devils, and other servants of
the Old Ones) suffer a -1 penalty to their tactical advantage. Baneful
spells require additional Inner Strength to cast equal to the warlock’s
Will.
C ALL F IRELIGHT
The warlock infuses himself with the light which comes from the hearth or
wildfire. His aura emits a red radiance which faintly illuminates everything
within close range. The light unsettles animals and baneful spirits, causing
them to avoid closing to melee range with the warlock when possible.
If an animal or baneful spirit attempts to close with the warlock, it must roll
1d10 (modified by spirit resistance). If the result is higher than the target’s
Inner Strength it can close without difficulty. If not, then it cannot bring itself
to come close to the warlock.
3 IS – the warlock focuses his aura into a blade of red light which he
can wield as a light weapon. The weapon does no damage and
cannot parry attacks. On a strike targeting an animal or baneful
spirit, the warlock rolls 2d10. If the result is higher than the target’s
Inner Strength, it flees for 1d4 sequences. Empowering the mantle
to this level is considered to be part of the strike action with the
blade.
6 IS – the warlock focuses his aura into shafts of red light which fly
from his palm and strike a number of targets equal to his Will. These
shafts do no damage. If they strike an animal or baneful spirit, the
warlock rolls 1d10 (modified by spirit resistance). If the result is
higher than the target’s Inner Strength, it flees for 2d4 sequences.
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C ALL M OONLIGHT
The warlock infuses himself with the silvery light which comes from the
moons. This light touches everything close to the warlock, making it seem
slightly unreal. It also masks the warlock’s true features, causing him to
appear as something other than what he is.
Magical effects the warlock invokes cost 1 less Inner Strength, to a minimum
of 1. This effect influences all forms of magic but not paragon abilities.
6 IS – the warlock channels the radiance of the stars through his body
and into shafts of blue light which spring from his palms. He creates
a number of shafts of light equal to his Craft. Each shaft restores 1d4
Inner Strength to one target.
9 IS – the warlock unleashes his aura, filling a close area around him
with a wave of blue light. All magical spells cast until the beginning
of the warlock’s action next sequence have their cost reduced by the
warlock’s Will to a minimum of 0.
12 IS – the warlock acts as a living conduit for the light of the stars.
Dragons within the scene with him gain bonus Potency equal to his
Will. This bonus potency lasts until the warlock’s action in the next
sequence.
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C ALL S UNLIGHT
The warlock infuses himself with the radiance of the noonday sun. This
causes the warlock’s aura to emit a golden radiance which brightly lights
everything within close range. Undead will not close into melee range with
the warlock unless forced to do so.
If an undead attempts to close with the warlock, it must roll 2d6 (modified by
spirit resistance). If the result is higher than the target’s Inner Strength it can
close without difficulty. If not, then it cannot bring itself to come close to the
warlock.
6 IS – the warlock focuses sunlight into bolts which lance out, striking
a 1d6 targets. These bolts do 1d6 energy damage, plus Will d6 spirit
damage to undead targets.
The warlock gains both the ability to see in the dark and a +2 bonus to
challenges approached with stealth so long as he manifests this ability.
While manifesting this ability the warlock ignores the effects of fatigue banes
which he may suffer from. He also does not need to sleep, although he gains
an additional -1 fatigue for each day he fails to rest. This manifestation may
be empowered in the following ways
3 IS – the warlock draws more of the power of silver into himself. His
nails become shining silver as well as his eyes. He can now see the aura
of spiritual beings when taking an Assess action and gains a +4 bonus to
challenges to detect spirits he approaches with Perception.
6 IS – the warlock draws enough elemental silver into his body to form a
blade of pure silver in his hand. This blade does 3d8 physical damage +
the warlock’s Will in spirit damage dealt to the target’s Inner Strength.
The blade is not actually a warlock’s blade and lasts for the warlock’s
Endurance in sequences. The warlock gains a boon to strike and parry
with the blade equal to his warlock level.
struck more than once. Each use of this ability costs the warlock 1d8
Health. This damage cannot be reduced by any effect except a priest’s
prayer.
P OLISHED G OLD
Gold is incorruptible and never fades once fully polished. The warlock can
draw the purity of this element into himself. In so doing, his hair changes so
that it looks like wires of twisted gold.
3 IS – the warlock draws enough elemental gold into himself that he may
ignore banes he already suffers from dealt by a disease or poison.
9 IS – the warlock now carries enough elemental gold in his body to share
it with others he can touch. He can touch one target and reduce the
duration of a disease or poison the target suffers from by 1.
A warlock with this ability manifested gains +1 DR physical and may add his
Will to his damage with unarmed strikes. This manifestation may be
empowered in the following ways:
3 IS – the warlock’s skin turns the color of polished steel. His DR raises to
+2 DR physical and he can block without using a shield (DR +2 physical,
+1 energy).
6 IS – the warlock’s can reflect an energy attack which missed him due to
his parry action back on the attacker. This reflection takes one additional
parry attempt and deals normal damage to the attacker.
If sung within an area with sufficient crops this song creates enough food to
feed one person per sequence. This song can be empowered in the following
ways:
3 IS – the warlock’s song draws for enough food to feed 1d4 people
per sequence.
6 IS – the warlock’s song calls out strongly enough that all of the
plants within close range attempt to answer the call. Any plant
elemental within close range immediately comes to the warlock’s aid
and the faery within hearing range will set aside hostilities long
enough to discover what they can do to help.
12 IS – the warlock’s song draws forth the spirits of the green for one
final stand against the winter. All fey and plant elementals within
close range are healed 2d8 Inner Strength each sequence.
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G REEN S ONG
The warlock gives voice to the power of the Green itself. This steady, pulsing
melody rouses plants and spirits from their slumber
Each sequence, the plants shift and sway, inflicting temporary banes of +1
hindered and +1 slowed each sequence to all creatures hostile to the warlock
within close range. This manifestation can be empowered in the following
ways:
6 IS - The song resonates with the power of the Green. The warlock
calls fey or verdant spirits to him with potency of less than or equal
to his Beauty.
Each sequence that the warlock manifests this song he can target one seed
or creature. The seed will unfurl into a sprout. A creature will become fertile
and bear children after the normal time, if a suitable mate is nearby. This
manifestation can be empowered in the following ways:
6 IS - The song resonates with the power of the Green. The warlock’s
voice can heal one creature 2d8 Health or 1 bane per sequence. This
healing causes no ill effects.
12 IS – The song resonates in the blood of all creatures who can hear
it. The overcome effect from the first empowerment is increased to
4d10 and demands immediate action by all affected.
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S UMMER S ONG
This powerful, layered song speaks the verdant language for the season of
growth. It is the voice of the long growth and the hot summer months when
men have time to make war.
The warlock who manifests this song can target one plant and cause it to grow
to maturity in one sequence. The plant is then ready to begin to bear edible
fruit or grain. This manifestation can be empowered in the following ways:
3 IS – the warlock’s song now affects all plants within close range,
bringing an entire field from sprout to maturity in a single sequence.
6 IS – the song resonates with the power of the Green. All allied fey
and verdant elementals within the scene gain a boon to any
challenge they attempt equal to the warlock’s Will. This boon lasts
until the warlock’s next sequence.
12 IS – the song resonates in the spirits of all who hear it. For one
sequence, all allied creatures receive the boon and the bonus spirit
DR described above.
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W INTER S ONG
This slow, doleful song speaks of the long slow months of winter in the
verdant tongue. It is the voice of long rest and deep sleep, of the withering
of life and the drawing down of strength.
The warlock who manifests this song can target one plant within close range.
That plant will wither down to its winter state within one sequence. Annual
plants will die; perennial plants become dormant. This manifestation can be
enhanced in the following ways:
3 IS – the warlock’s song now affects all plants within close range,
causing an entire field to wither or an orchard to go barren in a single
sequence
6 IS - the song stills the power of the Green. All hostile fey or verdant
elementals within close range suffer from a 2d10 overcome effect.
If they fail, they fall into stillness so long as the song is maintained at
this level. If they succeed, they lose 1d10 Inner Strength.
9 IS – the song’s ability to still the spirits grows stronger. The song
now affects earth and water elementals as well as fey and verdant
elementals.
A warlock who sings this song does not need tools to create items using the
woodworker or carpenter trade. He can shape or smooth wood with his
hands and voice.
3 IS – the warlock’s song helps him to call forth the perfect shape
from the wood he works. He gains a boon to trade income checks
to create items using woodworker or carpenter equal to his warlock
level.
12 IS – the song’s resonance reaches out into the Green. The warlock
can use his song to reshape a group of living plants or a single larger
plant (e.g. a giant redwood) into a structure. He can make trade
income checks each sequence and adds a bonus to each trade
income dice equal to his warlock level.
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MANTLE OF THE STORM (THE SPELLS OF ELEMENTAL
STORM)
Wind and water braid together to form Storm. The power of elemental Storm
surrounds those it has marked with fog, wind, and rain. These mantles do not
so much protect the warlock as they allow her to reshape the interaction of
water and wind to suit her need. The strongest storm warlocks combine the
effects of multiple mantels to create devastating results.
The mantle appears around the warlock as a dim shimmer of perfectly still
mists. So long as the warlock maintains the effect, he is immune to normal
weather threats and gains +3 DR vs. wind, water, and storm manifestations.
6IS – The mantle quiets the weather in the warlock’s immediate area.
Anyone accompanying the warlock during a travel sequence suffers 2d
less threat from weather effects.
9IS – The mantle calms spirits of the wind. In addition to the effects
above, elementals of the wind or storm will not harm the warlock for the
remainder of the sequence.
12IS – The mantle stills the power of other warlocks. In addition to the
effects above, all warlocks within the same scene as the wearer must
spend the manifestation cost of their abilities in addition to any
empowerment costs to use manifestations.
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M ANTLE OF F ROST
The mantle of frost allows a warlock to draw down the cold north winds of
winter to swirl about him. So long as they do anyone coming into physical
contact with the warlock suffers a -1 fatigue bane.
3 IS – The chill from the mantle becomes more severe. All creatures
within close range begin to suffer a -1 fatigue bane each sequence. Any
character with a fatigue bane also suffers damage to Health equal to that
bane each sequence.
12 IS – The mantle is cold enough to make metal brittle and freeze men
where they stand. All creatures wielding metal weapons within the same
scene as the warlock suffer a -1d penalty to damage. All creatures
wearing metal armor suffer a -2 penalty to their DR. Items affected by
this mantle are considered to be damaged and must be repaired before
they function properly.
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M ANTLE OF F OG
Fog is one of the most subtle aspects of the storm. It covers an area before
and after the rains, hides people from their pursuers, and brings death to
those trapped at sea. The fog plays tricks with sight and sound, sometimes
offering shelter on one hand and sending peril with the other.
A warlock marked by the Storm can call this trickster to his side. The fog
wraps him in dark grey mist, blurring his form and muffling his steps. It costs
2 questions from an Assess action rather than 1 to gain information about the
warlock so long as he maintains this mantle.
6 IS – The fog within the mantle takes on a life of its own, twisting and
confusing those who would bring harm to the warlock within. In addition
to the effects above, the warlock and his allies within close range gain
Defense equal to the warlock’s Craft.
A warlock marked by the Storm can call primal lightning to heel. The lightning
dances around and through him. It lashes out at anyone who comes close,
dealing 1d4 energy damage to anyone struck by or striking the warlock. This
additional damage extends to the warlock’s water or wind manifestations.
6 IS – The lightning arcs outward from the warlock, dealing 2d8 energy
damage to all targets within close range. This affects friend and foe alike
and is in addition to the effects above.
12 IS – The lightning floods outward from the warlock. The warlock acts
as a 4d energy threat targeting all enemy units on the battlefield.
Additionally the warlock may select one target unit which will take an
additional +2d energy threat.
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M ANTLE OF R AIN
The most obvious manifestation of the Storm is in the driving rain which in
spring brings life and in summer brings floods. A warlock marked by the
Storm can wrap these rains around himself like a cloak. So long as he does
so, everyone within melee range of the warlock suffers a -1 temporary bane
to Speed due to the water which mists onto everything nearby.
3 IS – The warlock calls forth a cloudburst. A brief torrent of rain fills the
area immediately surrounding him. All fires within close range (or effects
based on elemental Fire) are reduced in intensity by 1 dice.
9 IS – The warlock calls forth a winter storm. All creatures (friend or foe)
within the scene are blanketed with snow and hail. In battlefield combat
all units take 1d energy damage. In a normal scene, all creatures suffer a
1d10 overwhelm targeting health each sequence; those that fail are
knocked prone and suffer a -1 fatigue bane. At this level the rains destroy
crops and may damage structures.
12 IS – The warlock calls forth a tempest. All units on the battlefield face
4d physical threat. Weaker structures are flattened by the tempest in
2d4 sequences.
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M ANTLE OF T HUNDER
The elemental Storm carries within it the eternal sound of rolling thunder. A
warlock carrying Storm’s mark can act as a conduit for this aspect of the
element, bringing it into the world with a clap and a crash. So long as the
warlock manifests this ability he cannot move with stealth or otherwise
attempt to avoid detection, even when wearing a mantle of fog. Anyone
entering melee range with the warlock must succeed at a Craft/Will challenge
or suffer from a -1 bane to any challenge attempted for the next 1d4
sequences. This effect can only affect a target once per scene.
9IS – The thunder drives away the weak willed as the warlock walks
forward. All creatures within close range must succeed at a Strength/Will
challenge with at least 2 degrees of success or be thrown out of melee
range. Those driven into solid objects may take 2d8 physical damage.
Loose items and weak structural features (like windows) may be blown
out.
12IS – The thunder strikes with the strength of a storm. Each sequence
the warlock may select one target. If the target is a person or creature,
it suffers a 6d10 overwhelm targeting Health; those that are
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3 IS – The winds in the warlock’s mantle enhance other wind and storm
manifestations within close range. Increase the numeric components of
such spells by 1.
6IS – The winds enhance natural weather threats by one step per
sequence for a maximum number of sequences equal to the warlock’s
Endurance. The warlock may choose whether to move the weather up
or down the scale.
9IS – The mantle lashes out, bringing gale forces against everything
within close range. Individuals with Strength under 7 caught within range
are pushed out. Loose objects weighting less than 500 lbs are similarly
removed. Buildings take 4d structural damage each sequence.
Within living memory, the power of wizardry carried with it a terrible curse.
All who used it fell sick then slowly went mad. It is only in the last forty years
that this affliction vanished. None truly know what happened, but rumors
claim a powerful elf of the Melrodyn House did…something…which
fundamentally altered the Pattern itself.
WIZARDRY TRADITIONS
The ability to shape chaos seems to be inherit to all living beings. The raw
stuff of creation responds to courage and will, readily taking on shape and
form. Within the Pattern, this constant creation is not enough to change the
shape of things. The elements and stars, moons and planets act as a stable
framework preventing the return of true chaos.
A handful of mortals (and immortals) have a native talent for overcoming this
stability. They can gather chaos around them and shape it strongly enough
to temporarily add to or change the Pattern. Sedenans call this talent
“wizardry” and treat those who have it with caution, respect, and fear.
Until sixty years ago, those who used wizardry were subjected to a
degenerative condition known as “the Taint”. Each time they gathered chaos
to work magic, they touched the mind of an Old One. This contact with an
utterly alien being drove them to madness.
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This tendency towards madness made wizardry more than just risky. It made
it evil and potentially world-ending. Most cultures banned the practice
entirely and persecuted those who attempted to develop their talents. A few
simply killed young wizards outright rather than allow them to develop into
monsters.
Despite this, three distinct schools emerged over the centuries. One, the elfin
House Melrodyn, hides an earnest intent behind a façade of arrogance. One,
the Eastern Circle of Three, embraced a deadly talent for the power it gave
their badly weakened people. The last, the Timrovian Dreadful Art, proved to
be a path to evil in a society where almost anything was permitted…for the
right price.
A more sinister education awaits those young talents not found by a master.
Sember, god of black magic, is always watching and waiting. Any budding
wizard not carefully watched over will eventually receive an emissary from
the fallen god. In return for dark sacrifices, Sember will send a demon to
teach the wizard everything he might need to know. Wizards trained in this
way become powerful quickly, feeding honest talents with blood and fear.
They become, in short, the figures of terror most people imagine when they
think of “wizards.”
H OUSE M ELRODYN
Many elves have a minor gift for wizardry, a side-effect of the fire which burns
within them. Most allow this gift to fade over the years as they develop other
powers.
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A handful choose to fan this talent into a blazing fire. They call themselves
Melrodyn, the Lovers of Power. To the outside world they present a face of
arrogance and determination, coupled with an individual drive to become as
powerful as possible in their centuries-long lifespans.
The truth is more complicated. In ages past the Melrodyn mastered the
creation of complex mandalas from raw chaos. These mandalas served to
protect them from the Taint by closing their minds to the Elder Gods. By
closing themselves off, the Melrodyn could use the power of the Elders
against them when they came once again to destroy the world.
Induction into the House Melrodyn is a matter of training and focus. Only
those elves who have already mastered the Melrodyn arts can apply to the
House leadership for admittance. This means centuries of dedicated study
with a Melrodyn master, coupled with intense study and no small amount of
risk.
T HE C IRCLE OF T HREE
The Circle is dedicated, first and foremost, to preserving magical knowledge.
This dedication extends to the obviously dangerous but undeniably powerful
magic known as wizardry as well as the more controlled magics of enchanters,
magi, mystics, and warlocks.
magic. Should an unfit student continue to pursue their gift, measures are
taken. Some of those measures are fatal.
Those who are allowed to study wizardry learn to rely on their wits and
knowledge rather than magic. The memory of the Taint is still strong in the
Circle, owing to regular and devastating “events” over the last three hundred
years. Many wizards take pride in being able to resolve problems without
spells, or using at most a single application of magical power.
Apprentice and Journeyman wizards are often sent out on long, tedious
assignments to test their patience and resolve. Some return. Those who do
not are presumed lost in one fashion or another, mourned, and then
forgotten.
T HE D READFUL A RT
In Timro, sorcery is everything. It is a ticket to wealth, a way to accomplish
wonders, and a promise of social status. Wizardry is the exact opposite, a
sudden promise of painful humiliation and death to any who might
accidentally become tainted by it.
The Dreadful Art is how Timrovian wizards have learned to survive. It allows
them to shape chaos quietly, subtly, in ways that other wizards cannot.
Where most wizards are a roar and a flash of thunder, The Dreadful Art is a
whisper in the darkness. Those who master it can hide in plain sight, working
wonders without appearing to do anything at all.
STUDENT WIZARDS
A 1st level wizard gains:
As the wizard increases in level, he gains +2 spells per level, +3 Inner Strength,
and +1 Health. On even levels (2nd, 4th, 6th, etc) he gains a wizard ability. Every
5th level (5th, 10th, 15th, etc) he gains a wizard class mastery.
WIZARD ABILITIES
On every even level (2nd, 4th, 6th, 10th, 12th, etc) he may improve his general
wizardry abilities by selecting from the following list. Wizards who follow a
specific magical tradition may also have unique abilities as described below.
Familiar: The wizard binds chaos into a permanent extension of his own
pattern. He loses 2 points of Health and gains a familiar, a creature bound
into his personal reality who can assist him in times of need. The familiar
appears as a normal animal but can converse with the wizard. It also acts to
stabilize the wizard’s magic, paying the maintenance cost of up to the
wizard’s Will in spells. A familiar has 2d4 Inner Strength per level of its wizard.
Rank: The wizard advances in this ability by one step per class ability
invested:
Journeyman: The wizard an now cast journeyman spells. Reduce the Inner
Strength cost of a casting (but not maintaining) an apprentice spell by 2.
Master: The wizard can now cast master spells. Reduce the Inner Strength
cost of casting (but not maintaining) a journeyman spell by 3.
Grandmaster: The wizard can now cast grandmaster spells. Reduce the
Inner Strength cost of casting (but not maintaining) master spells by 5.
Legend: The wizard can now cast legendary spells. Reduce the Inner
Strength cost of casting (but not maintaining) grandmaster spells by 7.
Spellcraft: The wizard’s mastery of the words allows him to create magical
spells. Creating a spell requires 10 degrees of success per word per rank.
When the wizard first selects this class ability, he may craft spells of the
apprentice rank. Each time he selects this ability, the rank he can craft to
increases by one.
WIZARD MASTERIES
As a wizard matures in his powers, he gains mastery over chaos. Every 5
wizard levels (5th, 10th, 15th, etc) the wizard may choose either one of the
general masteries or a mastery from his magical tradition.
Utter Phrase: The wizard’s mastery of the words allows him cast spontaneous
spells using two word rather than one. His casting limit is equal to the sum
of the total number of spells he knows using each word. Additionally, his rank
(class ability) automatically increases to journeyman if he is not at that rank.
Utter Sentence: the wizard can now combine the words of power to create
more powerful spontaneous effects. He may combine up to three words in a
single casting. The casting limit is equal to the sum of the lowest number of
spells the wizard has among two of the words used. Additionally his rank
(class ability) automatically increases to master if he is not already at that
rank.
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Although much diminished by time and trial, the Melrodyn still wield secrets
of chaos which will be of use when the seals are finally broken and demons
once again call upon their dark masters.
Melrodyn's Might: the wizard begins to see how the complex shapes
of the mandala are somewhat self-sustaining. This insight allows the
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C IRCLE A DEPT
The Circle Adepts may appear to be mercenaries in search of a better
contract. In fact, they are. They are also the body charged with recreating
and preserving magical knowledge in the East, so that when the darkness
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Master of the Book: the masters of the book are responsible for rebuilding
the people’s magical knowledge. Their experience allows them to reduce the
base degrees of success required to create a spell from ten to eight. The
wizard can use his broach to engage in research even when not at the Circle.
Master of the Blade: the masters of the blade are responsible for protecting
the East from magical treats. The wizard’s mastery of charms allows him to
bind them into an appropriate object, to be unleashed as needed. He can
cast a charm on an object and reserve the maintenance cost from his total
Inner Strength. He can then activate the charm as a free action. The reserved
Inner Strength heals normally after the charm is unleashed.
Master of the Candle: the masters of the candle are responsible for
protecting the East from spiritual threats. Their mastery of both wizardry and
mysticism grants them the power to do so. The master can use add his
wizard’s familiar Inner Strength to his own to calculate his Inner Strength for
the purpose of his Talent abilities.
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UTTERING SPELLS
A wizard may choose to utter a spell, a known pattern which he can shape
from primal chaos, as his action for the sequence. Doing so requires a set
amount of Inner Strength based on the spell’s complexity and the number of
words it requires.
Each sequence the wizard may also maintain any number of spells. Each spell
he maintains requires an amount of Inner Strength determined by the spells
rank. More complex spells require more Inner Strength to maintain.
When a spell is cast, the wizard rolls 1d10, reading to 10 as 0. The result is
the number of sequences the spell may be maintained before he must
attempt a Memory\Will challenge to retain control. If the wizard succeeds at
this challenge the spell continues to function normally. If he fails, then the
magic “backlashes”. All of the wizard’s remaining Inner Strength is consumed
in the backlash and a random effect occurs.
A wizard wishing to create a completely new effect first describes the effect
and selects one word which will power it. He then attempts a challenge with
a limit equal to the total number of spells he has which use the selected word
plus any class ability modifiers he may have. If he succeeds, then the spell is
a success. The Patterner sets the rank for the effect, which determines the
amount of Inner Strength the new spell requires to cast and maintain.
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Failure is sometimes more spectacular than success. Failing to meet the limit
causes no harm though the wizard loses 1d6 Inner Strength. However, a
natural 20 indicates that the wizard has lost control of the chaos he called
forth. The wizard loses all of his remaining Inner Strength and causes a
random magical effect determined by the Patterner’s whim. This effect is not
always detrimental…but probably should be.
WIZARDRY SPELLS
Wizard’s spells come in five levels: apprentice, journeyman, master,
grandmaster, and legendary. A wizard must earn the ability to cast spells of
a higher level than apprentice.
Additionally, a wizard’s spells may involve one, two, or three words of power.
A single word of power takes some of the wizard’s Inner Strength to control;
three costs a considerable amount of energy.
Taken together, these two elements (level and words) determine how much
Inner Strength a spell takes to cast and how much strength it takes to
maintain it.
Although there are an infinite number of wizard spells, the following sections
list some of the more common variations.
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A PPRENTICE SPELLS
Apprentice wizard spells create simple patterns which have discrete effects
in a limited area. These cantrips generally affect a single target in some very
well defined way.
Aural Vision (Knowledge) – (Cast 3, Maintain 1) allows the wizard to see the
aura of a person, place, or thing. Auras are complex representations of a
thing’s Pattern and can reveal general information and unique circumstances
to a trained eye. Unfortunately this spell does not necessarily impart the
ability to interpret aural information.
Black Ice (Energy, Negate, Time) – (Cast 7, Maintain 1) wraps one target
object in what looks like glimmering black ice. So long as the wizard maintains
this spell, the object gains +2 DR against physical and energy damage.
Blade Charm (Energy) – (Cast 3, Maintain 1) – the wizard shapes a bit of chaos
around a sword or other melee weapon. The weapon does +1d energy as
long as the wizard maintains the spell. When the spell ends the wizard makes
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Cantrip (Create) – (Cast 3) – the wizard can shape a small bit of chaos to
perform minor magical tasks including cleaning and polish an object or palm-
sized area, creating a faint scent, or conjure a pocket sized object into being
for a single sequence.
Dowsing (Knowledge) – (Cast 3) – the wizard can shape a small bit of chaos
to perform minor magical tasks like finding small, lost items of minimal value;
catching a glimpse of someone who is not physically present in a mirror; or
sensing if water is near.
Ebony Orb (Change, Darkness) – (Cast 5) hurls a ball of darkness at the target.
When it hits, the darkness bursts into a thousand unknown colors. These
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colors cling to the target, making it both difficult for him to see or be seen.
He gains a +2 boon to challenges involving remaining hidden but also suffers
a -2 bale to any attempt to use Perception. The effect actually changes the
target slightly and lingers for 1d4 sequences before vanishing.
Entangle in Smoke (Animate, Darkness, Stabilize) – (Cast 7, Maintain 1) –
causes shadows and smoke to boil up around the target, shackling him in
chains of pure will. So long as the spell is maintained, the target suffers a -
1d4 penalty to Strength.
Etch (Energy) – (Cast 3, Maintain 1) – the wizard ignites his fingertip with a bit
of prismatic light. He can use his finger to deal 1d4 energy damage or write
on any non-flammable surface. If he is also an enchanter, he may use this
spell instead of ink for preparing a ward.
Glamour (Change) – (Cast 3) – the wizard can shape a small bit of chaos to
preform minor magical tasks including growing or shortening hair, changing
the color of an object for a single sequence, or repairing minor wear.
Ledgerdermain (Light) – (Cast 3) – the wizard can shape a small bit of chaos
to create minor illusions including faint lights, indistinct sounds, and blurring
letters. These effects last for a single sequence.
Levitate (Move) – (Cast 3, Maintain 1) – the wizard’s will causes him to rise
straight into the air. He moves at roughly 40ft. per sequence, or twice that if
he attempts an Endurance\Will challenge. The rising wizard is subject to
winds and storms.
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Mend (Change) – (Cast 3, Maintain 1) –the wizard can flow a trickle of chaos
into an object, slowly returning it to new condition. In the first sequence, the
object is restored to a clean and try state. Each sequence thereafter the
wizard must attempt a control challenge. If he succeeds, the object heals one
DR.
Prestidigitation (Move) – (Cast 3) – the wizard can use a small bit of chaos to
perform minor magical chores including picking a small object up without
touching it, stepping one step into the air for one sequence, or make coins or
small objects appear to vanish.
Quell (Move, Negate) – (Cast 5, Maintain 1) the wizard utters this spell and
stares at an opponent. So long as the wizard maintains eye contract the
target must attempt a Strength\Will challenge to move.
Read Script (Knowledge) – (Cast 3) – allows the wizard to read an entire book
in a single sequence. However, the wizard will still need to spend time sorting
through the information to find what he is looking for. The information
begins to fade from the wizard’s mind immediately, lasting for no more than
the wizard’s Craft in days.
shaped object (e.g. plates, cartwheels) though these improvised shields are
less effective than a purpose-made tool.
Sleep (Animate, Negate) – (Cast 5, Maintain 1) this spell briefly drains its
target of vital energy, leading to fatigue and possibly sudden slumber. When
the spell is cast the wizard rolls 2d8 modified by spirit damage resistance. If
the result is higher than the target’s Health, it falls to sleep. If it is not, then
the wizard can maintain the spell, increasing the “damage” done by 2d8 each
sequence. The target remains asleep until disturbed or the wizard’s Will in
hours has past.
Umbrella (Energy, Force) – (Cast 5, Maintain 1) – the wizard shapes the raw
power of creation into a shimmering shield which keeps the rain off. While
under the protection of this spell the wizard takes -1d from travel hazards
related to the weather or storm elemental manifestations.
Wither (Negate) – (Cast 3) – the wizard can use a small bit of chaos to perform
minor magical chores including drying an isolated area, withering a
houseplant, or putting out candles.
Wizard Bolt (Force) – (Cast 3) casts a bolt of glowing force at the target,
dealing 1d8 physical damage.
Wizard Mark (Knowledge) – (Cast 3, Maintain 1) the wizard sets a bit of his
will on a threshold or other location. When someone passes through it, the
wizard knows although he knows no other details. This spell takes 1 point of
the wizard’s Inner Strength to maintain each day.
J OURNEYMAN S PELLS
Many wizards never progress beyond the ability to cast journeyman spells.
These works are sufficient for most everyday magical needs. They can
provide protection, deal with hostile forces, suppress or negate magic, and
cause the world to change in a variety of ways.
Blaze (Energy) – (Cast 6) – the wizard causes a blaze of rainbow energy to lash
out from his outstretched hand. The blaze deals Will d8 energy damage to
one target.
Bow Charm (Create, Energy) – (Cast 9, Maintain 2) – the wizard focuses a flow
of chaos through a bow or other ranged weapon. The weapon creates its own
ammunition of prismatic fire, dealing energy rather than physical damage. As
a free challenge the wizard may attempt a control check, adding his Will as a
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boon to both damage and ranged strike rolls for one sequence. When this
spell ends the wizard must make an additional control check. If he fails, the
weapon loses -1d damage permanently.
Circle of Protection from Evil (Darkness, Energy, Stabilize) – (Cast 12,
Maintain 2) – the wizard forges his will into a circle of power which extend
around him in a radius equal to his Will in feet. The circle is visible as a
complex pattern of lines and shadows extending from the wizard’s feet. Any
being of darkness (a demon, devil, or servant of the elder gods) who attempts
to cross the barrier takes 2d8 energy damage and must attempt a
Strength\Will challenge requiring the wizard’s Will in degrees of success.
Failure causes the creature to be repulsed out of the circle. The circle also
prevents such creatures from engaging the wizard in psychic combat.
Circle of Remembrance (Time) – (Cast 6, Maintain 2) – the wizard lays his will
upon the world and it responds by forming a circle of power around him.
Within the circle, time appears to slowly move backward at a rate of 1 hour
per sequence. The wizard can take the time to study events as they unfold,
although he may not be able to maintain the circle long enough to see the
things he truly wishes to know.
pole is strong enough to bear the wizard’s weight and has hand/foot holds
built into it. Create pole is one of many journeyman level “create” spells
including create door, create rope, and create coins.
Conjure Shimmer (Light, Stabilize) – (Cast 6) – the wizard sets a pattern of
light into the air. This pattern persists for a number of hours equal to the
wizard’s Craft. It provides illumination over a radius equal to 100 ft. plus the
wizard’s Will x 10.
wizard may choose to grant the sword bonus spirit damage equal to her Will
at the cost of a control check.
Freeze (Animate, Negate) – (Cast 9, Maintain 2) – the wizard weaves a web
of chaos which absorbs the target’s ability to move. On the first sequence the
target suffers from a bane to his Speed equal to the wizard’s Will. Each
sequence thereafter, the target suffers an additional -3 bane, until the target
reaches 0 Speed.
Lengthen Magic (Time) – (Cast 6, Maintain 2) – the wizard selects one target
within visual range. One of the effects on that target remains in effect,
regardless of its duration, until the wizard stops maintaining this spell.
Lift (Move) – (Cast 6, Maintain 2) – the wizard hammers chaos into a platform
of solid will which can lift heavy objects or willing targets. Lift moves objects
up to one ton per point of the wizard’s Will straight up. The object rises no
more than 30 ft. per sequence. Unwilling targets can avoid being lifted into
the air by attempting a Grace\Speed challenge and are not held in place –
they can choose to step off the platform at any time.
target within bowshot. The target suffers 3d8 energy damage this sequence
and 3d6 energy damage each sequence after the first this spell is maintained.
Puppetry - (Animate, Negate, Force) – (Cast 12, Maintain 2) the wizard takes
control of an opponent’s physical actions. Each sequence, the target of this
spell attempt a Strength\Will challenge. If he fails, then the wizard dictates
his action for the sequence. This action must be a physical one. Although the
wizard has transformed the target into a “puppet”, he does not control the
target’s mind.
Rise (Move) – (Cast 6, Maintain 2) – the wizard rises into the air and flies at a
steady, if somewhat sedate, pace. Rise allows the wizard to fly at roughly
walking pace but allows him to travel as if he were on a cleared road so long
as he flies above the obstacles. This can dramatically increase the wizard’s
pace in some circumstances.
Send Item (Move) – (Cast 6) – the wizard applies his will to the chaos, causing
it to link one place to another. The link lasts only for a moment and cannot
transmit living being. It can, however, allow the wizard to instantly send a
single object (or a bundle of small objects) instantly from his location to a
place he knows or can see through some other means. This spell is not highly
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accurate and is limited to a range of 50 miles for every point of the wizard’s
Craft.
Shield from Storms (Force, Stabilize) – (Cast 9, Maintain 2) – the wizard forms
a shield of chaos which channels energy and environmental threats away
from him. While protected by the shield, the wizard gains DR 3 energy and
reduces environmental threats by -1d.
Strengthen Shelter (Stabilize) – (Cast 6) - the wizard lays his will on the chaos
leaking into and through whatever shelter he is in. The shelter, regardless of
its composition, becomes comfortable and dry. A number of people equal to
the wizard’s Will can take normal rest in the shelter no matter what
environmental effects (cold, heat, weather, etc.) might exist. This spell lasts
from dusk until dawn (or from dawn until dusk).
Suppress Magic (Negate) – (Cast 6, Maintain 2) – the wizard pits his strength
against another’s magic. The wizard targets one active spell (not a virtue or
enchantment). In order to maintain an effect or cast a spell, the target must
first expend an additional 2d4 Inner Strength.
Sustain (Stabilize) – (Cast 6, Maintain 2) – the wizard creates life and hope
from the raw stuff of creation then channels it into the body of a nearby ally.
So long as the wizard maintains this spell the ally cannot die, although he
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M ASTER S PELLS
Wizards who develop the ability to cast master-level spells are both powerful
and somewhat arrogant. They have touched the power of the Elder Gods and
taken a portion of it for themselves.
Binding Charm (Stabilize, Time) – (Cast 13, Maintain 3) – the wizard lays his
will upon a place, channeling chaos into the earth and wind. The chaos causes
him to leave prismatic after images in the air as he moves. For as long as the
wizard maintains this charm, he may spend 10 Inner Strength to attempt a
Grace-based challenge.
Cascade of Rust (Change, Time) – (Cast 13, Maintain 3) – the wizard forms his
will into a russet wave of corrosive time. All metal objects within close range
of an item the wizard touches lose 2 points of DR each sequence the wizard
maintains this spell.
Change Aura (Change, Knowledge, Light) – (Cast 17, Maintain 3) – the wizard
lays his will upon himself, subtly shifting his pattern so its aura displays false
information. He may display any aura he wishes so long as he maintains this
spell, but cannot change the aura once the spell is cast. A druid of higher
level than the wizard can detect that the aura is not a true one but gains no
further insight.
Chaos Storm (Animate, Change, Move) – (Cast 17, Maintain 3): the wizard
unleashes a wave of animating energy into the world around him. All objects
within close range become living creatures under the wizard’s control. The
objects move and act but do not truly think – this spell lacks a knowledge
component. The wizard retains some ability to direct but not command the
resulting chaos.
Circle of Entrapment (Negate, Move) – (Cast 13, Maintain 3): the wizard
places his will upon a place and everything within it is sealed inside until he
releases the spell. The spell creates a circle which acts as a renewing barrier
requiring the wizard’s Craft + Will degrees of success to overcome.
Circle of Protection (Energy, Force) – (Cast 13, Maintain 3): the wizard places
his will upon a place and everything within is protected from outside
influence. So long as the wizard maintains this spell there is a renewing
barrier out to close range (roughly 20 ft radius) around him. This barrier
requires the wizard’s Will in degrees of success to cross. Anyone within the
circle gains DR +3 physical, +3 energy, +1 spirit against attacks from outside
the barrier.
Circle of Reflection (Move, Time) – (Cast 13, Maintain 3): the wizard places
his will upon a place and everything within is trapped in a folded maze of time.
The wizard targets group or unit within sight and rolls 2d10. If the result is
higher than the target’s Inner Strength, the target is trapped in the circle until
the wizard dismisses the effect.
Conjure Food (Animate, Create, Stabilize) – (Cast 17, Maintain 3): the wizard
wills sustenance into being. He can create enough food for a number of
people equal to his Will each sequence. This food is nutritious and the effect
of eating it lasts even after the wizard releases the spell.
Dominion (Animate, Change, Knowledge) – (Cast 17, Maintain 3): the wizard
uses chaos like a scalpel rather than a hammer, altering a small portion of the
Pattern. He can target one person or creature within line of sight and rolls
2d10. If the result is higher than the target’s Inner Strength, the wizard may
change the target’s attitude towards one person, place, thing, or group. This
change in attitude may be dramatic and cannot be negated, only reversed by
a use of a similar spell.
Enchant Object To Fly (Animate, Move) – (Cast 13, Maintain 3) – the wizard
weaves the chaos infusing and surrounding an object (of size no greater than
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that required to carry up to six people). The object lifts into the air and flies
as the wizard desires, reaching no more than 100 ft into the air and travelling
no more than 200 miles per day.
Flash (Move) – (Cast 9) the wizard applies his will to the Pattern itself. He
forces one place to become, for a brief moment, directly connected to
another. He then steps into that connection, teleporting from place to place.
This spell can transport the wizard up to 100 miles in a single instant but he
can only use it to go to places he has already been.
Force Prison (Force, Move) – (Cast 13, Maintain 3): the wizard forms his will
into a sphere which cannot be broken. In a battle, he targets one unit and
rolls 2d10. If the result is higher than the unit’s Inner Strength, the unit is
trapped in a shimmering sphere of force. So long as the wizard maintains this
spell the unit does not take or deal damage and does not contribute to it’s
sides tactical advantage.
Forget (Knowledge, Negate) – (Cast 13, Maintain 3): the wizard applies his
will to the Pattern and causes it to shift. For as long as he maintains this spell,
one target of his choice is forgotten. No one remembers its name, its place,
or its purpose.
Gift of Life (Animate, Create, Stabilize) – (Cast 13, Maintain 3): the wizard
creates a wave of life unending which infuses one target he touches. The
target heals 1 bane and 2d4 Health each sequence. This spell can return a
dead companion to life if the wizard heals him to full Health and the spirit is
not yet judged by the Gods of the Dead. Each sequence of healing causes the
target to suffer a -1 fatigue bane.
Group Flight (Force, Move) – (Cast 13, Maintain 3) – the wizard’s will gathers
chaos and transforms it into momentum, causing a number of allies within
close range equal to her Will to take flight. Each sequence the wizard
maintains this spell the targets can fly as they will as a free action, moving
roughly as fast as a strong man can run, so long as they stay within visual
range of the wizard. This spell cannot be used for travel.
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Master’s Staff (Animate, Create) – (Cast 13, Maintain 3): the wizard focuses
his will into the form of a staff which acts as an anchor for his magical efforts.
The staff can be used as a melee weapon, dealing 3d8 damage and parrying
a number of attacks equal to the wizard’s Will. However, it can also be used
to anchor any circle spell, reducing the maintenance cost by 2 to a minimum
of 0.
Prismatic Cascade (Energy, Stabilize) – (Cast 13, Maintain 3): the wizard’s will
causes a cascade of prismatic energy to pour forth from a point within his
visual range. Everything within close range of the cascade takes 3d8 energy
damage each sequence. Things which escape from close range take an
additional 3d8 energy damage in the sequence immediately following their
escape as the prismatic energy continues to burn on their bodies.
Prismatic Goo (Create, Negate) – (Cast 13, Maintain 3) – the wizard channels
raw chaos into something resembling a glowing, viscous liquid which
dissolves anything it touches. The wizard can “throw” a glob of liquid each
sequence as an action. Each target struck takes 4d8 physical damage that
sequence and 3d8 physical damage each sequence after that. The target may
choose to reduce the damage done by trading damage dice for permanent
damage to his equipment at a rate of -1d to -1 DR.
Seal Building (Create, Stabilize) – (Cast 13, Maintain 3) – the wizard lays his
will upon a building of moderate size. For as long as he maintains this spell
the building gains DR +2 physical and becomes impervious to normal
environmental effects. Those sheltering within it can rest without suffering
from exposure or other negative effects.
Shelter (Create) – (Cast 9, Maintain 3): the wizard wills chaos into the form of
a shelter capable of keeping off wind and weather. The shelter takes
whatever outward form the wizard desires. It provides restful, peaceful sleep
and protection from 1d of environmental threat for a number of people equal
to the wizard’s Will.
Silencing Mist (Animate, Change, Negate) – (Cast 17, Maintain 3): the
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wizard’s will shapes chaos into a thick, silvery mist which settles into an area.
Everyone within the scene, but in an area no larger than a circle 100 ft
multiplied by the wizard’s Will in radius, may be cast down into slumber. The
wizard rolls 2d8 when he casts this spell. If the result (modified by the target’s
spirit damage resistance) is higher than the target’s Inner Strength, the target
falls asleep and cannot be awakened as long as the wizard maintains this spell.
Damage will cause the target to awaken.
Summon Steed (Animate, Create, Move) – (Cast 17, Maintain 3): the wizard
creates a mount he can travel on out of pure chaos. The mount may take any
shape the wizard imagines and is capable of flight. It has Endurance, Speed,
and Strength equal to the wizard’s Will. The mount has 4d10 Health, does
1d12 damage if used as a weapon in combat and grants +4 DR physical if used
to block.
Targeted Stasis (Negate, Stabilize, Time) – (Cast 17, Maintain 3) – the wizard
wraps a single man-sized target in a complex cage of chaos which extends into
the past and the future. A target caught in this spell is frozen in time, unable
to move or be moved. An unwilling target suffers a 2d10 overwhelm targeting
health, +1d10 per sequence that the wizard maintains this spell.
Transform into Object (Change) – (Cast 9, Maintain 3) – the wizard lays his
will upon his physical form, transforming himself into an object of his choice
with DR physical and energy equal to his Will. The transformed wizard is
aware of his surroundings but cannot interact with them, nor can he cast
spells. If the wizard suffers from an ongoing bane or overwhelm attempt, the
accumulation stops but does not fade. The transformed wizard does not heal
or lose Health or Inner Strength.
Transform into Plant (Animate, Change) – (Cast 13, Maintain 3) – the wizard
lays his will upon his physical form, transforming himself into a plant of with
mass up to 1/3rd to 3x his own. While transformed into a plant he cannot
move or interact with his surroundings but can sense them in a vague way.
He regains Health and Inner Strength each day as if he were allowed peaceful,
restful, restorative, tranquil rest.
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Transform Other Into Animal (Animate, Change, Time) – (Cast 17, Maintain
3) – The wizard can transforms one target within close range equal to his will
into an animal selected when he learns this spell. An unwilling target suffers
a 1d10 overwhelm in the first sequence, +1d each sequence the wizard
maintains this spell. The targets each gain boons or banes to their Damage
Resistance (physical), Endurance, Grace, Perception, Speed, and Strength not
the total of which cannot exceed his Will and physical abilities (like attack
dice) appropriate to an animal of the appropriate type. These effects are set
when the wizard first learns the spell and cannot be changed.
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G RANDMASTER S PELLS
Wizards who develop the power to cast grandmaster spells are whispered of
in myths and legends. Their skills are sophisticated, complex, and deadly.
Many are also insane – incapable of distinguishing where their fantasy ends
and the reality others inhabit begins.
Animus (Animate, Create) – (Cast 16, Maintain 4) – the wizard lays his will on
chaos, weaving it into a creature which obeys his commands. The wizard’s
creation is created as a generic spirit with one aspect chosen when this spell
is selected and potency equal to the wizard’s Will. The exact abilities of the
animus tend to be stable over time but are selected by the Patterner when
the wizard casts the spell.
Circle of Dominion (Change, Knowledge) – (Cast 16, Maintain 4): the wizard
places his will upon a place and demands a change. The weave of the Pattern
itself deforms to his will. Within an area no less than 50 ft per point of the
wizard’s Will he can reshape the space to his liking. Buildings move or are
created. The earth changes shape to suit his desires. Even the season can be
changed, and the weather to go along with it. Once the change begins it takes
2d4 sequences to complete. The wizard cannot further alter the environment
without breaking this circle and starting anew.
Circle of Time (Change, Move, Time) – (Cast 20, Maintain 4): the wizard
places his will upon a place and causes events within a circle no more than his
Will in feet radius to begin to roll backward. For each sequence that he
maintains this circle, the events roll back 2d4 sequences. Once the circle is
broken events begin to unfold once again. Actors or objects which left the
scene are immediately brought back to the location, as if teleported.
Circle of Travel (Move, Knowledge) – (Cast 16, Maintain 4): the wizard places
his will upon a place and causes it to move from one location to another
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Disintegration (Create, Negate) – (Cast 16, Maintain 4): the wizard unleashes
a prismatic blaze of raw chaos with which he unravels parts of the Pattern
itself. Each sequence he can target one object or creature. The object takes
the wizard’s Will in DR damage. The creature suffers that effect to all objects
that he carries and an additional wizard’s Will d6 energy damage as well.
Mass Transform into Animals (Animate, Change, Move) – (Cast 20, Maintain
4) – the wizard can transform a number of targets within close range equal to
his will into an animal selected when he learns this spell. An unwilling target
suffers a 1d10 overwhelm in the first sequence, +1d each sequence the
wizard maintains this spell. The targets each gain boons or banes to their
Damage Resistance (physical), Endurance, Grace, Perception, Speed, and
Strength not the total of which cannot exceed his Will and physical abilities
(like attack dice) appropriate to an animal of the appropriate type. These
effects are set when the wizard first learns the spell and cannot be changed.
Spirit Self (Animate, Darkness, Move) – (Cast 20, Maintain 4): the wizard
infuses a shadow near him with both volition and will. So long as the wizard
maintains this spell he may attempt two challenges each sequence – one for
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himself and one for his shadow self. The two share a common pool of Health
and Inner Strength and can work together to accomplish their goals. The
shadowself cannot use wizardry but can use other forms of magic if the
wizard knows them.
Stasis Coffin (Negate, Time) – (Cast 16, Maintain 4) – the wizard weaves
chaos into a network which holds everything within it outside of time. The
coffin appears as a prismatic crystal surrounding one target of roughly man-
size. The target can be moved and, so long as the spell remains in effect, is
preserved exactly as it was the moment the spell took hold. An unwilling
target suffers a 2d10 overwhelm effect targeting Health, +1d10 for each
round after the first the wizard maintains this spell.
Teleport Other (Move, Time) – (Cast 16, Maintain 4) – the wizard places his
will on a target no larger than himself. That target is teleported to one place
of the wizard’s choosing no more than 50 miles away. An unwilling target
suffers a 1d10 overwhelm in the first sequence, +1d each sequence the
wizard maintains the spell.
Transform Other into Object (Change) – (Cast 12, Maintain 4) – the wizard
lays his will upon one person within close range, transforming the target into
an object of the wizard’s choice with DR physical and energy equal to the
wizard’s Will. The transformed target is aware of his surroundings but cannot
interact with them, nor can he cast spells. If the target suffers from an
ongoing bane or overwhelm attempt, the accumulation stops but does not
fade. The target does not heal or lose Health or Inner Strength. Unwilling
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targets suffer from a 1d10 overwhelm, +1d10 each sequence the wizard
maintains this spell.
Transform Other into Plant (Animate, Change) – (Cast 16, Maintain 4) – the
wizard lays his will upon another in close range, transforming the target into
a plant of with mass up to 1/3rd to 3x his own. While transformed into a plant
the target cannot move or interact with his surroundings but can sense them
in a vague way. He regains Health and Inner Strength each day as if he were
allowed peaceful, restful, restorative, tranquil rest. Unwilling targets suffer
from a 1d10 overwhelm, +1d10 each sequence the wizard maintains this
spell.
Wave of Stars (Energy) – (Cast 12): the wizard twists energy into a fountain
of white-hot sparks which burn through everything they touch. This fountain
can affect a number of targets within close range of one another equal to the
wizard’s Will. Each target takes 3d12 energy damage. If the wizard wishes to
attempt a control challenge he can increase this damage by adding his will to
each damage dice (3d12 + 3x the wizard’s Will).
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L EGENDARY S PELLS
The so-called “legendary” spells are little more than rumors, stories that
apprentices whisper to one another in the darkest hours before the dawn.
Learning even one would mark any man as a master wizard. Actually casting
it would make him a legend.
Army of Stone (Animate, Create, Force) – (Cast 25, Maintain 5) – the wizard
weaves his will into ethereal forms who fight by his side. In personal combat
the forms count as a threat dealing 3d8 energy damage to all targets opposing
the wizard during the scene. In tactical combat the forms count as a unit
which cannot take damage, contributing the wizard’s Will in tactical
advantage to his side.
Circle of Screams (Animate, Knowledge) – (Cast 19, Maintain 5): the wizard
lays his will upon an area no large than 100 ft. per point of his Will. Every
living thing within the area must, each sequence, resist a 3d10 overcome
effect. Each creature that fails falls to the ground screaming as if it had
encountered the most horrendous pain imaginable. Each sequence after that
the overcome target takes a -1 bane to Craft, Perception, and Will. This bane
can only be removed rest – magic short of that of the Goddess of the Green
or the Compassionate cannot alleviate the suffering.
Gate (Move) – (Cast 15, Maintain 5) – the wizard exerts his will, binding the
chaos of two different places together. This effort creates a shimmering
gateway which opens from the wizard’s location to another location no more
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than the wizard’s Will x 40 miles away. The portal is large enough to fit a cart
and four through each sequence.
Prismatic Wave (Change, Light, Force) – (Cast 23, Maintain 5): the wizard
shapes raw chaos into a wave of power which flows through an area. All
creatures who oppose the wizard’s will suffer 8d8 energy damage and must
attempt an Endurance\Will challenge. Those who fail are struck blind for 1d4
hours and must then attempt a second Endurance\Will challenge. Those that
fail this second challenge are blinded forever.
Travel to Other Worlds (Change, Move) – (Cast 20) – the wizard and a
number of willing companions equal to the wizard’s Will travel to another
world, or fold, in the Pattern. This transition is not controlled, but may be
targeted if the wizard hold an item or creature from that other world in his
hands as he casts this spell. No one knows how many folds there are in the
Pattern or what they all might contain.
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THE PATTERN OF THE GODS
The faith and prayers of the Pattern
THE PATTERN OF THE GODS
The gods are the defenders of the world, ancient heroes who accepted
transcendence as the price for the Pattern to remain whole. Those who serve
the gods do so with the understanding that their lives will never be the same.
Some are asked to give up everything they know to follow the gods’
commands. Others must accept roles in their communities which they would
never have dreamed of. A few go on to become heroes out of legends
themselves.
Antosa: The Lady of Sorrow and Secrets. The Shadow Child. Mistress of
secrets, Antosa engages in long plans and subtle gambits intended to bring
down the servants of the Elder Gods. She never openly acts, instead moving
mortals like game pieces to enact her will. Mortals call upon her when they
desire to make a bargain for knowledge. Antosa’s gift is Concealment.
B’cor: The Screaming God. Rancor’s twin brother B’cor stands at the center
of the Pattern, shattering everything with his screams. Long considered an
unthinking entity, his protection of his wife, Stram, during the Great War
showed that he knows and sees more than is thought. Mortals do not call
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upon B’cor – his power is not meant to serve mortal ends. Instead they pray
to his twin that B’cor will not notice them. B’cor’s gift is Annihilation.
Besa (Light): God of the Hearth, Lord of Bread and Beer. When the Great
War raged, it was Besa who built homes and tended the fields. It was Besa
who provided shelter to the Folk and discovered the secrets of creating a
home rather than just a shelter. Mortals once called upon him to bring
prosperity to their families and businesses. Besa’s gift is Home.
Ferin: The Wolf. The Coinspinner. The master of luck has little time for
mortal concerns. He rides the world, looking for opportunities to nudge
things back on course. A chance meeting, a momentary encounter, or crossed
looks are all he needs to spin out a new hope. Mortals call him when they
desire luck in their endeavors. Ferin’s gift is Change.
Kane the Judge: Judge of the Dead. Unforgiving and lacking in compassion,
but also completely fair in all things. The leader of the gods of the dead and
sometimes considered to be the greatest of them. His gift is Judgment.
Kormath: The Ancient Sage. The Dragon of Wisdom and Frost does little to
help others, for he knows that aid rarely brings either ease or help in the long
run. The Pattern stands or falls by the strength of its threads, and an untested
thread has no value. Mortals invoke his name for guidance in difficult times.
His gift is Wisdom.
Krym-nak-mar: The Bright Star. Undisputed leader of the Dragon Gods and
the only being to have slain an Elder God. Where he goes, the world blazes
with light. Where he fights, nations end. Mortals invoke his name only at
great peril. His gift is Power.
Lagin: The Gatekeeper. Fey and wild, he stands between the worlds so that
none may pass. None dare to call upon him, for fear that they will distract
him from the gates which lead to the darkest places. His gift is Mastery.
Lorion: The Waverider, Mistress of the Ocean. The lady known as Lorion
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chose to stand with the other Folk even after her undersea home was ravaged
by the Great War. Now she rewards those who choose for themselves,
granting them the chance for a new life out in the open ocean. Mortals call
upon her for safe travels and bounty, but know that in so doing they must
leave behind all they have known. Lorion’s gift is Choice.
Manjor the Compassionate: Guardian of the living and the dead. Kind to
others, for he knows what they suffer. Mortals call upon him to grant them
mercy. His gift is Empathy.
Milearas: The Mistress of the Green. A young elfin maiden during the Great
War, she was not suited for battle after her time as Anzoth’s favorite. Instead
she worked without ceasing to bury the dead and cover their graves with
flowers. Her death in what is now Timro brought the Lords of Death into
being and planted the seeds from which the new Pattern grew. Mortals call
upon her for bounty and good health. Milearas’ gift is Life.
Nabor of the Mists: The Mirror. Nabor is the grey-cloaked god whose craft
distracted the Elder Gods long enough for others to weave the Pattern against
them. His choice is always to remain unseen, unknown, and without merit.
Few mortals know his name, and fewer still would call upon him for favors.
Nabor’s gift is Misdirection.
Rancor: The Weaver. Eldest of the Gods and believed to be the creator of
the Pattern. He works alone into the long night trying out the limits of his
creation. Nothing delights him more than a moment in time, and nothing
suits him less than driving forward without regard for what must be done.
Mortals call upon him when they engage in trade or craft. Rancor’s gift is
Creation.
Set the Destroyer: The Bringer of Ends. Never cruel but always dedicated to
his sole goal – the final end of all things. Usually overruled by the other Lords
when he rules against a soul, he nevertheless continues his quest. Mortals
call upon him to grant the mercy of death. His gift is Endings.
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Simel: The Keeper of Light. The Lord of the Angels watches over his charges
and those they bond with in preparation for the next war with the demons.
He will not allow another angel to fall or another mortal to bear the failures
of his kind. Mortals call upon him when they need protection from dark
magic. His gift is Warding.
Skydu the Seer: Keeper of the book. Skydu knows all that has happened in a
person’s life and the consequences of those events. His voice is that of reason
without a hint of compassion or hope. Mortals call upon him for insight. His
gift is Knowledge.
Stram: The Storm Lady. Stram fled from the demons of Anzoth straight into
B’cor’s arms. The two were married on that day, and ever after her
tempestuous nature beauty temper her husband’s power. Her
manifestations bring both healing rain and the unfettered storm. Mortals call
upon her for good weather and for the fulfillment of their desires. Stram’s gift
is Passion.
Styphon: The Shadowed One. The Dragon of Shadows dwells in the darkness
between the stars. His eyes are everywhere, seeking out the secrets Antosa
cannot keep. Mortals call upon him for protection in dark places, though their
prayers are seldom granted. His gift is Deception.
Viver: The Bloodletter, Widowmaker. Said to be the first of the Elder to cast
off the chains of his masters, Viver fought alone until the Dragon Gods joined
him. His discipline and determination inspired the Ogre, who strive to
emulate him to this day. Mortals call upon him before battle in the hope he
will grant them a sliver of his skill. Viver’s gift is Freedom.
Vlad-Tagor (Malrithin): The Keeper of the Night. The vampire who became
Lord of the Undead created the Laws of Night to prevent his kind from
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overrunning the world. He keeps order with an iron fist; all who disobey must
be punished in accordance with the law. Mortals call upon him for protection
from the undead. Vlad-Tagor’s gift is Order.
Zandragal: The Fire Star. The Dragon of Flame and Valor plunges deep into
the fray, relying on his power and courage to see him safely through. Once
he takes to wing, only Krym-nak-mar can match his power. Mortals call upon
him for courage in the face of danger. His gift is Valor.
Sortanzanbanku: Lord of Lies. Sor’s natural gift for speaking and inspiring
others has become a blight upon the world. He is driven to speak, to tell
stories, and to reach out to others. But now his touch is poison and his
honeyed words designed to sow discord. Mortals call upon him when they
need to bind others to their cause. His gift was Leadership and is now
Confusion.
Now he is the master of the Forbidden Arts and master of the Four Demon
Hordes. Mortals call upon him for the power to control others. Sember’s gift
was Discipline and is now Temptation.
Besa (Dark): Lord of Necrophilia and Ecstasy. Dark rites and darker deeds
are common among those who call upon the fallen god Besa. He delights in
cruelty for its own sake and teaches others to enjoy both inflicting and
receiving degradation. Mortals call upon him when they need to feel
something – anything – in order to find purpose again. Besa’s gift was Home
and is now Corruption.
The Lords of the Dead are the masters of the Halls of the Dead and the judges
who decide what happens to those who pass within. Their black temples are
raised and maintained by the dead themselves and have little to do with
mortal affairs. The Lords of the Dead are Kane, Manjor, Set, Skydu, and Utu.
The Cycle of Life live and work among the folk in order to maintain the world’s
Pattern. Their shrines can be found everywhere in Sedena and their priests
live as common folk most of the year. Each god watches over a season –
during that season the god’s priests tend the shrines and answer the needs
of the faithful. The gods of the cycle are: B’cor, Besa, Milearas, Lorion, Stram
and many people believe Rancor. Erin was once among their number.
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The Lords of Light fight against the demons and other friends of the Old Ones
wherever they may hide. The servants of the Lords of Light know little rest,
but they also know that they will make a difference. The gods Alintansalin,
Lagin, Simel, and Viver count themselves in this alliance. Sortanzanbanku and
Sember once stood with this alliance.
The Dragonrite are the four great dragons who helped drive the Old Ones
from the Pattern during the Great War. Their cult has risen, fallen, and risen
once again. The Reborn Dragonrite is not as wealthy as it once was but it still
is the most organized and public of all the cults in Sedena. The Dragonrite call
upon Krym-nak-mar, Kormath, Styphon, and Zandragal.
RELIGION IN SEDENA
Religion in Sedena is intensely personal and profoundly public. There are
aspects of religion which are known without a doubt – others which leave
even the greatest sages wondering if, after deep study, they have any clearer
idea than those formed by children.
PERSONAL FAITH
Faith is not a matter of belief in the divine. Almost everyone in Sedena has
encountered at least one priest of the Cycle or a servant of the Light. The
living presence of divine powers cannot be denied.
Instead, faith is a matter of understanding where the individual fits into this
elaborate tapestry of gods and demons, monsters and Old Ones who might
or might not wish the end of the world.
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PUBLIC RITES
Personal faith has nothing to do with the rites performed by the various cults.
Three of the alliances – the Cycle, the Dragonrite, and the Lords of Shadow -
maintain very public cults which exert varying degrees of influence over
people’s lives.
The Cycle is the keeper of the rites by which people meet, marry, and
transition through life’s stages. They keep the cycle of planting and reaping,
of celebrating the breaking of winter’s grip and of mourning the sun’s demise.
Everyone knows the names of these gods. Elements of their rites are found
in every culture save for Timro, Phi, and the West; where the Elder Gods drove
them out long ago.
The Dragonrite’s great temples once stood in every land held by the folk. The
emergence of the Black Dragonrite after the Rune War lead them to become
very embedded in Timro, Phi, and the East. The Reborn Dragonrite is less
open about its practices but maintains seminaries and some public temples
in places where the Black Dragonrite once worked its evil. Their traditional
rites involve meditation, public sacrifices of the self, and personal dedication
to the destruction of evil.
The Lords of Shadow each maintain dedicated temples and shrines which
support one another in times of trouble. Each holy place is a location where
someone can go to enter into a bargain with the appropriate god. This
bargain does not always turn out as well as the penitent might have planned.
KNOWN TRUTHS
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The following simple truths are known to everyone in Sedena. The rest,
people tend to make up for themselves.
T RUTH O NE : T HE O LD O NES ARE GONE
The existence of the Elder Gods, the Old Ones, the Gods Who Came Before –
whatever they may be called, they are no long within the world. They are, for
all intents and purposes, gone. Nothing can bring them back.
PROFOUND MYSTERIES
Within this elaborate weave of gods and monsters, spirits and saviors, each
person can find space for his own mystery. There are wonders to behold and
wisdom to learn deep enough to keep even the most dedicated mystic busy
from birth until judgment.
the traditional festival calendar. The faith grows in the dark places of a man’s
heart, where he swears allegiance to a patron in return for power. Faith is
not publically proclaimed. It lies at the heart of the old secret societies. Only
the phoenix may know the balance of light and dark in this fallen land.
The people of the East call out to as many gods as they can find and no small
number of spirits as well. Organized temples, small shrines, and isolated
altars can be found throughout the land. Forty years ago, The Black
Dragonrite ruled the streets of five of the seven kingdoms; now only a handful
of public shrines to the Rite continue operation. Faith in the east is a personal
or familial matter dealt with publically only when circumstances require.
The people of Han, Lopan, and Timro know of the gods (Elder and Younger)
but have more pressing matters on their minds. The Hannish do not worship
the fey but they live daily in the presence of powerful spirits. Their ritual focus
is on the endless rites required to survive. The Lopanese regard the gods as
exceptionally powerful spirits called up by depraved witches. The close
relationship between the witches and the Cycle does not help this perception.
The Timrovian were happy worshipers of anything which would promise them
power and something to do. Now, the Risen Dragonrite and the renewed
Besa are slowly building them back up.
Elfish faith resonates differently than their stoic dwarven kin. Elves are
creatures of passion and fire; their faith is the same. Each elf may serve no,
one, or many patrons over his long life with unstinting fervor. Their practice
is rarely private. Indeed, public proclamation and great works are part of their
religious conviction. What good is it to feel something if it cannot be shared?
In the ancient world, elves were at the heart of every religious cult. In the
modern world they are often the lone heroes lighting the way for others, just
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Dael fought alone for two hundred years to bring down the Black Dragonrite
in the East.
Gnomish religion is focused around the Cycle and the Lords of Light. They
regard both sets of gods as ancestor heroes who should be emulated. This
emulation sometimes, especially in the case of Milearas, shifts into outright
romantic love and unquestioning devotion. Once a gnome chooses a hero,
he will do anything to support her cause.
Ogres approach faith with deep reverence and religion with skepticism. Their
ancestors fought alongside Sember, the Lord of Discipline, and Viver, the
Widowmaker, to free the world. Sember’s fall, and with him many of his
worshipers, unleashed the plague of hamadrayas who lead the demons and
Coyal. Their decedents, the modern Ogre, recognize the importance of
striving for an ideal but question the wisdom of placing too much emphasis
on belonging to anything but themselves.
Wolven follow the pack leader in all things. If a pack leader offers allegiance
to a god, then his pack does so as well. The Imperium officially acknowledges
all of the gods and has taken the Cycle as its “official” religion. This change
has caused considerable disruption throughout the wolven world, as it
creates a separation between public religion and private faith which is not
compatible with the wolven mind.
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PRIEST CLASS INFORMATION
The priests of Sedena are chosen by the gods to aid them in their great works.
Rarely does this involve ritual activities inside cloistered temples. Instead
priests spend their lives out in the world, living the Pattern and supporting
others in the pursuit of prosperity.
Some priests, notably those of the Cycle, the Dead, and the Dragonrite, are
part of organized clerical orders. Others serve cults where a handful of priests
may support a shrine or larger temple structure as part of their duties. Many,
most notably those of the Light, work for their gods in a direct and personal
sense.
All priest classes share the following mechanics in common. More details are
given in each of the class descriptions regarding specific applications of the
core rules.
Priests of the Cycle live among the people and serve their needs. Those who
live in lightly settled areas may divide their time between several villages.
Larger towns in human lands support shrines tended in rotation by several
priests, while the largest cities may boast temples. The priests of the cycle
use their prayers to bring bounty and ward off ill-fortune.
Priests of the Dead live apart from others in the mysterious “Houses of the
Dead”. These temples appear overnight, built by unseen hands, in locations
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where they are needed. The priests use their prayers to ensure the orderly
transition from life to undeath or death, as the fates decree.
Priests of the Dragonrite participate in an ancient ritual tradition dating back
past the Great War against the Elder Gods. The rite’s long history includes
millennium of corruption and evil, something the modern cult wishes to put
behind them. Priests of the Dragonrite use their prayers to give strength for
the endless battle against the darkness.
Priests of the Light walk beside their gods, taking on tasks which keep the
Pattern from unraveling. This direct relationship changes their lives, usually
for the better. Priests of the light use their prayers to provide aid and support
to other when they need it most.
Priests of the Shadows serve patrons whose motives remain unknown. These
priests work with other beings, including spirits and the undead, to
accomplish sometimes nonsensical tasks. Small groups of servants will build
a shrine to their patron, while large groups may construct elaborate temples.
In either case the structure serves as a place where non-priests can contact
the god and enter into bargains.
Priests of the Weaver find themselves aligned with Rancor, the god who
created the Pattern itself. He forged the elements, wove them into shapes,
then set the whole thing into motion. He continues to tinker, tweaking his
design to achieve some state of perfection only he can understand. Full
temples of the Cycle sometimes contain a small shrine to him, but his own
priests do not require any such thing.
Mechanically, a hero must use his trade advancement to grant himself access
to a priest class after the GameMaster indicates he may do so.
GROWTH ALONG THE PATH: ADVANCING AS A PRIEST
Each time a hero gains a Priest level, he gains +2 Health and +2 Inner Strength.
Every level he also gains +2 ranks in the prayers available to his class. Every
odd level (1st, 3rd, 5th, 7th, 9th, etc.) he gains an additional regalia from his god
or one of his existing regalia becomes more powerful.
The chart below shows the advancement of a priest through level 10. Higher
levels are possible, at the rate described above.
To simulate this exchange, each priest class grants access to prayers. Prayers
are appeals to the higher powers for specific kinds of assistance. Each prayer
a priest learns can have a rank between 0 and 10. At rank 0, the priest cannot
use the prayer. At rank 10, the prayer is as powerful as it will ever be.
In game, a priest must spend one hour each day praying and meditating.
During this period he strengthens his bond, reaffirms his allegiance, and
receives whatever guidance his patron chooses to share.
Mechanically, during the hour of prayer (generally at dawn or dusk) the priest
allocates his ranks in each prayer to the effects that prayer allows. This
allocation remains in place until the next day. He may choose to allocate
ranks in his prayers to himself, to his companions, or to any ally he has
encountered in the past.
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A person only gains the benefit of the strongest prayer (highest allocated
ranks) of a specific type focused on him. For example, two priests of the light
may both choose to give all of their Courage prayer ranks to one person, but
that person will only receive the benefits of the higher rank.
The attempt is a challenge with a limit equal to the hero’s priest class level.
Failure strips the priest and his allies of the prayer’s benefits until the next
daily allocation can take place.
has allocated his prayer ranks among his available prayers. This reaffirmation
requires one day of in game time.
T HE G ODS ’ R EGALIA : T OOLS TO U SE & E MPOWER
The gods were, and to a great extent still are, Folk. They use tools, armor,
weapons, and other items almost as much as their mortal kin. However their
unique place in the Pattern means that they can share these items, called
regalia, with those who serve them.
Each god has between three and five regalia he can share with his priests. At
every odd level the priest either receives a new regalia or a regalia he already
possesses becomes more powerful.
An item of regalia only works for the priest it was given to. If the priest sells
his regalia it is lost forever. If he loses it, or it is destroyed, then the item is
returned within 1d6 days.
If the priest chooses to do so, he may invest one or more of his regalia options
into his holy symbol. The first such investment allows him to add his degrees
of success to his prayer rank for the purpose of determining its effects. Each
additional investment grants him +1 degree of success on any prayer
challenge attempted for the symbol’s duration.
In most cases tracing a holy symbol is a free action the pries may attempt on
his turn. Priests of the shadows must spend a sequence to trace their symbol
due to the complicated nature of their relationships with their gods.
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PRIESTS OF THE CYCLE
The gods who stand at the corners of the cycle of life are the most well-known
to Sedenans of all races. Their priests can be found in many communities,
quietly performing their spiritual duties while working as artisans, farmers,
and merchants. The old, simple rites of birth, celebration, harvest, and health
are passed down from uncle to nephew, from aunt to niece, throughout the
world.
Before the Rune War, in the time of the Elder Races, the gods of the cycle
kept the peace. They helped the Elders grow from tools and toys into people
with a history, culture, and identity. Their rites served not as worship but as
way gates along life’s journey. Five great temples were built in their honor,
but it the gods’ magic dwelt in countless household shrines.
mastering the art of mixing pleasure and pain to induce weakness. The old
communal rites of marriage and festival fell apart as war swept the lands.
When everything nearly ended in fire, only a handful of the cycle’s priests
remained.
Over thousands of years the crippled Cycle attempted to renew itself. Priests
of the Elder Races passed on the mysteries to the Younger. Others came to
the gods over time. Without their brother and sister, though, the old rites no
longer sufficed to renew the Pattern. A moment’s strife could sweep away
the gains of a generation.
Humans in particular picked up the old ways. The rites are not as widely held
as of old – only one person in a town or cluster of villages may have the spark
the gods look for in a priest. Most communities had small shrines containing
statues of the four gods. Some households did as well. The old great temples
fell into disrepair, save for the Flowering Temple in what is now known as
Timro. There the Gods of the Dead dispatched their servants, refusing to
allow Milearas home to decay.
connections. The two Gods (Besa and B’cor) are less primal in their aspect
but also associated with the natural order. The five cannot call the circle truly
complete until their sister Erin joins them once more.
B ESA (L IGHT ) - G OD OF THE H EARTH , L ORD OF B READ AND
B EER
When the Great War raged, it was Besa who built homes and tended the
fields. It was Besa who provided shelter to the Folk and discovered the
secrets of creating a home rather than just a shelter. Mortals once called
upon him to bring prosperity to their homes and businesses.
Besa’s gift is Home. His symbol is the overflowing mug. Within the cycle he
represents summer and the establishment of a home or farmstead. His rituals
are the rites of the hearth – laying fires or foundations, cleaning away the old
pains with the dust of winter, and preparing nourishing foods.
B’ COR – T HE S CREAMING G OD
Rancor’s twin brother B’cor stands at the center of the Pattern, shattering
everything with his screams. Long considered an unthinking entity, his
protection of his wife, Stram, during the Great War showed that he knows
and sees more than is thought. Mortals do not call upon B’cor – his power is
not meant to serve mortal ends. Instead they pray to his twin that B’cor will
not notice them.
B’cor’s gift is Annihilation. His symbol is the broken circle. Within the cycle
he represents the transitional times between seasons and the end of things.
His rituals are the rites of preparation – breaking the bounds of the old to
start something new. They include cleansing before the transition to
adulthood, burning a childhood treasure at weddings, and the final words
whispered to the dying.
for themselves, granting them the chance for a new life out in the open ocean.
Mortals call upon her for safe travels and bounty, but know that in so doing
they must leave behind all they have known.
Lorion’s gift is Choice. Her symbol is a wave falling in on itself in a circle.
Within the cycle she represents the season of winter and the moment of
decision. Her rites follow upon B’cor’s, allowing the newly freed person to
choose his adult calling, his spouse, or his death.
Milearas’ gift is Life. Her symbol is a sheaf of green grass. Within the cycle
she represents the season of spring and the moment of quickening. Her rites
include the sowing of grains, the prayers offered up after conception, and the
celebration of births.
Stram’s gift is Passion. Her symbol is the lightning bolt from the clear blue
sky. Within the cycle, she represents the season of autumn and the moment
of illumination which changes everything. Her rites include the private
prayers offered while other sleep.
Lord Rancor, the Weaver, is not a member of the Cycle. However many
people believe he stands among them. People pay him homage as the lord
of crafts. They have created minor rituals related to preparing for and
completing works of craftsmanship. His priests have been known to play
along unless it interferes with their duties.
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BLESSINGS: PRAYERS OF THE CYCLE
The Gods of the Cycle speak to their priests and grant them boons when it is
both proper and correct. A priest requests these boons using “blessings”,
ritual formula describing the request and the reason. If the gods find the
blessing worthy in form, purpose, and substance, they will respond. If not
then the priest suffers slightly from attempting to contact the divine.
Mechanically each blessing grants the priest access to unique effects which
he may empower each day. The priest gains two “ranks” of blessings each
level. He may allocate these ranks to any of the blessings of the Cycle, not
just those primarily answered by his patron.
Each day, during his hour of prayer, the priest may allocate the ranks in each
blessing to the effects that blessing provides. Ranks may be allocated either
to the priest, his companions, or people in his community.
In times of great need the priest may attempt, as his action for the sequence,
a challenge to “reset” or “refresh” his blessings. His limit for this challenge is
his Priest of the Cycle level. If he succeeds then he may reallocate the ranks
of his blessings or refresh a blessing which has been expended. If he fails, all
of his blessings are set to rank 0 until the next day’s prayers.
B LESSING OF C LOSURE
The priest calls upon B’cor to bring an end to compulsion or circumstances
which prevent renewal. Each rank of this prayer allows the priest to grant
protection which negates 2d of overwhelm targeting that person. This
blessing may be refreshed.
B LESSING OF H EALTH
The priest calls upon the gods of the Cycle to strengthen the life force of a
living creature. He does not have to touch the creature for this blessing to
take effect, though some say it is more effective to do so. For each rank of
this blessing the priest may heal 1d6 Health to one target. The ranks of this
prayer must be allocated during the prayer period but are not consumed until
the priest decides they are needed. Choosing to activate healing does not
count as the priest’s action for the sequence. This blessing may be reset or
refreshed.
B LESSING OF J OY
The priest calls upon Stram, the Lady of Storms, to guide and strengthen the
target’s heart. The priest may allocate additional Inner Strength or Health to
himself, his companions, and allies with a total no greater than twice his rank
in this prayer. This allocation can take the target above his maximum Inner
Strength. This blessing may be reset but not refreshed.
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B LESSING OF R ELEASE
The priest calls upon Lorion, the Mistress of the Ocean, for the strength to
choose a new course. The blessing’s target may, a number of times per day
equal to the prayer ranks allocated to him, reattempt a failed challenge
involving Charm, Craft, Memory, or Will. This blessing may be refreshed.
B LESSING OF P ROSPERITY
The priest calls upon Besa, God of the Hearth, to bring prosperity to a home
or place of business. Those who dwell or work in the blessed place may reroll
a number of failed trade income challenges equal to the blessing’s rank
allocated to the location.
A priest of the cycle may, for 1 Inner Strength, trace the symbol of his god in
the air. The symbol lasts for a number of sequences equal to the priest’s
Priest of the Cycle class level. Everyone within close range receives a +1 boon
to trade income challenges for the duration of the effect.
If the priest chooses to do so, he may invest one or more of his regalia options
into his holy symbol. Each investment grants him +1 rank on any blessings
the priest holds. The additional ranks must be allocated as soon as the holy
symbol is activated.
H EARTH S TONE
The hearth stone is a fire-blackened grey rock no more than one human hand-
span across. When placed in a hearth or fireplace, it creates an unseen
shelter within which the priest and his companions can rest without fear of
exposure to the elements. For 5 Inner Strength, the shelter also grants
restful, tranquil, or restorative slumber. Many priests find that their hearth
stone’s gain the ability to drive away evil spirits or protect the priest from
immediate harm.
H ORN OF P LENTY
The horn of plenty is a ram’s horn which, when blown, calls up minor guardian
spirits. The horn calls up one spirit with potency equal to the priest’s Priest
of the Cycle level. For 5 Inner Strength, the horn can call forth 1d4 additional
spirits. The spirit(s) will act to protect the priest and his companions for the
duration of the scene. Some priests find that their horn can call elemental
spirits as well, given Besa’s long association with the Elemental Kings.
of the scene.
B’C OR ’ S R EGALIA
B’Cor shares his power with those who are most like him – outsiders whose
hearts never truly touch the world which they destroy. His regalia reflect this
alliance.
B ROKEN L INK
It is said that once Anzoth sought B’cor’s favor by offering the Screaming God
Anzoth’s favorite toy: Milearas. B’cor broke the girl’s chains and sent her
forth to live as she wished. He kept the chains as a reminder of the meaning
of bondage and shares fragments of it with his priests. A priest favored with
this regalia cannot be bound and does not suffer from bales to his Grace. For
5 Inner Strength, he can ignore any one overwhelm effect. Some priests find
that bearing a broken link gains them the protection from or even command
over verdant elementals.
W ANDERER ’ S R OBES
These tattered brown robes look like simple rags, but are actually mirrors of
what the god B’cor wears. A priest so vested radiates an aura of destruction
which causes items to decay around him at a rate of 1 DR or 1d10 per
sequence. For 5 Inner Strength the priest can reduce his cost to cast of any
wizard involving the word Negate to 0. He still must maintain the spell as
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normal. Some priests find that wearing these robes grant them access to
additional wizard spells or even new words.
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L ORION ’ S R EGLIA
The Mistress of the Sea rarely intervenes in her followers’ affairs. Instead she
relies on her priests, and the tool she shares with them, to create a world in
which choices are available to any who dare to make them.
C ORAL E ARRINGS
Lorion is always pictured wearing the red coral ear-rings given to her by Viver
during their brief acquaintance. She sometimes shares these jewels with her
favorite priests. A priest so blessed gains the power to free bound spirits by
attempting an overwhelm (+2d10 each sequence) against the sorcerer
responsible for the binding. For 5 Inner Strength this overwhelm becomes
spirit damage dealt to Inner Strength instead. In some cases these earrings
also grant the power to free folk or mortal creatures from spiritual bonds as
well.
F ISHERMAN ’ S S PEAR
Freedom to choose does not mean much to those who cannot feed
themselves. Lorion gives this thin silver spear to her priests for the expressed
purpose of feeding the hungry so they can pursue hope. A priest using this
spear can add his Priest of the Cycle level to his Fisherman trade income check
to gather food. He can spend 5 Inner Strength to cause all of the dice on this
income check to be set to 10. Some priests find that their spears can pull fish
out of impossible seeming locations (e.g. from pools in caves or small streams
in a desert).
S EAMAIDEN ’ S V ESTMENTS
Lorion is most properly thought of a mermaid, a combination of fish and elf
as comfortable on land as she is in the sea. These green and silver robes grant
her priests the same freedom. So long as the priest wears these garments he
can breathe and move freely underwater. For 5 Inner Strength, the priest can
extend this freedom to a number of companions equal to his Charm for the
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duration of the scene. Some priests find that their robes grant them
additional strength and speed underwater.
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M ILEARAS ’ R EGLIA
The Maiden is a gentle soul, scared by her experiences but still filled with
hope. Those she calls as priests share that boundless hope and use her regalia
to bring it to fruition in the world. Her regalia include a sheaf of undying
flowers, a bag of seeds which can fill a field in a single day, and a silver sickle
which harvests plants without harming them.
S EEDS OF H OPE
This simple burlap bag contains within it all of the seeds a world might need
to be brought back to life after a cataclysm. A priest who carries it can fill a
single field with seeds for flowers, herbs, or grain in one day. By spending 5
Inner Strength, he can cause the seeds to grow to maturity over the course of
the evening. This allows him to make a Farmer trade income check over the
evening to create sustenance for those who might need it. Many priests find
seeds/shoots for trees, medicinal plants, and bamboo for building in their
pouches as well.
S ILVER S ICKLE
Rancor made Milearas this silver sickle when she asked him if it was possible
to harvest her flowers without killing them. A priest of her cult can use it to
harvest a field of grain or flowers without bringing harm to the plants. If he
spends 5 Inner Strength, the field will renew itself within 1d6 days. Some
priests find that their sickles can “cut” out disease or infestations as well.
U NDYING S HEAF
The most iconic of Milearas’ regalia is the sheaf of undying flowers she carries
with her. Many of her priests gain a similar gathering, which they either carry
or weave into their hair. The flowers are the same as those she left on the
graves of the dead during the Great War itself. Priests given these flowers
can still the restless dead – undead who face the priest are overwhelmed by
the scent (+22d10 overwhelm). For 5 Inner Strength the priest may increase
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this to a +4d10 overwhelm which targets all undead within close range. Many
priests find that they can also cure disease and wounds with the flowers’
touch.
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S TRAM ’ S R EGALIA
The Storm Lady is a tempestuous mistress, given to sudden flights of folly and
fancy. She shares regalia with her priests help them to stay safe in troubled
times including a bag full of feathers from storm spirits, a royal cloak, a silver
dagger containing a lightning bolt, and her wedding ring.
B AG OF F EATHERS
This small blue-velvet bag contains dozens of feathers from what appears to
be different birds. A priest can pull one of these feathers out to call forth a
storm elemental with potency equal to his Priest of the Cycle rank. He may
call one elemental per day. For 5 Inner Strength, he may call an additional
elemental. The elementals act to protect the priest but do not do his bidding.
S TORMCLOAK
Stram’s deep blue cloak is covered with embroidered silver clouds. It is the
mark of her rank as royalty among the spirits and a powerful tool of elemental
magic. A priest granted this regalia can add his Priest of the Cycle level as a
boon to any challenge required by a Storm warlock manifestation. For 5 Inner
Strength he can add this boon to any Water or Wind manifestation. Many
priests find that their cloaks grant them the ability to fly or deflect lightning
bolts.
S ILVER D AGGER
This small silver dagger was a gift from the King of Storms to his daughter. It
can unleash, as a ranged strike, a lightning bolt doing 2d10 energy damage.
A priest who wields it may choose to spend 5 Inner Strength to increase this
damage to 2d10+8. Some priests find that the lightning arcs from target to
target or burns the spirit of baleful beings.
shares with her priests is a mirror of this first wedding band. A priest who
wears it will not be attacked by demons, though they will fight back if
assaulted. For 5 Inner Strength, she can call out and a priest of B’cor will come
within 2d4 sequences. Priests sometimes find that their mirror rings link with
those of the priests of B’cor, allowing them to share their inner strength and
thoughts.
The five became the Lords of the Dead. Their first act was to restore the elfin
maid to her rightful place among the living, turning the tide of the Great War
and saving all that would ever live.
In time, the Hall became as much a concept as a place. The servants became
aligned with the Lords, losing most aspects of their mortal lives. Mortals,
even the elves, began to fear those who once stood among them.
Now the Hall of the Dead is a quiet, somber place filled with waiting spirits.
The servants come and go as they must. Priests of the dead are sometimes
called up from among the most recently deceased to serve for a few years
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The black temples which lead into the Halls sometimes appear in cities or near
places where major battles will occur. Mortals shun them, fearing that to
walk within the Halls will lead to their immediate destruction. This is, of
course, not true. The Lords of the Dead have far too much to do to spare time
for someone whose time is not yet come.
K ANE – T HE J UDGE
Unforgiving and lacking in compassion, but also completely fair in all things.
The leader of the gods of the dead and sometimes considered to be the
greatest of them. He is pictured as an elf wearing a black robe with black
hands. His eyes are filled with stars.
Kane’s gift is Judgment. His symbol is the balanced scales with a feather
beneath. Kane’s is the final word on the transition between life and death.
His priests are selected from among those who can stand in impartial
judgment, regardless of the personal cost.
Kane’s servants are the Waykeepers, powerful spirits who guide the dead to
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the Halls. They sometimes appear among mortals as black-robed figured with
empty hoods. It is said that a waykeeper’s voice is only audible to the person
who needs its services.
M ANJOR – T HE C OMPASSIONATE
Guardian of the living and the dead. Kind to others, for he knows what they
suffer. Mortals call upon him to grant them mercy. He is pictured as an ogre
wearing a robe of blue and silver. In his hands he carries a net.
Manjor’s gift is Empathy. His symbol is the silver net, cast out to catch souls
before they fall. Manjor’s is the healing touch and peace of an honest death.
His priests are selected from among those who would not let others suffer
needlessly.
Manjor’s servants are the Guardians, ancient spirits who grant peace to those
who need it. They appear among mortals as wisps of blue light, sometimes
called “will’o’wisps”. Many families work hard to ward the sick and suffering,
least a will’o’wisp snatch their loved one away.
S ET – T HE D ESTROYER
The bringer of ends. Never cruel but always dedicated to his sole goal – the
final end of all creatures. Usually overruled by the other Lords when he rules
against a soul, he nevertheless continues his quest. Mortals call upon him to
grant the mercy of death. He is pictured as a towering naked man-like
creature with obsidian skin and burning black eyes.
Set’s gift is Endings. His symbol is the closed fist. His is the quiet which stills
the pains that cannot be healed. Set’s priests are selected from those who
ended their own path. They must atone, giving others the peace they are
denied, until finally he lets them rest.
Set’s servants are called the Destroyers. They are fearsome things, all angles
and sharp edges. Destroyers rarely leave the Halls. When they do walk
among mortals, it is only to bring an end to someone or something whose
time has past.
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S KYDU – T HE S EER
Keeper of the book. Skydu knows all that has happened in a person’s life and
the consequences of those events. His voice is that of reason without a hint
of compassion or hope. Mortals call upon him for insight. Skydu is pictured
as a wise, bearded old dwarf wearing simple tunic and trousers of brown and
gold.
His gift is Knowledge. His symbol is the open book filled with unknown letters.
His word is the final summation of a person’s life. Skydu selects his priests
from among those who would know the truth.
Skydu’s servants are the Archivists. They appear in mortal’s dreams, asking
questions and recording the answers. It is said that every mortal’s life is
recorded in its entirety. The archives of Skydu would then contain the
combined events of everything which ever happened in the mortal realm.
U TU – T HE A VENGER
Bringer of retribution. Reserved, silent, and dangerous, Utu alone knows
what each being may have become. He speaks only to Kane, and that rarely.
Mortals call upon him for revenge. He is pictured as a grey robed and cloaked
figure carrying a scythe.
His gift is Foresight. His symbol is the golden scythe, usually show piercing
water. His is the word which speaks to what might have been. Utu selects
his priests from among those whose lives were cut short, leave much undone.
Utu’s servants are the Reapers. They appear as grey robed and cloaked
figures carrying scythes. They come only when called by a Priest of the Dead
to perform their function – the ending of those who would harm the order
established by Kane at the beginning.
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RITES: PRAYERS OF THE DEAD
The Judges speak directly to their priests, but only when formally petitioned.
These formal approaches are called rites, and the priests of the dead know
thousands of them. Fortunately, these rites are really just elaborations of a
handful of basic, primal petitions to these aloof gods.
Mechanically each rite allows the priest to empower specific effects. The
priest gains two “ranks” of rites each level. He may allocate these ranks to
any of the rite of the dead, not just those primarily answered by his patron.
Each day, during his hour of prayer, the priest may allocate the ranks in each
rite to the effects that rite provides. Ranks may be allocated either to the
priest, his companions, or those who are about to die.
In times of great need the priest may attempt, as his action for the sequence,
a challenge to “reset” or “refresh” his rites. His limit for this challenge is his
Priest of the Dead level. If he succeeds then he may reallocate the ranks of
his rites or refresh a rite which has been expended. If he fails, all of his rites
are set to rank 0 until the next day’s prayers.
The priest invokes the power of his role as a Priest of the Dead. Each day, he
may lay a number of the dead to rest in such a way as to prevent them from
rising as the undead equal to the rite’s rank. Alternately, he can deal up to
this prayer’s rank d8 spirit damage to some number of undead each day.
Dealing damage in this way is a free action. This rite may be refreshed.
R ITE OF E NDINGS
The priest calls upon Set to bring the final end upon a target. The priest can
deal 1d8 of spirit damage to one target for each rank of this prayer. He may
allocate any number of dice of damage to a target, up to the total he has not
used during the day. Dealing damage in this way is a free action and does not
take the priest’s action in the sequence. This rite may be refreshed.
R ITE OF F ORESIGHT
The priest calls upon Utu to reveal something of the future. The priest may
ask a number of questions about the future equal to this prayer’s rank each
day. The Avenger does not directly answer, but he will provide a clue which
provides a +2 boon to the priest’s next Perception or Memory challenge.
Asking a question is a free action which does not take the priest’s action in
the sequence. This rite may be refreshed.
R ITE OF J USTICE
The priest calls upon Kane to immediately judge one of the dead. The priest
may attempt a challenge with a limit equal to his Priest of the Dead \ Rite of
Justice rank. If he succeeds, the soul before him is immediately judged and
may be returned to life. A priest may only use this rite once per day and it
cannot be refreshed or reset.
R ITE OF K NOWLEDGE
The priest calls upon Skydu for answers and guidance. During his morning
prayers the priest may pose questions about biography to the god and receive
answers whose research value does not exceed his total ranks in this rite. This
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R ITE OF PEACE
The priest calls upon Manjor for healing. He gains a number of d6 of healing
equal to this rite’s rank. He may allocate these dice as he sees fit throughout
the day, with allocation being a free action. The priest may consume 3d6 to
remove one bane from a target. This rite may be refreshed.
Each priest may also trace his god’s symbol in the air by spending 1 point of
Inner Strength. If he does so, any undead within close range must spend 1
Inner Strength or be forced away.
If the priest chooses to do so, he may invest one or more of his regalia options
into his holy symbol. Each investment grants him +1 rank to rites he holds
until the end of the scene. Ranks must be allocated as soon as the symbol is
empowered.
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K ANE ’ S R EGALIA
The Judge is the leader of the Lords of the Dead and some say the mightiest
sorcerer who ever walked the Pattern. His regalia reflect his priests’ central
role in the cult, granting them the power of command and the ability to judge
those who come before them.
A MULET OF O FFICE
This ancient brass coin hangs from a leather thread. It is said that Kane used
something just like it as a focus when he called Mileras back to life. Those
who carry this amulet have nothing to fear from the living or the dead. They
cannot die, no matter how much damage they take or how badly they are
harmed. In some cases the amulet also grants additional powers including
the ability to speak to the dead or send dead spirits back to the Halls.
D EATH ’ S S CALE
Kane created this brass scale in order to speed his judgments. While holding
this scale, the priest can sense when he is being lied to. By spending 5 Inner
Strength he gains knowledge of the truth behind the lie and can place it on
the scale, judging the balance of the argument presented to him. Some
priests find that their scales can also balance the hearts of the living, granting
them the ability to see into a living person’s thoughts.
J UDGE ’ S R OBES
The layered black robes of a Priest of Kane are known and feared throughout
the world. While wearing his robes the priest gains +1 degree of success on
any challenge to intimidate or command another person. For 5 Inner
Strength he may make the challenge to intimidate or command and take an
additional action in the sequence. Some priests find that their robes also
provide protection from spiritual attacks, can capture spirits in their folds, or
allow them to command the dead.
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S ET ’ S R EGALIA
The Destroyer is not noted for his gentleness or willingness to compromise.
His priests are equipped to take his uncompromising dictates and make them
reality. The scourge, glove, and mask he shares with his priests are distinctive
enough to strike fear in all but the most determined of foes.
D EATH ’ S S COURGE
This flexible flail has a barbed barrel attached to a thick black chain and
leather wrapped handle. It is wielded in one hand, dealing 1d12 physical
damage, -2 to parry. Anyone damaged by the flail suffers a -1 bane to
Endurance due to the terrible, tearing nature of the wound. By spending 5
Inner Strength, the priest can increase this bane to 1d6 for one strike. Some
priests find that their scourge can rip apart spirits, cause crippling pain, or
disrupt enchantments.
Strength to increase this bane to -4 for one sequence. Some priests find that
their masks change their voices, hide their identity, or intimidate lesser spirits
into obeying without question.
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M ANJOR ’ S R EGALIA
The Compassionate One calls to service those who share his dedication to
lifting the world’s suffering. He knows that he cannot save everyone but that
the attempt is worth the effort even if it fails. The tools he shares with his
priests help them to save as many as they can.
D EATH ’ S B ALM
This small, black jar contains the essence of life itself. Manjor uses it to
restore the spirits of the dead from the terrible wounds dying inflicts on them.
The priest can use it to restore any harm short of death. One application of
the balm allows a target to have restful, restorative sleep. By spending 5
Inner Strength, the target will also immediately heal 1d8 Health and lose 1
bane. The container stores enough balm to treat a number of people per day
equal to the priest’s Priest of the Dead level. Over time, some priests find
that they can treat more people, heal wounds more quickly, or bring people
back from near death.
H EALER ’ S R OBES
Manjor’s distinctive layered sky-blue and silver robes signify both his office
and his duties. A priest wearing these distinctive vestments gains similar
recognition. Beings who are not servants of the Elder Gods will rarely harm
them. Any creature who wishes to harm the priest must spend 5 Inner
Strength each sequence to do so. Some priests find that their robes bring
them closer to their god, improving their knowledge of healing and their
empathy in various ways.
N ET OF S TARS
Manjor’s net is formed of silver strands with small stars captured at the knots.
The priest’s net is made of similar materials. Although it cannot be used as a
weapon, it is a tremendous tool for divination. The priest can look for any
one person in his net and determine what that person is feeling a number of
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times per day equal to his Priest of the Dead level. By spending 5 Inner
Strength, the priest can determine the feelings of those around the target as
well. Some priests find that their nets can give them visions, reveal secrets,
or uncover potential relationships as well.
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S KYDU ’ S R EGALIA
The Seer watches all things with a balanced view. He records everything and
judges nothing, allowing him to advise without compromise. He equips his
priests to do the same, regardless of the circumstances in which they find
themselves.
A RCHIVIST ’ S R OBES
These brown and gold robes bear a suspicious resemblance to the traditional
garb of the dwarven Guild of Scribes. When wearing these robes the priest
cannot be distracted from his goals and gains clarity of thought. He ignores
banes to his Craft or Memory. For 5 Inner Strength, he may add his Priest of
the Dead level as a boon to any one challenge he approaches with Craft or
Memory. Some priests find that their robes enhance their enchantments or
mystical abilities as well.
D EATH ’ S S CROLL
This long scroll in a wooden tube acts as a conduit to the great archive
managed by Skydu and his archivists. The priest may use it to attempt a
Perception\Memory challenge in order to discover one non-secret piece of
information about one of the folk. He may do this once per day without cost.
Additionally questions cost 5 Inner Strength each. Some priests find that their
scrolls give even greater insights as the archivists learn more about their
needs.
S CRIBE ’ S P EN
This simple quill pen never runs out of ink. Script written with this pen never
fades. By spending 5 Inner Strength, the pen may be used to scribe one ward
the priest knows. Some priests find that their pens can scribe wards they do
not know, though the exact mechanism of this remains unclear.
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U TU ’ S R EGALIA
Utu is without a doubt the most feared of the Lords of the Dead. His priests
are equally feared. None, not even the servants of the Elder Gods
themselves, want to draw their attention. Utu’s golden scythe, grey reaper’s
robes, and cup of shining crystal mark his priests as their god’s hand of
vengeance and extend to them his protection against any who would
interfere with their duties.
C UP OF S UNSHINE
Utu’s foresight is not perfect, but it is considerably stronger than any other
mortal being. His priests share that gift. Those who bear this crystal cup can
spend prayer ranks to gain gifts from the Prophesy talent. Additionally, by
spending 5 Inner Strength they may add their Priest of the Dead rank as a
boon to any challenge required by abilities in that talent.
G OLDEN S CYTHE
Utu’s most famous symbol is the long-handled scythe he and his Reaper’s
wield. A priest given this scythe is instantly recognizable for what he is. The
scythe is a 2 handed weapon dealing 3d8 + 5 physical damage. It can be used
to parry or to block (+2 DR p/e). By spending 5 Inner Strength the priest can
change the damage of this weapon from physical to spirit for the duration of
the scene. Some priests discover that their scythes can throw blades of
sunlight or cut through dreams.
R EAPER ’ S R OBES
Utu’s multi-layers grey robes and hooded cloak completely enfold the mortal
priests he lends them to. While wearing this robe the priest cannot be
recognized unless he wishes it or a powerful magic is used. He can also spend
5 Inner Strength to negate 1d4 degrees of success on any attempt to
recognize him. Additionally, some priests find that their robes create mirror
images of them which move and fight independently, making it difficult to tell
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The surviving Elders looked upon most of the new gods with great confusion.
Despite their powers, most were simply mortal beings somehow
transformed. The dragon gods, though, were something clearly other. They
had a purpose and a power unlike anything intended by the Old Ones. So, in
time, the Elders began to worship the Four Dragons. The Dragons in turn
granted power and wisdom to those who kept kindled in their heart a deep
hatred for the Elder Gods and their servants.
This worship became organized into first a mystical cult, then a vast temple
with complex hierarchies of priests and lay members. The Ancient Dragonrite
reached the height of its power just before the Rune War, with Elves and
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Dwarves both rising high in its ranks. It is said that they had some
involvement with the events which sparked that terrible conflict, but none
now know for certain.
The Ancient Dragonrite’s fate is clear. Its great temple/cities were sanctuaries
during the first part of the Rune War. As the war dragged on, more and more
fell into ruin. Eventually the cult disbanded, its high priests slain and their
regalia scattered.
The Dragonrite which emerged among humans and wolven was a strange and
evil thing. It kept the rites of the Ancient Dragonrite. It had many of the same
titles and much of the old cult’s wealth. But it discarded the mystical core of
the teachings in favor of a simple bargain. In return for blood, the Black
Dragon granted his followers the power to conquer life’s challenges. Charms
and spells, items of magic and tokens of power were bestowed based on the
sacrifice offered.
The cult quickly blossomed. Shrines and temples to the so called “Black
Dragonrite” became common sight in human cities and wolven tribal
strongholds. Wealth accumulated in their hands; wealth they used to search
out the Ancient Dragonrites lost treasures and secrets.
At the same time, the other three Dragon Gods continued to raise-up warriors
to the old cause. These warriors had a new mission as well – to discover the
secrets of the Black Dragon and destroy his cult. This so-called “White”
Dragonrite operated in secrecy. They lacked the organized support and
wealth of their counterparts but were equal in magical might.
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Sometime in the year 382 Eastern, things changed. None know exactly what
though rumors persist about the involvement of Valda Runebreaker. The
magical powers of the priests of the Black Dragonrite faded. Deprived of their
patron and his gifts, their wealth proved no match for the Dragon Gods’ fury.
Many fled to the dark places where the ancient demon lords still dwelled.
New priests called by the Dragons find themselves at the forefront of this
change. They are representatives of a cult as old as language itself. They are
heirs to a legacy of blood and ruin for which they must atone. They are heart
of hope, the first and last members of a watch which must not fail or the world
will fall into endless night.
Elder God. Where he goes, the world blazes with light. Where he fights,
nations end. Mortals invoke his name only at great peril.
Krym-nak-mar selects as his priests men and women whose innate integrity
prevents them from abusing the power he grants. His priests undergo
rigorous training at the hands of their elders. They serve as leaders in the
Risen Dragonrite and must accept responsibility for others as well as
themselves.
The Bright Star’s rite is called the Endless Dance. Its daily devotions and
meditations walk the priests through their responsibilities in symbolic form.
The Dance comes to a halt once a year on the day when Krym-nak-mar slew
Mor%nlon with a day of solitary meditation upon the nature of death.
Kormath selects as his priests those who cannot turn away from the truth. To
them he grants knowledge of all that is seen and unseen. From them, he
expects the will to do what must be done, even when others refuse to
acknowledge it. Priests of the Frost Dragon serve as advisors to the
Dragonrite and provide knowledge to those who come seeking it.
Kormath’s rite is called the Empty Scroll. It involves daily private meditations
upon the nature of knowledge and its use. Weekly the priest must lead “The
Unfurling”, a ritual in which he and the adherents reveal the things they
would prefer not to know to the god. Once a year, at Midwinter, the priest
records from memory everything revealed during the weekly rites and
sacrifices the scroll to his god.
S TYPHON - T HE S HADOWED O NE
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The Dragon of Shadows dwells in the darkness between the stars. His eyes
are everywhere, seeking out the secrets Antosa cannot keep. Mortals call
upon him for protection in dark places, though their prayers are seldom
granted. His gift is Deception.
Styphon was once known as “The Black Dragon”. Corrupted by the Old Ones,
he created the Black Dragonrite to weaken the Folk and prepare for his
masters’ return. Now he is restored as a dragon of the star of Shadows, an
embodiment of the shifting illusions formed between what is and what is
perceived.
Styphon’s restored rite is called “The Vigil”. Each night, the priest and his
attendants renew their vow to search out the demons wherever they may
hide. Weekly, the priest and his followers offer up their success to their god,
along with any wealth or power they may have captured. Once a year, when
the world is poised to rest, the priest must hunt down a demon of power
equal to his own.
Zandragal selects his priests from among those who have within them the
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The Dragon of Flame and Valor’s rite is called “The Burning Heart”. It involves
daily meditations upon the nature of courage, hope, and faith along with
martial practice. Weekly the priest leads the other members in a ritual
lighting of a flame which may be used for other mystical purposes. Yearly, at
Midsummer, the priest leads a ritual battle against demons which sometimes
becomes real.
Mechanically each invocation grants the priest ranks unique effects he may
empower with his prayer ranks. He may allocate these ranks to any of the
invocations of the Dragonrite, not just those primarily answered by his
patron. In order to use an invocation, the priest must have at least one rank
in it.
Each day, during his hour of prayer, the priest may allocate the ranks in each
invocation to the effects that invocation provides. Ranks may be allocated
either to the priest, his brothers and sisters in faith, or those who stand
against the Elder Darkness.
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In times of great need the priest may attempt, as his action for the sequence,
a challenge to “reset” or “refresh” his invocations. His limit for this challenge
is his Priest of the Dragonrite level. If he succeeds then he may reallocate the
ranks of his invocations or refresh an invocation which has been expended. If
he fails, all of his invocations are set to rank 0 until the next day’s prayers.
choice. These shadows form a barrier to divination and detection which must
be overcome to gather information about the target. This prayer may be
reset or renewed.
I NVOKING D RAGON ’ S W ISDOM
The priests invokes the power of the Dragon of Frost and Wisdom, entreating
the Dragon God for wisdom to set things right. The priest or someone who
he allocates ranks in this invocation to, may once per day per rank allocated
ask for one of the following pieces of information about a challenge he faces
as a free action: the threshold, the threat, or any preferred approaches. This
prayer may be renewed.
.
THE DRAGON’S REGALIA: CRYSTAL, ROBE, AND
WEAPON
The Gods of the Dragonrite share with their priests the traditional regalia of
their offices: a crystal infused with starlight, a robe enchanted by the
dragon’s blood, and a weapon with which to carry on the fight. This regalia is
both ritual and practical: many a demon has died under the spear given to
Zandragal’s priests.
Each Priest of the Dragonrite also receives the “Dragon’s Circle”, an amulet
consisting of four dragons twisted into an endless knot, upon his initiation.
By focusing his will through this symbol and calling upon his gods, he may
receive assistance in times of need.
By spending 1 Inner Strength the priest may scribe the symbol of his faith in
the air with a finger. This symbol lasts for one sequence and can act as a focus
for the priest’s prayer. Simply manifesting the symbol grants any magus
within close range a +1 boon to any challenge required by his magic.
If the priest chooses to do so, he may invest one or more of his regalia options
into his “Dragon’s Circle”. Each investment grants his invocations+1 rank
when the symbol is empowered, which must be immediately allocated.
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K RYM - NAK - MAR ’ S R EGALIA
The Dragon of Power gives his priests the tools to channel and command the
light of his birth-star. His crystal shines with pure blue-white light while it
rests within the Dragon’s Circle. His priests carry a sword capable of cutting
any foe and wear robes reinforced with silver armor.
D RAGON ’ S T ALON
The priests of Krym-nak-mar often wield a straight, double-edged longsword
with a blue-steel blade and silver guards. This blade is a balanced, medium
weapon dealing 2d6 +5 physical damage. The sword acts as elfin crystal for
the purposes of illumination by star magic. By spending 5 Inner Strength,
melee strikes made by the sword become so powerful for the sequence that
they ignore the target’s physical damage resistance. Over time some priests
find that their blades develop additional abilities including dealing banes to
demons, cutting through physical barriers, and healing those harmed by
wizardry.
categories by +1 for one sequence. Additionally, those who wear the robes
are always recognizable to those who know of the cult. Over time some e
find that their robes provide them with additional benefits including a natural
aura of command, protection from effects which cloud the mind, and the
ability to support the prayers of other Dragonrite priests.
K ORMATH ’ S R EGALIA
The Dragon of Frost and Wisdom gives his priests tools with which to expand
their understanding of the world. His crystal is cold to the touch and allows
the holder to see visions. His staff holds fast those who seek to cause the
priest harm. His robes provide shelter from all but the most vicious storm.
D RAGON ’ S E YE
This tall staff of whitewood takes its name from an empty loop on the top.
Although ill-suited for use as a fighting weapon, the staff can be used in melee
combat as a light, medium weapon dealing no damage on a strike and
granting +2 to the protection offered by a Parry action. Anyone struck by the
staff suffers a 1d6 bane to Speed as frost forms on his body, slowing his
movements. The priest may cause this to become a Speed bane of 6 by
spending 5 Inner Strength when the strike is made. Finally, the staff acts as a
rod made of elfin crystal for the purposes of illumination by star magic.
D RAGON ’ S W HISPER
Styphon traditionally gave his priest’s a curved dagger with a hilt shaped like
a dragon’s head. This once potent icon has become too tarnished for use.
Now the god gives his servants a long chain tipped with a spearhead. This
chain can be used either as a light medium melee weapon dealing 3d4
physical damage with a +2 bonus to the defense granted by the Parry action
or as a light ranged weapon dealing 2d4 damage. For 5 Inner Strength, the
priest can cause the whisper to act as an animated chain of variable length
though this animation is not strong enough to bind another person. Some
priests find that their weapons develop a mind, and even skills, of their own
leading some to fear that they may be in some way cursed.
nod to the old style remains in the priest’s armored cloak. The cloak’s wearer
gains +1 physical damage resistance and +1 sequence to overcome any
challenge by stealth. For 5 Inner Strength the priest may also gain an
additional boon to challenges involving stealth equal to his Craft. Some
priests find that these new robes also can change their appearance or that of
their wearer.
Z ANDRAGAL ’ S R EGALIA
The Dragon of Flame and Valor grants his priests the tools they need to fulfill
the vanguard’s role. His crystal causes its wielder to burn with red and gold
flames. His spear lashes out with impossible speed. His flame-red robes
encircle the wearer with punishing heat.
D RAGON ’ S T AIL
This six-foot long spear features a four-foot shaft of ebony and a gold two-
foot long ox-tongue spearhead. The priest can use it as either a heavy large
weapon dealing 2d12 physical damage with a -2 modifier to the defense
bonus from Parry or as a light large weapon dealing 4d6 physical damage with
+2 Parry. For 5 Inner Strength the priest can cause the Dragon’s Tail to
“throw” spears of fire, granting the spear a ranged strike dealing 3d8 energy
damage. Some priests find that their spears become more powerful over
time, dealing more damage or acting as anchors for a vanguard in battle.
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Those called to this service are said to “Walk the path of light.” Members of
all races can sense some presence about the priest, an illumination which
shining just on the edge of vision. In most places the god’s servants find
respect and a willingness to help from those of good heart.
The private nature of the gods’ calling means their servants may go months
or years without meeting another priest. Priests have duties beyond sitting
in shrines waiting for occurrences. Assuming they could find a shrine. Most
“shrines” to the gods of light consist of a single statue tucked away in a glade
not far from someone’s home – dedicated buildings and great temples are
not part of the work.
Some of the gods, notably Lagin and Viver, do urge their priests to create
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A LINTANSALIN – T HE T RAVELER .
His gift is Journeying and his symbol the road woven in an endless knot. He
journeys through the world studying the Pattern for flaws and places where
the ancient bounds may fail. His wisdom is that of a wanderer who loves the
world too much to stay in any place for too long. Mortals call out to him when
they hope for support along the road. Alintansalin’s priests are chosen from
among those who love the road for its own sake.
L AGIN – T HE G ATEKEEPER .
His gift is Mastery and his symbol an aqua triangle standing on its point. Fey
and wild, he stands between the worlds so that none may pass. None dare
to call upon him, for fear that they will distract him from the gates which lead
to the darkest places. Lagin claims his priests from among those who stand
in the dark places, allowing none to pass.
another angel to fall or another mortal to bear the failures of his kind. Mortals
call upon him when they need protection from dark magic. Simel chooses
priests from among those who sacrifice themselves to protect others from
magical harm.
Mechanically, each virtue grants the priest ranks unique effects he may
empower with his prayer ranks. He may allocate these ranks to any of the
virtues. In order to gain benefit from a virtue, the priest must have at least
one rank in it.
Each day, during his hour of prayer, the priest may allocate the ranks in each
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virtue to the effects that virtue provides. Ranks may be allocated either to
the priest, his allies, or those who seek the blessing of the light.
In times of great need the priest may attempt, as his action for the sequence,
a challenge to “reset” or “refresh” his virtues. His limit for this challenge is
his Priest of the Light level. If he succeeds then he may reallocate the ranks
of his virtues or refresh a virtue which has been expended. If he fails, all of
his virtues are set to rank 0 until the next day’s prayers.
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The virtues of the Light are:
C HARITY
The priest’s willingness to give of himself to fulfill the needs of others draws
his god’s light to him. This light in turn infuses the objects the priest carries,
granting them magical powers. The priest can bless objects carried by himself
or allies giving enchantments whose total value in terms of degrees of success
cannot exceed this virtue’s rank. The priest’s patron chooses the most
appropriate enchantments to give. These blessings must be renewed each
day but the priest does not have to be in the presence of object to include it
in his prayers. This virtue may be reset.
C OURAGE
The priest’s willingness to stand against the darkness draw’s his gods to his
side so that they fight together. The priest’s patron grants him strength equal
to the prayer’s rank which can be distributed as follows: +2 strike, +2 block,
+2 parry, +1 DR (P, block), +1 DR (E, parry), +1 DR (S), or +2 Damage (Spirit).
The priest may share this strength with his allies as well. The maximum total
boons to a single person possible from this blessing is equal to the priest’s
Priest of the Light class level +1. This virtue may be reset.
E NDURANCE
The priest’s willingness to take on another’s burdens pleases his gods, so they
lighten the load. His patron provides him with blessings and protection which
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suppress up to 2d per rank of threat each day. At the end of a scene, the
priest may convert dice of threat reduction to healing at a rate of 1d to 1d6
healing. Suppressing a threat does not count as the priest’s action during the
sequence. A source of continued threat (for example, a hive of blood-worm
demons or a horribly windy ledge) is suppressed for one sequence. This virtue
may be refreshed.
F AITH
The priest’s adherence to his mission proves his worth, so his patron provides
him with assistance in the aid to the priest and his allies. The priest’s patron
provides attribute boons equal to this prayer’s rank which may be distributed
during the hour of prayer. This virtue may be reset.
P RUDENCE
The priest’s prudence and willingness to ask for guidance gives his patron a
chance to provide him with knowledge. Each patron provides this knowledge
in a different form. Alintansalin and Simel speak directly with their priests.
Lagin sends a spirit to offer advice. Viver’s guidance takes the form of innate
knowledge or revelation, pointing out opportunities the priest may have
failed to notice. During the hour of prayer he gains insight into a number of
matters equal to this prayer’s rank, which can be translated into degrees of
success on trade challenges to overcome threats or engage in other non-
income related activities. This virtue may not be reset or renewed and assists
the priest alone.
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REGALIA OF THE LIGHT
When a god grants his patronage, he gives his priest a number of gifts called
regalia. These regalia help the priest to align his own strength with that of his
god, granting him power so long as his own strength holds out.
Each Priest of the Light may, for 1 Inner Strength, trace his patron’s holy
symbol in the air. This symbol lasts for a number of sequences equal to the
priest’s Will. Its presence provides minor protection from the demons who
serve the Old Ones, increasing the Inner Strength cost of their abilities by 1
point.
If the priest chooses to do so, he may invest one or more of his regalia options
into his holy symbol. Each investment grants him +1 rank on any virtue the
priest has ranks in. These extra ranks may be distributed when the symbol is
invoked.
Sometimes, a god may give regalia to an allied priest. This happens rarely,
and only as the reward for a great deed. The gods and their regalia are as
follows:
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A LINTANSALIN ’ S R EGALIA
The Traveler’s equips his priests to literally follow in his footsteps. It allows
them to travel far and wide, searching out the dark places where the Elder
Gods still lurk.
F OREST S HADOW
Alintansalin’s heavy dark-green cloak provides shelter from the eyes of those
who would do the priest harm. While wearing it, the priest adds his Priest of
the Light class level to any challenge to remain unseen. By spending 3 Inner
Strength per person, the priest may extend his cloak’s shelter to one ally (up
to a total number of allies equal to his priest class level). Rumors say that the
cloak can also act as a ward from dark magic, allow the wearer travel from
one place to another instantly, and protect from the hazards of the road.
J OURNEYMAN ’ S B OOTS
Journeyman’s Boots come to the priest as a worn but well-fitting pair of knee-
high plain grey leather boots. While wearing them the priest does not lose
his footing. He gains a bonus to his travel checks equal to his Priest of the
Light class level. Additionally, he may spend 3 Inner Strength to negate any
effect which would knock him off his feet. Stories say that Alintansalin may
also grant the boots additional powers including the ability to move without
leaving tracks, silent movement, and blazing a trail which can only be followed
by the priest’s allies.
T HE T RAVELER ’ S B OW
The Traveler’s Bow is an elfin bow of white and pale golden wood strung
woven sunlight accompanied by a leather travelling quiver of grey and silver.
Arrows fired from the bow fly true and deal 1d12 + 5 physical damage. The
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priest may spend 5 Inner Strength to allow the strike to ignore penalties
inflicted by cover or distance. Legends say that some priests find their quivers
to be ever-full, arrows fired from the bow ignite with golden light, or they
never miss a chosen target.
L AGIN ’ S R EGALIA
The Gatekeeper’s regalia empowers his priests to stand against the demons,
fallen, and other spirits who seek to smother the light.
Lagin’s regalia consists of the Blades of Shadow and Silver, the Gatekeeper’s
Clasp, and the Warden’s Seal.
G ATEKEEPER ’ S C LASP
The Gatekeeper clasps his short black cloak with a silver and onyx broach in
the shape of an open gateway. A priest gifted with a similar broach gains
some measure of protection from spirits while they wear it. The priest gains
+1 DR spiritual. For 5 Inner Strength, the priest can simply choose to negate
a spiritual attack. Rumors say that some priest’s broaches can also absorb
energy or entrap spirits.
W ARDEN ’ S S EAL
Lagin’s symbol (the aqua triangle standing on its point) is more than a
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Simel’s regalia consists of the Globe of Stars, the Guardian’s Wings, and the
Seven-Star Pendant.
G LOBE OF S TARS
During the war, Simel crafted a clear crystal globe into which Kormath
breathed the power to understand the Pattern itself. A priest who receives
the Globe of Stars from his god can peer into it to discover the details of one
magical effect close to him. By spending 5 Inner Strength, the priest may
review a magical effect he has encountered but which is not currently in sight.
Some priests are said to see the past, the present, or the future in their globes
as well.
G UARDIAN ’ S W INGS
Like all of his people, Simel manifests himself wearing a robe. In defiance of
angelic transition, however, he appears wearing a simple robe of white with
silver edging on the hems. Priests who receive this iconic robe gain +1 DR
physical, +2DR energy while wearing it. For 5 Inner Strength they can absorb
1d of a magical attack upon themselves or one of their allies. Some priest’s
robes have the ability to absorb physical attacks, pass through magical
barriers, or grant tranquil slumbers to those who wear them.
Viver’s regalia consists of the Freed-man’s Collar, the Shackles of the Free,
and The Broken Rod.
T HE B ROKEN R OD
When Viver broke free, he snatched the heavy iron rod his masters used to
control him. When he became a god, the rod became a symbol of freedom
rather than oppression. Anyone holding or touched by the rod who is
dominated in any way may attempt an Endurance\Will challenge to throw off
the effect for 1 sequence. By spending 5 Inner Strength, the priest can grant
the challenger a boon equal to the priest’s Priest of the Light class level. It is
said that some rods also have the power to remove bales or shatter physical
bonds.
off the blackened steel shackles encircling his wrists. Fortunately, they have
proven to be effective tools in his infinite struggle. A priest granted this
regalia gains the ability to perform an unarmed strike dealing Strength d6
damage. He may spend 5 Inner Strength to increase the damage of a single
strike to Strength d8. Some claim that their god has granted them additional
powers including the ability to strike without missing and to strike with full
force against even the hardest targets.
Each cult maintains a network of shrines and temples throughout the known
world. Clerics work for in the temples, engaging in trades and gathering
things the priests might need in their journeys. Shrines are attended at
regular intervals by clerics charged ensuring their safety. Any offerings left at
a shrine are brought back to a nearby temple for redistribution.
Lay members of the cults receive discounts on the services provided by the
temple clerics. They also are expected to provide regular donations. In
return, the clerics bring the members needs to the attention of any priest who
may wander through.
The four masters of shadow have much work to do and little time to do it.
Antosa conceals that which the Old Ones would destroy. Ferin works to undo
distortions in the Pattern caused by the Old One’s will. Nabor distracts and
confuses, creating opportunities for others to exploit. Vlad-Tagor imposes
structure around the chaos caused by the transition from soul-less death into
the Patterns’ current state.
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A NTOSA - T HE L ADY OF S ORROW AND S ECRETS .
The Shadow Child. Mistress of secrets, Antosa engages in long plans and
subtle schemes intended to bring down the servants of the Elder Gods. She
never openly acts, instead moving mortals like game pieces to enact her will.
Mortals call upon her when they desire to make a bargain for knowledge.
Antosa’s gift is Concealment. Her symbol is the closed eye. Her priests can
offer bargains, exchanging hidden knowledge for personal sacrifices. Most of
her temples gain their wealth from their holdings, changing exchanged
treasures into land and rental property.
F ERIN – T HE C OINSPINNER .
The master of luck has little time for mortal concerns. He rides the world,
looking for opportunities to nudge things back on course. A chance meeting,
a momentary encounter, or crossed looks are all he needs to spin out a new
hope. Mortals call him when they desire luck in their endeavors.
Ferin’s gift is Change. His symbol is the dagger cutting through a net or a
grinning wolf’s head. His priests can offer a change of fortunes, though the
price is not always clear. His temples are large, beautiful affairs filled with
small rooms where men can gather to gamble their lives away.
Nabor’s gift is Misdirection. His symbol is the mirror filled with grey mist. His
priests can cause anything to seem real, seemings which cannot be revealed.
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Vlad-Tagor’s gift is Order. His symbol is the black tree. Vlad’s priests offer
justice under the Laws of Night assuming any mortal wants to call upon it. His
black cubic temples appear where the undead build them and act as
storehouses for the treasures they bring.
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BARGAINS WITH THE SHADOWS
The Masters of Shadows enter into a grand bargain with their priests. In
return for service, they agree to provide aid, a network of allies, and
occasional tokens of power. They are also open to making further bargains,
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deals which can give access to additional powers in times of great need.
Mechanically, each bargain grants the priest ranks unique effects he may
empower with his prayer ranks. He may allocate these ranks to any of the
bargain with the shadows, not just those primarily answered by his master.
In order to use a bargain, the priest must have at least one rank in it.
Each day, during his hour of prayer, the priest may allocate the ranks in each
bargain to the effects that bargain provides. Ranks may be allocated either
to the priest, his companions, or those who come seeking something from
the Lords of Shadow.
In times of great need the priest may attempt, as his action for the sequence,
a challenge to “reset” or “refresh” his bargains. His limit for this challenge is
his Priest of the Shadows level. If he succeeds then he may reallocate the
ranks of his bargains or refresh a bargain which has been expended. If he
fails, all of his bargains are set to rank 0 until the next day’s prayers.
Priests of the Shadows may bargain with their gods for the following:
Each Priest of the Shadows may, for 1 Inner Strength, trace his god’s holy
symbol in the air. This symbol lasts for a number of sequences equal to the
priest’s highest bargain rank. While the sign is manifest the priest gains a +1
bonus to any challenge affected by a trade.
If the priest chooses to do so, he may invest one or more of his regalia options
into his holy symbol. Each investment grants him +1 rank on any bargains the
priest has struck with his gods. These additional ranks must be allocated
when the priest invokes the symbol and lasts until the symbol fades. In the
case of the Bargain for Judgment, the mark remains until the priest begins his
daily prayers the next day.
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A NTOSA ’ S R EGALIA
The Shadowchild grants her servants tools which help them to both discover
and hide secrets. Her priests use them as weapons in the long twilight
struggle against the Elder Gods. The Shadowchild’s tools include a book
containing secrets, a chain forged from the lies told by betrayers, and robes
which allows the priest to assume the form of others.
B OOK OF S ECRETS
This thin codex is bound with black leather. Within, the Shadowchild has
written every secret she keeps. Fortunately only those blessed by her favor
can see the words. A priest with this book can take a sequence and attempt
a Craft\Perception challenge once per day. If he succeeds, he gains the secret
answer to one question. For 5 Inner Strength, the priest may attempt another
challenge. Some priests find that their books contain additional information
including spells, enchantments, and concepts lost to the mists of time.
C HAIN OF L IES
It is said that Antosa captures every lie ever told and forges them into an
endless chain with which she binds the souls of those who displease her. The
chain belt she shares with her priests may be made from that tool. The priest
who wears it can automatically detect lies told to him. For 5 Inner Strength,
he discovers the truth the lie was intended to hide. Some priests can call
upon the dead bound by Antosa’s chain, demanding and receiving answers.
C OINSPINNER ’ S D ICE
This leather gambler’s cup contains anywhere between three and six dice,
depending on the game being played. A priest may spin the dice once per
day, allowing an ally to re-roll one failed challenge. By spending 5 Inner
Strength, he may use this ability additional times per day. The dice are also
perfectly weighted, ensuring that the priest always competes fairly in games
of chance.
C OPPER C UP
Gambling is thirsty work, and this simple copper cup is always ready to
quench that thirst. A priest can drink pure water from the cup at any time. If
he shares the cup, he gives the drinker a +1 boon to their next action. Drinking
from this cup counts as an action during the sequence. The priest can
increase this boon by +1d4 by sending 5 Inner Strength. Some priests find
that their cups grant additional gifts including healing, protection, and sudden
insight.
M ISTWALKER ’ S C LOAK
This swirling cloak of many colors is said to be woven from mist and starlight.
Even if that is not true, it is a work of art. A priest who wears it can fade from
view at will. He gains a boon equal to his Priest of the Shadows level to any
challenge he approaches with stealth. For 5 Inner Strength, the priest can
also shelter those close to him. This effect lasts for one scene. Some priests
find that their cloaks can also form into illusions or lead others on wild chases
after phantasms.
C LOAK OF N IGHT
This midnight black cloak seems to absorb light. It also absorbs the magic and
attacks used by the undead. Against the undead the cloak acts as armor
granting +3 DR physical and energy. For 5 Inner Strength, the priest can
extend this protection to spirit for the duration of the scene. Many priests
find that their cloak acts as protection against more mundane foes as well.
M OONLIT B LADE
Vlad-Tagor favors a long, straight blade forged by Rancor from the light of the
first moon. Although that moon no longer exists, the Lord of the Undead can
still share mirrors of it with his servants. The blade counts as a one handed,
balanced weapon dealing 2d6 + 5 physical damage. For 5 Inner Strength, the
blade can deal spirit damage to a spirit or undead’s Health for the duration of
the scene.
U NWEIGHTED S CALE
Justice is the Keeper’s only concern. To that end he shares with his servants
a scale which can determine whether an action will be just or unjust. When
the priest attempts to approach a challenge using the law and legal
argumentation he gains a boon to his attempt equal to his Priest of the
Shadows level. By spending 5 Inner Strength, he may review another’s
judgment to determine its basis in the appropriate law.
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PRIESTS OF THE WEAVER
Most of Sedena believes that Lord Rancor is the Lord of Craftsmen, the God
of the Forge, and the Weaver of Cloth. Only those high up in the religious
hierarchy of the various gods and some among the Elders suspect the truth –
Lord Rancor is the twin of B’cor spoken of so often in the stories. He created
the Pattern from the chaos and still labors tirelessly to repair his creation.
Sometime in the year 386 Rancor’s original servants, the Tanutha, emerged
from under Yomolo. The hideous, spider-like appearance convinced many
that they were spider demons come to join the Elder Gods in their bid for
dominion over the city. This speculation is not far off – the two are in fact
related in many ways. However, Rancor has no need for dominion. Instead
his servants fled to an unknown location where they still await his next
command.
Rancor does not truly have a gift, like the other gods. He is one of the Old
Ones; his place is not within the Pattern but outside of it. However he is also
the Pattern’s creator. It was his will which spun the elements out of chaos,
set the stars in the sky, and wove the world mortals call Sedena. He stood
with the Folk during the Great War and tries to protect them even now.
Mechanically, each craft grants the priest ranks unique effects he may
empower with his prayer ranks. He gains two “ranks” per Priest of the
Weaver class level In order to use a craft, the priest must have at least one
rank in it.
Each day, during his hour of prayer, the priest may allocate the ranks in each
invocation to the effects that invocation provides. Ranks may be allocated
either to the priest, his brothers and sisters in faith, or those who stand
against the Elder Darkness.
In times of great need the priest may attempt, as his action for the sequence,
a challenge to “reset” or “refresh” his crafts. His limit for this challenge is his
Priest of the Weaver level. If he succeeds then he may reallocate the ranks
of his crafts or refresh a craft which has been expended. If he fails, all of his
crafts are set to rank 0 until the next day’s prayers.
C RAFT OF C OMPLETION
It sometimes happens that a craftsman needs help completing his work. This
craft allows the priest to provide that help. During his hour of prayer the
priest may allocate boons to trade challenges equal to twice this craft’s rank.
These boons are also be applied to each dice of the trademan’s trade income
roll to create objects but not to earn income. The maximum total boons a
priest can share with one person is equal to his Priest of the Weaver level +1.
This prayer may be reset.
C RAFT OF C REATION
The Weaver grants a small portion of his own gift for weaving worlds to allow
for the creation and alteration of objects. The priest gains a number of d10
equal to twice this prayer’s rank. As his action in the sequence he can spend
any number up to his remaining amount of these dice to instantly create an
object whose value does not exceed the total of his roll. If he fails to complete
the work, he may attempt it again in the next sequence assuming he has dice
remaining to work with. Work may be sustained over several days, weeks, or
even years and may be supplemented with trade income challenges. This
prayer may be refreshed.
C RAFT OF R ESTORATION
The Weaver’s native understanding the weave underling all things allows him
to restore what was broken or lost. The priest can restore a number of d10
of structural damage equal to twice this prayer’s rank per day. Allocating dice
to healing a structure is the priest’s action for the sequence. This prayer may
be refreshed.
C RAFT OF W EAVING
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Mortals and gods see the world as the sum of the objects within it. Dragons
and angels understand the heavens. Elementals perceive their own element.
Only the Weaver can see the underlying Pattern of all things, the weave which
is the world. He can share the craft required to understand this vision with
his priests. The priest can directly perceive the Pattern around him for a
number of sequences equal to this craft’s rank. Nothing can hide from him
and he can ask questions and receive answers about the environment,
magical effects, or anything nearby. After answering a number of questions
equal to this craft’s rank, the effect fades. Using this craft does not count as
the priest’s action for the sequence. This prayer may be refreshed.
WEAVER’S REGALIA
The Weaver grants only one piece of regalia to his priests – a web of golden
threads which can be worn openly or set aside. Every other regalia selection
can be spent to gain a magical item of the priest’s own devising.
T HE W EAVER ’ S W EB
Lord Rancor gives his symbol, a web of woven gold, to each of his disciples.
Those who receive it may not be targeted by wizardry. For an additional 5
Inner Strength they can engage a wizard in a psychic combat. Some of the
Weaver’s priests find that their talismans give them additional powers
including the ability to command elementals, create objects, or bind the
spirits of the earth (fey).
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THE PATTERN OF WAR
The way of battle and conflict
THE PATTERN OF WAR
Warfare is a constant and unfortunate fact of life in Sedena. Men with ambition,
elder races with grudges, and Old Ones bent on the destruction of the world all
clash on a regular basis. These battles range from the personal duels to the clash
of armies. These things and everything between represent the pattern of war.
Battlefield Combat: the methods of meeting army to army in conflict for control
over specific objectives. A battle concludes when the objectives have been met
or no more warriors remain to pursue the conflict.
Health and Inner Strength: the methods by which mortals measure their life,
health and inner strength can both be compromised and restored. This pattern
also describes the banes, boons, and conditions which mortals fall prey to. It
concludes with information about healing, first aid, and the gradual restoration
of the wounded.
Warrior Ways (Classes): the methods of tradition and training by which mortals
steel themselves for waging war.
Battlefield combat occurs when the heroes find themselves facing large forces.
They may have allies, even armies of their own. Sometimes, heroes find
themselves fighting against armies with nothing more than the power at their
own command.
Description – Reset every sequence, the description gives the heroes the most
current state of the battle and the enemies arrayed against them.
Goal – A numerate indicating what the heroes must do to take control of the
battlefield. Common goals include amassing a certain number of dice of damage,
surviving for some number of sequences, or solving some challenge/puzzle.
Allies and Enemies: Units which aid or oppose the heroes. Units may be
removed from the field if they take too much damage or if they are neutralized
in some way.
Threat - The amount of damage (expressed in d8) the heroes will take at the end
of each sequence. This damage is affected by armor and may be reduced further
through battlefield actions.
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The base number of dice dealt depends on the relative strength of the heroes
force vs. the opponents. This is expressed in terms of “tactical advantage” and
is calculated based off of the initial starting conditions, the relative strength of
the opposed units, and whatever else seems appropriate.
BATTLEFIELD APPROACHES
The actions a hero can take depends on which “stance” he takes in battle. Many
heroes have abilities which improve the effectiveness of their actions in a given
stance. Some spells and powers only work on one stance or the other.
The two stances are: Strategic and Tactical. The strategic stance allows the hero
to prime the field of battle for victory. The tactical stance allows the hero to
affect the outcome of a specific sequence, realizing the opportunities created by
the strategic situation.
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C OMMANDING FROM THE S TRATEGIC S TANCE
In the strategic stance the hero makes a Craft/Perception challenge modified by
his Battlemaster strategies. He may take a number of actions from the following
list each sequence equal to 1 + his number of degrees of success on the
challenge:
The hero may choose to take an action multiple times during the same sequence.
Units which reach 0 hit points no longer contribute to their side’s tactical
advantage.
U NIT A TTRIBUTES
Units have the following attributes:
Attribute Description
Tactical Power The unit’s impact on the battlefield. Usually
ranked between 2 and 6 although more powerful
units may go as high as 10.
U NIT T EMPLATES
The following core templates can be further expanded by modifiers and abilities
as described below.
Battlemage (Tactical Advantage 3) – the unit relies of magic and magical abilities
rather than weapons and armor. Battlemage units start with 24 Health and 30
Inner Strength. They have +1 DR (physical) and +2 DR (energy).
Soldier (Tactical Advantage 3) – the unit relies on mundane weapons and armor.
These units make up the bulk of Sedena armies. Soldier units start with 30 Health
and 24 Inner Strength. They have +2 DR (physical) and +1 DR (energy).
U NIT M ODIFIERS
The following modifiers are commonly encountered on the Sedenan field of
battle. They are:
U NIT A BILITIES
Common abilities for units include:
E XAMPLE U NITS
The following are some example units which might be encountered on Sedenan
battlefields.
As in all challenges, each hero is allowed to act once. The action he takes
determines the attribute set plus modifiers he rolls against to determine success.
Additionally, each action may have secondary effects which impact the scene in
some other way. These secondary effects may be based in the action description
or part of the hero’s abilities.
Example: Any hero may take a Strike action to use a weapon against an
opponent in range. A Voyager with the Hornet’s Cloud class ability may use his
crossbow and a ranked strike action may strike a number of targets equal to the
degree of success he achieves.
1) One or more actors have rolled for initiative (d20 + Speed + Init
boons);
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When all actors in the scene have taken an action, the sequence is over. All
remaining readied actions are lost and the next sequence begins.
A SSESS
The hero takes a moment to assess his opponents, the environment’s threats,
and the challenge he faces. He gains a number of pieces of information equal to
his Perception modified by any special abilities he may have. He also gains +1d8
to his initiative.
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C HALLENGE
The hero can attempt a challenge to resolve one of the scene’s goals. Resolving
the challenge may end the combat without any of the participants actually being
harmed.
D EFEND
The hero uses his action to attempt to prevent harm from being done to himself
or others. This attempt takes on one of three basic forms: blocks, dodges, or
parries. Defend remains in effect until the hero’s action in the next sequence.
A dodge involves the hero sacrificing his action to avoid being harmed. He gains
Defense against strikes or ranged strikes targeting him equal to his Speed.
The three defensive actions also grant a warrior the following opportunities:
A hero who blocks may allocate some number of blocks to “shield bashes”. Each
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A hero who parries may allocate some number of parries to “feints”. Each feint
allocated grants the hero +1 to strike and -1 damage resistance against one
target during the next sequence.
R EADY
A hero may choose to ready himself, delaying his action in order to see what
others will do. Once readied, the hero can choose to take his action at any time
in the initiative order. If the hero chooses not to act before the person with the
lowest initiative, the hero’s action is lost for the sequence.
S TRIKE
When a hero chooses the strike action, he attempts to inflict harm upon another
with a weapon or fist.
On a successful strike, the hero deals damage based on the weapon he wields,
the opponent’s Defense, and the opponent’s armor. More detail on the various
effects is described below, however the sequence is as follows:
For example: Opal blasts an oncoming spider demon with Blaze, dealing 6d8
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energy damage. She has a wand which empowers her Blaze with -2 DR energy.
The spider demon has 3 DR energy naturally. She rolls 30 damage and the target
takes 24 (30 damage – 6 = (3 DR (spider) -2 DR (wand pierce) * 6 (dice of
damage)). Without the pierce the damage would have been 12 (30 damage – 18
(3 DR * 6 (dice of damage)).
Another example: Ravi shoots an armored hamadryas with her bow, dealing
1d12 +5p +6 spirit (prayer of courage). She scores 3 degrees of success (1 for the
strike, +1 for archer’s band, +1 for Measure). She rolls 11p+6s damage and the
target takes 11p (11p – 0 (3 DR (p) – 3 DR (p) from piercing arrow) + 4s (6 damage
– 2 DR (s)).
An individual hero’s current status is represented in three ways. The first is his
Health, which indicates his physical condition. The second is his Inner Strength,
which indicates his spiritual condition and willpower. The third is his Condition,
which indicates if he suffers from some kind of bale or boon which alters the
performance of his basic attributes.
HEALTH
Health is a representation of the hero’s physical condition. It is a combination of
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the metaphysical strength of his personal pattern, his training and ability to
endure harm, and his ability to quickly adapt to and overcome harm. A hero with
high health cannot block a sword-blow on his naked skin without suffering
grievous harm, but he can absorb a fair amount of battery and punishment when
properly armored.
Health is lost by being injured and regained through various forms of healing.
M AXIMUM H EALTH
A hero’s maximum Health is equal to:
LOSING HEALTH
Heroes put themselves in harm’s way for many reason. Sometimes they find
themselves on the pointy end of a sword or other weapon. Occasionally rocks
fall from cunningly placed traps. Whatever the cause, damaging effect can cause
a loss of Health. Some of this damage can be negated through the use of Damage
Resistance (DR). The rest must be healed by either natural or magical means.
D AMAGE
Mechanically, damage is any effect which reduces a hero’s Health. This
reduction may take the form of a disease, a poison, a sword-blow, a magic
spell…anything which causes harm can cause damage.
Damage is measured in two forms: dice and bonus. Dice of damage (d4, d6, d8,
and d10) are rolled each time they are invoked. This is expressed as some
number of dice (d) with the number of sides following the d. Bonus damage is
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expressed as + a number (e.g. +2, +4, etc) and is added to the result of any dice
rolled.
For example, a sword which deals 3d4+3 damage rolls 3 four-sided dice each
time the hero strikes with it. The result of each dice is added together, then the
bonus to determine the total damage. Total damage is expressed as:
“Total on X dice”
So, if the sword from the example above were to roll a 2, 3, and 3 the total
damage would be (2+3+3+3 (bonus)) for a total of 11 on 3 dice.
D AMAGE T YPES
Damage in Sedena comes in one of three “types”. Each type of damage has a
corresponding form of damage resistance and may be affected by different
effects.
Physical: damage involves things which cut, crush, disrupt, or rot the
flesh.
Energy: damage includes lightning, fire, and cold
Spirit: damage involves direct harm to the target’s Pattern.
Physical and energy damage are always assessed against the hero’s Health. Spirit
damage may be assessed against the hero’s Health or Inner Strength as chosen
by the hero unless the effect specifies otherwise.
It is possible for damage from one source to come in more than one type. For
example, a flaming war-hammer might do 1d12 physical +4 energy damage.
In order to avoid being defeated immediately, most people who put themselves
in harm’s way attempt to preserve themselves using protective armor or magic.
These help to blunt, or resist, the damage dealt.
Mechanically, damage resistance is represented as a numeric value (e.g. +2)
associated with a type (e.g. +2 physical). This value is subtracted from each DICE
of damage which an effect deals.
Damage resistance from one source is additive with damage resistance from
another source of the same type. Thus, a shield which provides DR +4 physical
when used to block adds to the damage resistance granted by the blocker’s
armor.
D EFENSE
Defense is gained by taking cover, parrying, dodging, or some magical effects. It
represents the chance that the strike or ranged strike completely misses the
hero.
When a strike targets the hero, he may roll 1d20. If the result is less than or
equal to his Defense, the strike misses.
Pierce is applied directly to the target’s damage resistance before the damage
calculation is complete. This greatly increases the effectiveness of weapons with
multiple dice and significantly improves damage in general. It is usually written
as “Reduce the target’s damage resistance (type) by X”. Some effects may also
apply a bane to damage resistance.
INNER STRENGTH
A hero’s Inner Strength represents the power of his spirit. A hero uses his Inner
Strength to fuel his magical abilities, resist being overcome by outside forces,
and fight off the effects of spiritual damage.
Inner Strength is spent when the hero uses an ability derived from an item, class,
or spell which requires it. The act of spending Inner Strength is not in and of
itself an action; rather it is the consequence of an action. The timing of this
expenditure is based on the action taken, not on the spending of Inner Strength.
For example:
Inner Strength is restored to its current maximum at the end of the scene (not
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the sequence). The hero’s current maximum is equal to his current maximum
at the start of the scene, minus the number of abilities requiring that he spend
Inner Strength he used during the scene.
For example:
Most spirit damage effects can directly target magical effects or the special
abilities of various spirits. The damage is dealt either directly to the duration
of the effect or it can be paid by the effect’s maintainer in either Health or
Inner Strength. Enchantments and other self-sustaining effects lose the
damage directly from their duration or are destroyed (depending on the
amount of power used.
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CONDITION: BOONS AND BANES
Damage to Health and injury to Inner Strength are not the only complications
which a hero could face. It is possible that the hero will suffer from effects which
directly improve or impair his attributes, thereby making everything either easier
or harder for him to do.
Effects which enhance the hero’s attributes are called boons. Conversely, effects
that negatively impact his attributes are called banes. Boons last for the
duration specified in the effect. Banes may either take a long time to heal or be
temporary difficulties which leave minor lingering damage.
The following table lists the boons, banes, and what happens when an attribute
reaches 0. A hero may only have a total modified attribute of 10 unless he is a
prodigy in that attribute.
Boons last for as long as the effect which provides them remains active. Once
finished, the boon fades.
B ANES : P ENALTIES TO A TTRIBUTES
Banes assess a penalty equal to their rank to an attribute or specific challenge
the hero might wish to attempt.
Ordinary banes last until they are healed. Temporary banes last until the end of
the scene in which they were inflicted. Once the scene ends, the temporary bane
is reduced to a bane 1 of the appropriate sort. It is possible for these temporary
banes to stack with one another.
The following table shows the banes and their associated effects:
After a scene’s resolution, the total value of the boons and banes for each
attribute is again evaluated. If it is negative (indicating that the bane prevailed)
then the bane’s remaining rank must be healed. If a temporary bane exceeds
the boons granted the hero, he must still heal a bane of rank 1.
Toil is not limited to travel. Working a hard day, ignoring the needs to sleep, and
fighting battles all build up fatigue as well. The longer fatigue builds, the more
difficult things become until finally life comes to a halt.
E FFECTS OF F ATIGUE
Fatigue is a temporary bane to all challenges. It applies its level as a penalty to
any d20 roll attempted by the hero but does not impact other rolls.
For each “heavy” item the hero carries with him, he gain an additional +1 fatigue
a day. A strong hero may reduce this burden by 1 for every 4 points of Strength
he possesses, to a minimum of 0.
Fatigue is accumulated gradually over the course of the day but is mechanically
assigned between scene breaks.
+1 in exchange for:
Unaided, a hero can only engage in one “push”. Some magic and trades can, in
certain circumstances, allow the hero to surpass this limitation.
A full night of undisturbed rest removes one (1) fatigue. This number is increased
by +1 for each positive effect applied to the hero and reduced by -1 for each
negative effect. In poor conditions or when ill it is possible to awaken more
fatigued than when the hero went to sleep.
O VERWHELM : M ECHANICS
A hero can be overwhelmed or can overwhelm another in a variety of
circumstances. Generally:
If the result of the dice is higher than the target’s specified attribute, then the
target suffers from the effect described in the text.
Each sequence that a target is controlled, it can fight back by forcing the
controller to make an additional overwhelm check. If the target has 0 Inner
Strength, it cannot fight back and remains under control until it can regain its
strength.
Many spirits who have control abilities also have abilities allowing them to
reduce or negate Inner Strength healing. In combination, these powers allow
the spirit to maintain permanent control over an unwary target.
A hero who falls to 0 Health suffers from lethality. Lethality is an effect available
to some weapons and spells as well. Each sequence that the hero is
overwhelmed by lethality, he takes 1d4 banes allocated among his attributes. If
any attribute reaches 0, he begins his journey to the Halls of the Dead, where
the Judge will hear arguments about his eventual disposition.
N ATURAL H EALING
Time might not heal all wounds but it does help a great deal. Health, Inner
Strength, fatigue, and banes each heal at different rates. These rates are
described below.
Health is not restored at the end of the scene. However, heroes heal 1 point of
Health each night they manage to get normal rest. A hero who takes an entire
day and night of rest heals 1d4 Health and 1d4 maximum Inner Strength.
Inner Strength is restored at the end of the scene in which it was expended.
However, each time the hero uses his Inner Strength to fuel an ability it reduces
his maximum Inner Strength by 1. A hero restores 1 point to his maximum Inner
Strength for each night of quiet rest.
A full night of undisturbed rest removes one (1) fatigue. This number is increased
by +1 for each positive effect applied to the hero and reduced by -1 for each
negative effect. In poor conditions or when ill it is possible to awaken more
fatigued than when the hero went to sleep.
Temporary banes are reduced to 1 at the end of the scene in which they were
inflicted. A night of rest removes the remainder, regardless of the number of
temporary banes the hero suffered from.
Banes heal slowly. For every five nights of rest the hero can remove one point
of bane. This continues until the hero has no banes remaining.
Additionally, some conditions can improve the rate of natural healing. These
are:
Peaceful – some locations are peaceful. Resting for an evening in a peaceful
location restores an additional +1 Health and Inner Strength to the hero. The
opposite of a peaceful night’s sleep causes the hero to not restore Health or
maximum Inner Strength and is called - disturbed.
Restful – some locations (like Inns) are restful. Resting for an evening at a
restful location heals the heroes Endurance in Health. The opposite of a restful
night’s sleep deals 1d4 Health damage to the hero in addition to preventing
his healing and is called – restless.
At the end of a combat scene a hero may attempt to treat trauma. This is a
Craft\Perception challenge modified by the Apothecary, Healer, or Soldier trade.
On a successful challenge the hero may make a trade income check. The result
is the amount of healing he can allocate among a number of allies equal to his
Craft. This healing takes place immediately and represents both “it wasn’t as
bad as it looked” and the benefits of immediate treatment.
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Only one hero may attempt to treat target’s trauma during a sequence.
R APID H EALING : R ESTORING HEALTH WITH M AGIC
Heroes struggling their way through a complex, action packed adventure may
not have time to settle down in a restful, peaceful inn located in a tranquil
setting. Such idyllic locations may provide for rapid recovery, but they do not
allow mortals to move from battle to battle rapidly.
Instead, heroes often reach out for other methods to restore their vim and vigor.
In particular, many adept and some priest classes have some ability to heal
Health. A handful also have the power to remove banes or directly restore Inner
Strength.
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WARRIOR WAYS (CLASSES)
The Sedenan warrior classes represent different approaches to the same
fundamental problem – how to stay alive in a world where hordes of undead and
demons appear on a regular basis. Harsh words are no match for a massive
sword, stout armor, and a strong arm.
Pugilist – specialize in using their bodies as weapons. They engage targets using
Strength/Grace. Their class abilities allow them to impede their targets through
maneuvering and rapid strikes.
The following table outlines this progression from level 1 to level 20. Warrior
classes are not limited to 20 levels of advancement.
ARCHER TRADITIONS
The use of ranged weapons is not exclusive to any one culture or race, although
the elves claim to have invented and mastered it. However a few traditions of
archery have produced more heroes than any other. These traditions include
the Clansmen of Lopan, the Fey elves who guarded the secrets of star magic, the
hardy nomads inhabiting the Land of the South Wind, the woodsmen of the East,
and the secretive voyagers who guided the people of the West to their new
homes.
A Lopanese clansman relies on his sling and a pouch full of poison to deal with
some of the most dangerous creatures in Sedena. Uncanny accuracy and a very
steady hand is required to deliver his shots to the right target, every time.
Generally a clansman only gets one shot; if he misses, then the demon will
devour him before he can reload.
The elves that once guarded the remnants of Star Lore were called Fey by their
brethren and the handful of the younger races who encountered them. They
relied on magic and swift arrows to keep the curious at bay for over three
thousand years. Now, as the forces of the Elder Gods rise once more to destroy
the Pattern, the Fey have emerged to make a final stand. Each one knows that
he carries a heavy burden. Should he fail, a bit of the old lore will die with him,
never to be seen again.
Nomads dwell in the harsh desert and steppes comprising much of the Land of
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the South Wind. They use short bows made of horn and bone to deliver heavy
arrows long distances. When not hunting for food, they practice horse-archery
and rapid shooting, with a prize going to the man who can put the most arrows
in the air.
Dwelling the far northern extremes of the Eastern lands is a group the Easterners
call “woodsmen”. The woodsmen have a long tradition of archery, going back
almost to the Flight. They have an equally rich history of relationships with the
various spirits which inhabit the northern woods. Many are born with totemic
spirits, and all must find one before taking on their adult names. Woodsmen are
known for making impossibly long shots, sometimes striking from so far away
that their opponents have no way to detect them.
Voyagers recently broke their long silence, coming forward to help the Firehawk
in her effort to rebuild the Empire of the Phoenix. Like all Westerners, they
prefer to use powerful crossbows or short-ranged thrown weapons rather than
the bulky bows favored by other peoples. A heavy crossbow might potentially
fell a charging Coyal. A thrown knife, on the other hand, can be easily concealed
when walking among civilized folk. In both cases pinpoint accuracy is the key
concern – a perfect strike can kill where a glancing blow might leave the
opponent able to retaliate.
ARCHER STYLES
Archers are not, by their nature, inclined to wade into the fury of battle. Instead
they stand apart selecting and destroying targets with casual ease. This
tendency towards reserve does not always serve them well. It can isolate them
from their companions, making them easy prey for others who prowl the edges
of the field.
The three core archer styles are Eagle Eye, Snap Shot, and Sniper. Developing an
eagle eye allows the archer to strike with unerring accuracy. Rapid snap shots
make the most of the archer’s range, allowing him to strike many targets at once.
Sniping allows an archer to strike with power from a distance, taking an
opponent out of the fight before it even begins.
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E AGLE E YE
Archery, taken generically, is the art of striking an opponent from a distance in
such a way as to prevent him from reaching the attacker. In order for it to work
effectively, the archer must be able to strike the target every time he shoots. An
archer who develops the eagle eye style embraces this idea, pushing himself to
never miss the target under any circumstances.
3 +3 None
An archer fully trained in this style methodically strikes a target again and again,
piercing armor and defense to inflict consistent damage.
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S NAP S HOT
Sometimes, an archer needs to sacrifice perfect accuracy for getting shots into
everything which might cause him harm. Other times, the archer simply does
not have time to take aim – he must shoot and hope that the arrow knows the
way. Archers who master these snap shots can send off a flurry of arrows with
seemingly little effort.
2 +1 Rapid Aim: The archer can quickly track and lock onto
a target. At the end of each sequence in which he
makes a range strike, the archer may add his degrees
of success to his Initiative. This tactic cannot add more
than the archer’s Perception to his Initiative each
sequence. If the archer attempts a melee strike, he
immediately loses all accumulated initiative bonuses.
3 +2 None
S NIPER
The Ogre say that the best place to strike an opponent is from where he cannot
retaliate against you. Archers who practice the art of the sniper take this maxim
to heart, learning to fire devastating attacks for considerable range. They also
master the art of killing with a single, well placed shot – another way to make
sure that they are too far away from their opponent’s current state for him to
retaliate in any way.
3 +3 None
In order to learn a traditional style, the hero must have at level 5 in at least one
core style and the vocation associated with it.
The traditional styles are: Clansman, Fey, Nomad, Voyager, Witchfinder, and
Woodsman.
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C LANSMAN
Lopanese clansmen struggle against some of the most difficult foes in Sedena.
They fight monsters, demons, and the undead in a never-ending war to keep
their homes. Any of these foes could easily slay a man in close combat.
Therefore the clansmen have become adept slingers, hurling stones and precious
bits of metal with enough force to slow even the most opponents.
2 +2
N OMAD
The nomadic people who inhabit the Land of the South Wind live a hard life in
terrible conditions. This does not stop them from being jovial, hospitable folk
who would rather swap a story than get into a fight. When war does come, they
melt back into the desert, the only sign of their continued presence the deadly
flights of arrows which fall from the night.
2 +2
W ITCHFINDER
A witchfinder operates alone, far away from his brothers in a hostile land filled
with monsters and witches. He cannot afford to be surprised or to allow another
to drive the pace of combat. Therefore he focuses on speed and retaking the
initiative under any circumstances.
ARMSMAN TRADITIONS
Traditionally armsmen form the backbone of Sedenan armies. Soldiers and
militia make up the bulk of their numbers. However, there are also time-
honored traditions which produce armsmen whose names resounded
throughout history.
The Dwarven Guild of Blades trains some of the most dangerous warriors in
Sedena. They learn how to fight with a variety of weapons but focus on the
“traditional” maces, hammers, and axes which everyone assumes dwarves
wield. The reason for this is simple – most dwarves assume that their opponents
will be as heavily armored as they are and it takes heavy weapons to even dent
them.
The East hosts two traditions of warfare which produce legendary armsmen. The
Knightly Order of the Bell trains the best and brightest of those with noble blood
to stand as the unyielding spine of Eastern armies. Knights of the Bell never
retreat, never surrender, and never stand down. They are matched in skill by
the weaponmasters, men who dedicate their lives to maintaining and advancing
the arts of war. Where the Knights stand in solidarity with one another, the
weaponmasters strive for individual mastery over their battlefields. Many
become heroes by default in their quest to become the ultimate warrior.
The Knights of Han are well known both for their tremendous skill in battle and
an equal facility with riddles. The knights are drawn from the best that the
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Hannish have to offer. They act as a counterweight to the fey knights who
enforce the great compact between the humans and the faery kings. The knights
train from an early age to shake off the effects of glamour and to cultivate their
own inner fire so that they can match their counterparts stroke for stroke.
Western Grey Lions are a fearsome sight on the field of battle. They combine
magical, martial, and scholastic training in an effort to create the perfect warrior.
Some say they have altered themselves using their own bodies as the medium
for enchantments. Whatever the case, the Grey Lions were the only warriors in
the West who could stand against the Ogre when they came. Some even believe
that they might, somehow, have stood off the Ogre for a time.
ARMSMAN STYLES
Armsmen are heavy warriors, trained to use weapon and shield to weather the
storm of battle. All armsmen combine the “block bonus” of each of their
armsman and traditional styles. They add this bonus to all checks to block.
The three armsman styles are: Defender, Guardian, and Warden. Defenders
focus on defending themselves and attacking from a defensive stance.
Guardians develop tactics which allow them to protect an individual. Wardens
develop tactics based on mobility and positioning intended to protect a group.
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D EFENDER
The defender style focuses on defensive combat tactics intended to allow the
warrior to survive no matter what comes at him. Defender training improves the
armsman’s mastery of his shield, increases his ability to integrate attack and
defense, and helps him to assess the defenses of others.
3 +3 None
A defender steps into the fray and wields his shield as a weapon, driving back his
opponents and retorting to their attacks.
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G UARDIAN
The guardian style focuses on developing tactics which protect the armsman’s
shield-mate. A warrior who develops this approach to combat generally fights
well in a group but finds that his skills are somewhat lacking in one-on-one
combat. Guardian training allows the warrior to fill in the gaps in his comrades
defenses, allowing them to focus on the task at hand.
3 +2 None
A guardian protects his charge with shield and sinew while focusing on the task
at hand.
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W ARDEN
The warden style focuses on the development of tactics which allow the warrior
to control a space around him. Within this space the warden can use his shield,
positioning, and presence to force actions and reactions advantageous to himself
or his comrades.
3 +2 None
A warden controls the follow of combat, forcing opponents to close with and
strike him so his allies can carry the fight forward.
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ARMSMAN TRADITIONAL STYLES
Sedena armsmen’s traditional styles reflect their different histories and
challenges. Some are adapted to address particular opponents. Others provide
generic bonuses which might be useful in a variety of situations.
Traditional styles are only available to heroes who have achieved rank 5 in at
least one basic armsman tactic. The hero must also come from the vocation
associated with the tradition.
The traditional styles are: Legionnaire, Knight, Knight of the Bell, Knight of the
Hawk, Grey Lion, and Weaponsmaster.
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L EGIONNAIRE
The Wolven Legions stand guard in the northern part of the world. There, amidst
the frozen trees, they battle the unending goblin hordes and their demonic allies.
They are a mixed fighting force composed of equal measures of human and
Wolven, bound together by training and shared sorrow. Disciplined, well
equipped, and battle tested, the legions would be a fearsome force were they
not wholly occupied.
4 +3 None
A Knight is steeped in the traditions of both human and fey. His fighting style
reflects this, combining subtle glamour with the more easily understood cut and
thrust of mortal combat.
The Knights of the Bell take that soldier as their brother. They swear that the
East will never again fall, no matter what price they must pay.
3 +2 Hold Back the Tide – the Knight’s oaths to never let his
people fall supports him in times of need. The Knight
adds his total Armsman block bonus to his Health.
The Knights of the Hawk take the story of the hawk as their beacon. They patrol
the far reaches of the East, walking in dark places where even angels fear to
tread. They swear that the people will not be unprepared when the darkness
comes again.
The conquest of the West by the Firehawk broke the backs of this once powerful
force. Now individual Grey Lions struggle to regain their former glory by teaching
a new generation to fight “like a lion, without regard for the past or the future.”
2 +2 None
W EAPONSMASTER
For some of those in the East, mastery of the arts of war is more than just a
profession. It is a sacred calling, a path they must walk to save their people.
These chosen few become weaponsmasters, living embodiments of the skills
required to survive the war which must come.
3 +3 None
himself.
5 +5 WeaponsMaster (Armsman): The weaponsmaster
retains blocking attempts for a number of sequences
equal to 1 plus his degrees of success on the Block
challenge.
W ORKER OF B LADES
The Dwarven Guild of Blades once fielded vast armies backed by superior
technology and powerful Rune Weapons against any who dared to oppose their
dreams of empire. Only the Elves, arrogantly drawing upon the power of the
Dragons themselves, were able to stop them. The cataclysm set off by the
confrontation of these two ancient powers nearly unraveled the Pattern itself.
Now the Guild of Blades trains dwarven warriors in the ancient arts but restricts
its activities. Workers of Blades rarely gather in groups larger than twenty, never
engage in proactive warfare, and avoid conflict whenever possible. Even so the
younger races fear that someday the Dwarves will once again take up shield and
axe to destroy the world.
CHAMPION TRADITIONS
Although champions have arisen throughout Sedena, iconic traditions have
emerged which demonstrate the depth and breadth of the warrior’s arts. These
traditions include the western Ashaman, the Timrovian Duelists, Lopanese
Elders, and Eastern Paladins.
Ashaman were once the temple enforcers of Ki’in, the false God of Light who
dominated the lands now known as the Empire of the Phoenix. They used their
power over fire, wind, and light to stifle opposition to the temple’s rule. Freed
from their bondage by the Firehawk, the order of Ashaman strives to prove
themselves worthy champions of the people. Their mastery of the ephemeral
elements makes them canny, dangerous foes that can draw knowledge from the
air and twist it into illusions which deceive even the faery trained. This deadly
power has helped to turn the tide of war against the Coyal, though some fear it
may be too late.
Before the near total destruction of Timro, the duelists never engaged in
battlefield combat. Now they charge into the fray, blades flashing, giving hope
to the less skilled but determined Timrovian forces trying to drive the Coyal from
their homes. Their aggressive tactics and fearsome reputations sometimes make
up for the lack of trained soldiers among the still organizing Timrovian forces.
Elders face the challenge of leading the Lopanese people in a never-ending war
against their environment and themselves. Demons, monsters, and the undead
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infest their home while clan rivalries drive battles which sap scant resources.
Elders have mastered the art of making due, of stretching their capabilities to
the utmost in order to meet every need. Unfortunately even these masters of
the art of the possible sometimes reach an end to their capabilities. The time of
that end may be coming soon as pressure from within and without finally reaches
a breaking point.
The eastern paladins belonging to the Order of the Key lead the Knightly Orders
on the field of battle. For three hundred years they have studied the tactics of
other races, composed histories, and designed wargames to test a thousand
possibilities. They honed their knowledge in battles between cities and nobles,
and tested their edge against the Empire. Now they have taken the field against
the greatest threat to the Pattern, the armies of the Elder Gods themselves.
There is no option save for success – failure will result in the destruction of the
world.
CHAMPION STYLES
Champions are leaders whose presence shifts the scales of battle in favor of their
allies. Their training involves equal parts weapons skills, honing their intellects,
and mastering thousands of potential situations and appropriate responses.
The style bonuses for the Champion styles apply to the hero’s tactical stance
check in battlefield combat.
3 +2 None
A bannerman’s presence inspires his allies, providing the edge required to win an
otherwise close battle.
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C ENTURION
A centurion knows that a disorganized mob is nothing more than wheat before
the scythe on the battlefield. He keeps his soldiers organized, even in the midst
of the worst war can bring. Members of a unit which stays in formation can
support one another.
3 +3 None
A centurion leads his unit through the worst parts of a battle, outlasting the
opposition.
V ANGUARD
A vanguard leads his men into the fiercest fighting in order to keep them alive.
He tries to maintain the initiative, so that the men under his command eliminate
threats before they can cause harm. If he succeeds, his soldiers come through
the fire unscathed. If he fails, then they will all die a glorious death.
3 +3 None
A vanguard leads his unit deep into the fray, breaking the opponent before they
can inflict damage.
CHAMPION TRADITIONAL STYLES
The champion traditions represent the best and most capable battlefield
knowledge available to the warrior traditions of particular peoples. As such, they
incorporate both their culture’s strengths and weaknesses. Champions are
always more effective when they fight with their fellows, but they can still be of
use in other situations.
In order for a hero to learn a traditional style he must have both rank 5 in at least
one core champion style and the vocation associated with it.
The traditional styles are: Ashaman, Duelist, Elder, and Knight of the Key.
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A SHAMAN
Before their fall and disgrace, the ashaman were the greatest champions of the
Western people. Their radiance drove back the dark on the field of battle and in
the cities where people lived. Now, under ogre tutelage, they have begun to
reclaim their ancient birthright.
spell he possesses by 2.
D UELIST
The duelists of Timro once lived by elaborate codes of conduct governing every
action they took. Now, in their people’s twilight, they have only one stricture:
Victory before Death.
PUGILIST TRADITIONS
Pugilists occur in all times and places. Some are nothing more than street thugs,
using their skills to batter people for fun and profit. Others are masterful
warriors who stand firm against the slings and arrows of outrageous fortune. A
few pugilistic traditions stand out, however, as the foundations from which
heroes rise. These traditions include Ogre Blademasters, Lopanese Clansmen,
Elfin Lost, Wolven Barbarians, and the legendary Warriors of the South Wind.
Ogre blademasters created the art of the blade and passed it on to other races.
They defined how to move with a weapon, how to dance through battle, and
how to use the discipline required to master the blade as a means of self-
improvement. In stories they are unstoppable, untouchable bringers of death.
The reality is not far off – a blademaster’s knowledge blade and spirit makes him
incredibly dangerous.
Lopanese Clansman learned from an early age that they cannot rely on shields
or heavy armor to protect them. Weapons break. Shields rust. Heavy armor
just sinks the wearer down to the bottom of the swamp. Instead they learn to
dodge and twist to avoid blows. After a few years of practice, even the slowest
can avoid everything from sling stones to the spit of the acidic frogs who
sometimes come up from the mountain roots.
The Elven Lost grew up in the Diaspora, the scattering of Elves which occurred
when their Empire fell at the end of the Rune War. These are the elves as
humans think of them – tall, fair, proud, weaving elemental into a dance of
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death. Cut off from one another, the Lost came to trust in the power of their
magic and their own speed. Most wear only light armor, or none at all.
Wolfen Barbarians are those members of the Twelve Tribes who choose not to
join the Northern Empire. They keep to their traditional ways of life, hunting in
the forests and revering the elves as near gods. Most avoid the trappings of the
Empire as well, preferring the simple life of a roving wolfpack to a life trapped in
houses. Barbarians live by tooth and claw, though they know much of the lore
passed down to their people so long ago.
Warrior of the South Wind are what everyone in Sedena, from the Wolven to the
men of the Western Empire, think of when they think of a “pugilist”. They distain
weapons as both unnecessary and an indication of personal weakness. Each can
fight as well unarmed as any three other men. Warriors appear, individually or
in groups, where they are most needed in the fight against the Elder Gods. Then
they vanish again, only to reappear somewhere far away. How remains a
mystery.
PUGILIST STYLES
Pugilists train, first and foremost, for mobility. They do not stand toe to toe with
their foes like an armsman, or rely on reach and speed like a skirmisher. Instead
they count on movement, positioning, and timing to see them through the
toughest battles. The best way to remain unharmed, after all, is never to be
touched in the first place.
A dodge bonus is added to the hero’s Grace to determine the hero’s defense that
sequence.
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B OXER
Boxers use positioning and timing, along with heavy strikes, to batter their
opponents into submission. A skilled boxer can fell a tough opponent with a
single well-timed strike.
3 +2
3 +3
A master scrapper strikes again and again, driving the opponent into the ground.
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W RESTLER
Timing and positioning, weight and leverage are the tools a wrestler uses to
overcome his foes. Wrestling is not, by itself, a way to win a battle but it is an
excellent way to neutralize a single foe or reduce the advantage of stronger
opponents. A skilled wrestler combines speed with almost uncanny awareness
of motion, creating opportunities where none existed before.
3 +2
The traditional styles are barbarian, blademaster, clansman, lost, and pirate, and
warrior of the south wind.
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B ARBARIAN
Wolven barbarians have several obvious advantages – tremendous strength,
jaws capable of ripping a deer’s head from its shoulders, and the physical size to
wrestle a bear. However, their true strength lies in their ability to seamlessly
merge perception with action – to see, and to act, with the instincts of a wolf.
When combined with the intellect of a man, the barbarian becomes a thing not
only to be feared, but to inspire terror.
SKIRMISHER TRADITIONS
Skirmishers appear in every culture, in every time. Some are soldiers. Others
take up the way of violence for amusement, criminal enterprise, or simply to
keep their homes safe in times of need. Despite their ubiquity, however, a
handful of iconic skirmisher traditions do appear regularly in song and story.
Cloud Knight strode upon the Phishan Sea, driving back the darkness with blade
and storm. Their heroics earned them the grudging respect of an insular and
clannish folk, but were not enough to stop the rise of the Three Headed Bitch
Goddess and her minions. Only stories remain to explain their traditional
fighting styles; stories which claim they could fly on a falcon’s wings and strike
with a lightning bolt held in one hand. Separating myth from truth will be the
work of a new generation of warriors.
Timrovian duelists were once considered to be fops and rakes rather than true
warriors. They trained, engaged in pointless duels, and generally made a
nuisance of themselves. When the Coyal invaded Timro, the duelists turned their
skills from play to war. The dance of the muhaddab (matched dueling scimitars)
became a matter of life and death. Many died learning how to apply their skills.
Those that survived have taken the best of the old dueling techniques and
combined them with warrior’s tactics to become a new generation of heroes.
The Lopanese regard those few brave heroes willing to hunt the monsters of the
highlands with a mixture of pity and awe. The pity comes from the sure
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knowledge that monster hunters are doomed to end badly – soon. The awe
stems from the prey that a successful hunter brings down; massive creatures
with fearsome powers, most of which could kill a man with a single blow. The
rare few who feel the call to become a monster hunter will live brief, glorious
lives fit to inspire the next generation of Lopanese youth.
Eastern fencers are almost as iconic as Ogre blademasters. In stories they are
wise-cracking, able warriors whose laughter is almost as swift as their blades.
They can run up walls, stroll across a parapet while parrying blows, or compose
a sonnet in the midst of battle. Fencers wield long rapiers in their primary hands
and a cloak (usually weighted), dagger, or shield in the other.
Eastern weaponsmasters, unlike their fencing brothers, do not have time for
quips and games. Theirs is a serious business, mastering the art of killing so that
they can preserve the living. They train, adapt, improvise, and overcome every
obstacle with the same determination they bring to everything from sweeping
the floor to preparing for sleep. Nothing can go unnoticed or untouched, in case
it is the nail that brings the people down.
SKIRMISHER STYLES
Each time the hero gains a level of skirmisher, he may increase the rank of one
or more of his styles. Each time a style rank is increases the hero gains access to
additional tactics and abilities which make him a more effective combatant.
The four core skirmisher styles center around training in the three categories of
weapons and dual wielding. They are: light, balanced, heavy, and dual wield. A
skirmisher who learns to use light weapons develops tactics centered around
using his weapons’ speed to overcome stronger opponents. The balanced
weapon style focuses on versatility over power or speed. The heavy weapon
style relies on pure power, bashing through all opposition. Skirmishers who
study dual-wielding sacrifice the defense of a shield for the flexibility to shift
between offensive and defensive postures.
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L IGHT W EAPON S TYLE
Skirmishers who focus on using light weapons rely on speed and precision more
than power. They move quickly, securing advantage through rapid strikes and
quick closes. Many use a shield or similar weapon in the off hand, though they
may choose not to when wielding the larger light weapons (spears, staves, and
elfin ithilcebers).
The parry bonus for the Light Weapon style applies to all weapons the skirmisher
wields. However, he can only use the style’s tactics when he wields a light
weapon in his primary hand.
3 +2 None
his vocation.
A master of light weapons dances and cuts, relying on feints and positioning to
deal with the strongest opponents.
The initiative bonus derived from the balanced weapon style always applies to
the skirmisher’s actions. However, he can only use the Balanced Weapon style
tactics when wielding a balanced weapon.
3 +2 None
The Heavy Weapon style’s damage bonus applies to all melee weapons the
skirmisher might use. However, he may only use the style’s tactics when he
wields a heavy weapon in one or both hands.
3 +2 None
The skirmisher can apply the Dual Wield style’s strike and parry bonus to any
weapon. However, he can only use dual wield tactics while wielding two light
weapons, two balanced weapons, or a balanced and a light weapon. Both
weapons must be or medium or smaller size.
3 +2 None
The traditional styles are: Cloud Knight, Duelist, Fencer, Hunter, and
Weaponsmaster.
In order to gain ranks in a traditional style, the skirmisher must have both rank 5
in one of the skirmisher styles and a vocation corresponding to traditional style.
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C LOUD K NIGHTS
The Phisan Cloud Knights are now more legend than fact. However, once they
strode the waves with dignity and power. Their style combined the sweeping
power of the Elemental Storm with sudden movement, intense will, and the
ability to strike at foes who thought themselves unassailable.
D UELISTS
Timrovian Duelists fight using complex chains of attacks based on techniques
refined and passed down through traditional schools. These chains are forged
from “links”, short strike-parry combination drills which the duelist practices
over and over until he can perform them perfectly every time. Their traditional
tactics reflect this intense focus on repetition and balanced approach to offence
and defense.
Of the dozens of schools which once taught dueling, only the Hazboun school
remains open. The others have, for the time being, closed their doors and
concentrated their resources on training the best fighters possible. Honor in the
dueling ring will mean nothing if Timro itself ceases to exist.
Most fencers fight with two weapons, one in either hand. Although the rapier is
an iconic Eastern weapon, some fencers prefer the steady weight of a longer
broadsword or even a spear. In their off hands they might wield anything from
a weighted cloak to a long dagger. One notable fencer in recent years wielded
two short spears (one in either hand) but his style never really caught on.
Bonus
1 +1 Baffle: a fencer’s movements are both graceful and
unpredictable. When a fencer uses a parry attempt as a
feint he applies the bonus to strike rather than to strike
a particular target.
H UNTERS
Lopanese hunters fight some of the most dangerous creatures in Sedena – the
hybrid monsters which dwell in the Highlands. There, pretty techniques and
honorable gestures will get a man killed. Instead the hunters rely on speed,
stealth, and the certain knowledge that every strike might be their last.
4 +3
3 +2
LEARNING TECHNIQUES
When a hero gains a level in a warrior class, he can advance one or more ranks
in a class or vocational style available to him. If he meets the trade requirements
for a technique, he may instead choose to learn that technique rather than
advancing a rank in a style.
AVAILABLE TECHNIQUES
Trades which allow the development of techniques include acrobat, assassin,
guide, healer, hunter, magistrate, mercenary, ranger, soldier, and thief.
The first technique becomes available at the Journeyman rank. The second
technique becomes available at the Master rank. The hero does not have to take
the first technique to take the second.
A CROBAT
An acrobat can put his remarkable agility and grace to good use on the
battlefield. His mobility can save him from injury or allow him to overcome
obstacles that would block the movement of lesser men.
Journeyman: Fleet of Foot (Sacrifice one block, parry, or ranged strike, or strike
to gain +2 Defense).
Journeyman: Hidden Strike (+1d damage per degree of success from stealth
check in previous sequence)
Master: Poisons (convert 1 degree of success from a ranged strike or strike into
a 1d poison)
Grandmaster: Wolf’s Eye (gain a boon to damage to a close strike equal to the
assassin’s Perception in the sequence after the assassin assesses the target).
G UIDE
A guide either knows or finds well-worn paths which lead from origin to
destination. This is less difficult than one might imagine. Even the most
“trackless’ wilderness is filled with hidden ruins and old roads for those with the
eyes to see.
Master: Eyes that See (Attempt to “find the path”, devoting 3 degrees of success
from a travel sequence challenge to remove the “trackless” condition from a
scene.
H EALER
Many warriors study the art of medicine. War is a terrible thing and the trauma
inflicted by arms horrific in the extreme. Knowledge of how to heal gives the
warrior some solace.
Journeyman: Hands that Sooth (the healer can subtract his degrees of success
at a healing challenge from each dice of an overwhelm targeting one of this
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patients)
Master: Restoring Wisdom (the healer’s knowledge of medicine allows him to
add his degrees of success to each dice of first aid challenge).
H UNTER
A hunter knows how to survive in the wilderness with just his wits and weapons.
This wisdom allows him to travel fast and light, even in difficult terrain.
Journeyman: Wanderer’s Feast (the hunter can convert one degree of success in
a travel challenge into one “tick” of a travel kit.)
Master: Trapper (the hunter can choose to attempt a challenge to increase the
number of ticks in his travel kit by degrees of success.)
M AGISTRATE
The rule of law is a tenuous thing, created and maintained through a
combination of pure will and constant vigilance. Magistrates are on the front
lines of that struggle, regardless of the culture or race they serve.
Journeyman: Sharp Eyed (the magistrate reduces the threshold to detect illicit
activity by 1)
Master: Time Enough (the magistrate knows that there is always enough time
to do what needs to be done. When he takes the Assess action in a sequence,
he adds +2 to his limit in the next sequence)
M ERCENARY
Mercenaries spill their blood for other men’s gold. This approach to earning a
living generally involves a great deal of marching, training, and waiting for the
actual fight to start.
Master: Hard March (the mercenary reduces the fatigue gain from labor or
travel by one.
R ANGER
A ranger travels quick and quiet through dangerous territory in pursuit of specific
goals. This approach relies on stealth rather than strength, on cunning and guile
rather than bold action. A good ranger can overcome an army without ever
breaking cover.
Journeyman: Quick (the ranger adds his Speed as a boon to a travel challenge
undertaken using Perception\Grace).
Master: Quiet (the ranger subtracts his degrees of success from the rank of the
occupied threat for the sequence).
S OLDIER
Soldiers serve their lord and country for a few silver a day. In times of peace they
patrol roads, work long hours on public projects, or sleep as much as they can.
In times of war, they are the ones who stand on the front lines or strike deep
into occupied territory.
Journeyman: Last Defense (trade one degree of success on a strike action for a
parry or block)
Master: Final Strike (trade one degree of success on a parry or block for a strike)
T HIEF
Those who make a living relieving others of their material possessions are not
always inclined to engage in a stand-up fight. When they are forced to do so,
they generally try to disengage as quickly, and profitably, as possible.
Journeyman: Deep Pockets (spend parry or strike action to ready an item from
the thief’s inventory)