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Copyright © 2017 – Altera Awakens Fantasy LARP (Live Action Roleplaying).

Version: Friday, December 15th 2017

Getting Started

Need a little help getting started or don’t know where to begin? We’ve got you covered!

Step 1: Character Concept

In the character creation process, you get to make all of the decisions about your new life. For newer LARPers, creating your character can be as easy as drawing off of your own personality, interests, and skills.

First, you’ll need to come up with a Character Concept. Consider the following:

  • Combat: Does your character to swing a sword? Shoot a crossbow? Cast spells? Heal others?
  • Personality: Does your character always try to play the hero? Or are you more of a researcher, spending your days seeking information and studying up on history and prophecies? Maybe you’re the jester of the group or perhaps, someone who’s hiding a secret…
  • Other Thoughts to Consider: What motivates your character? What are your characters goals and dreams? What do they wish to accomplish?

Nation and Race

A character’s nationality and race help to develop your culture, everything from the knowledge you possess about the world around you, to the way you dress and sometimes even your combat style. Characters can purchase racial abilities as they reach particular milestones (50XP, 100XP, etc) Each racial ability costs 8 experience points.

Character Background and History

Here you get to tell your character’s story. Who are you…or who were you? How do your friends, family, and culture (see Step 2) influence your character? Try tying in your character’s goals and any achievements from their past. Perhaps your character has a secret or knows some valuable information. Note: You don’t have to share any of this information with any of the other characters in the game if you so choose, however, be prepared to have an answer when they are who you are. Full backgrounds should be sent to plot@alteraawakens.com.

Step 2. Spend Your Points

Each character receives an initial 58 Experience Points (XP) to spend on their build. Most combat and non-combat traits are progressive, meaning that once points are spent in a trait, points can continue to be spent in that same trait to make it even stronger.

  • Combat Attributes: Combat attributes are main source of combat related advantages and combat abilities. Each attribute has a per day and per combat ability that can be purchased- choose from Brutality, Resilience, Dexterity, Ingenuity and Empathy. Character point costs vary by attribute.
  • Non Combat Skills: These skills represent professions or crafts that characters can purchase. Items made from these skills can be used in game or sold and traded to other characters. Choose from Academia, Smithing, Tinkering and Alchemy. Character point costs vary by skill.
  • Fighting Styles: Fighting Styles represent a specific combat training that characters can learn once they meet all of the physical requirements. They do not have to be purchased at the start of the game, however it is a good idea to check them out during character creations so you know what direction to take your character. Choose from Knight of the Endless Vigil, Panava, Zabin Hunter, Masya, Kalari Monk, Egerton Duelist and Draganian Guard. All Martial Schools cost 10 experience points.
  • Magic Schools: Magic schools represent a specific style of magic unique to its caster’s way of thought. All spell schools cost 10 experience points but you must buy mana or other resources necessary for casting.  Please see your specific spell school for costs.

Step 3

Submit your Character Creation and e-mail your character’s Background to plot@alteraawakens.com.

Step 4

Pre-Register for the game, Sign up for Feast and Cabins

Step 5

Read the What to Expect Article so you know what to do when you arrive on site.

Step 6

Find a costume and weapons!  Need some inspiration, check out the Pinterest boards in each Kingdom & Culture section.

Step 7

Get connected:  Google + Community, Facebook and ForumsMeet other players in the community and keep up with current events. Say Hi!

Step 8

Get directions and pack your bags! We look forward to playing with you!

If you have any questions or need help getting started, e-mail admin@alteraawakens.com.

What to Expect

What should I Bring ?

Packing List:

  • Toiletries: Soap, Towels, Toothbrush/paste, Hairbrush, makeup for your character.
  • Costuming & Effects: Books, bags, Scales, weapons, accessories, black clothing (for  Monster Time)
  • Paper & Pencils
  • Durable and comfortable shoes
  • First Aid materials
  • Phys Reps (Weapons, Books, Packets, Props, Costuming)

For New Players

We are excited that you will be joining us! If you haven’t already done so, please submit your character creation and email your history to plot@alteraawakens.com in advance. We know you have lots of questions and we want to make your experience as enjoyable as possible, so please read on.

Pre-Registering

It is strongly recommended that players pre-register for events. By pre-registering, you are letting the staff know how many people to expect, how much food to bring and how much space we need. You’ll also typically save $5 or $10 on the event and be assigned your cabin prior to check-in.

If you plan to attend as a Full-Time NPC, we truly appreciate you! Your accommodations will be covered but you still need to pre-reg to let us know you’re coming. Some food will be provided during games, but you may wish to bring some of your own food for snacks. Remember to bring your black clothing too, this is so we can more easily customize your NPC!

Accommodations

Most sites will have beds or bunk beds provided with twin size mattresses. You’ll typically share a cabin room with 4 or more other players so accommodations can be tight. A bath house(s) will be available for restrooms and showering.

Most cabins will have electricity but not air conditioning or heating so you may want to bring extra bedding and blankets, a space heater and more layers of clothing for cooler temperatures. Consider bringing a fan, bug spray, and sunscreen for warmer temperatures; trust us on this!

Costuming/Weapons/Props

Players in Altera Awakens strive for a period appropriate and thematic appearance to enhance and enrich their experience in the known world. For many players, creating the physical representation of their character is one of the most fun and exciting parts of LARPing – then there’s the fighting, of course! Some cultures/races/attributes may have specific makeup requirements as well.

Safety rules and guidelines for weapons can be found in the rules section. If you are not sure if your weapon or costuming meets safety standards, always be sure to ask.

Did Someone Say…Food?

Breakfast and Lunch on Saturday are provided at a cost of $5 per meal. Breakfast will typically contain a large pot of oatmeal and pastries with coffee and orange juice. Lunch will either be hot dogs with chili, burgers or a sandwich bar. A group Feast will be provided in the Tavern on Saturday night for all players at no additional cost however, the Feast will be a potluck style so we ask everyone to contribute. If you have a special dietary need, please provide an item(s) that you will be safe to consume. The Game will provide the entree (meat-stuffs).

If you plan to attend Feast, be sure to sign up to ensure we get enough food for everyone. These are the only meals provided during the weekend, so many players will bring their own drinks and snacks for the remainder of the event. (Alcohol is strictly prohibited except on specifically designated “Beer Days”) If you need to refrigerate your items, please let us know during Check-In.

For our Full Time NPCs, don’t worry – your food is covered!

Note for everyone – depending on your play-style and the temperature, events can be physically demanding so please be sure to keep yourself hydrated and well fed.

Check-In

Once you arrive on site, you will begin check-in, getting in costume, and settling in to your cabin for the weekend.

Check-In will start as early as 8PM Friday night. This is where players will pick up their character sheets, any items or coin from their BGA, complete their production periods and sign up for Monster time (see below). Check-in can be time consuming and a bit chaotic, so please arrive as early as possible in order for the game to begin on time.

If you are one of our wonderful Full Time NPCs, you will head over to the Monstertown area after check-in.

Opening Ceremonies

Opening Ceremonies will begin at 10PM. This is where you will be introduced to the Plot Committee and hear about any announcements, rule adjustments or other pertinent information for that week’s game. Once the announcements have been made and if you are a new player, you will then be asked aside to learn about the safety rules and combat system and your weapons will be inspected for safety at this time.

Game On

After Opening Ceremonies have been completed, there is normally some free time until the game begins. “Game On” will typically begin at 11PM. Once Game On is announced, players are expected to be “in play” and in costume unless noted otherwise. During the game, players will get to know each other and their world through role-playing and other events. A merchant could come through town seeking to trade valuable goods or knowledge, or you could run into someone you knew in your past. You could also be attacked by trolls or a large dragon, or perhaps one of your fellow townspeople has “accidentally” summoned a demon nearby – you should probably go deal with that.

Missions or modules are also common. A module is a simulated event in which characters role-play and physically respond during a given situation. Many times you will face combat, traps, or puzzles, discover new items or spells or even speak with a NPC and gain valuable information. They are usually modeled after a greater plot line in which the player has expressed interest and are normally done with a small group of other players.

The Spirit of the Game

The best part of LARPing is our people! Our staff, players and volunteers are the best people all around and the events would not be possible without keeping in the Spirit of the Game. This means that each person remains conscious that we are all gathering for the weekend to have fun and enjoy a game in which sportsmanlike conduct and fairness are expected and players will be held to the highest standard.

Not keeping with the Spirit of the Game can lead to being asked to leave an event or being banned if there are multiple occurrences. This typically refers to cheating ex: not taking the appropriate damage or using more abilities than a player has been given.

If a ruling in combat is not agreed upon, there is a conflict between you and another player, or something else that could detract from the Spirit of the Game, please see a Marshal or a member of staff. They will help resolve the issue based on the rules, guidelines and in keeping with the aforementioned “Spirit of the Game.”

Monster Time

Altera Awakens relies on its players donating a small portion of their time (usually 3 hours) during a 3 day event to ensure fun for all. The game wouldn’t be fun for anyone without bad guys to fight, right? That being said, “NPC-ing” or “monstering” is how we keep the action flowing. This is when players (you) get to play the bad guys – cool right? You’ll arrive in Monster Town with other players who have signed up for that shift and be given roles/stats for your troll/org/elemental/spider/demon/etc. You all will then wander around the town, attempting to destroy anything or anyone that gets in your way.

During this time, costuming, props, weapons and makeup will all be provided and each player needs to come dressed in solid black clothing.

* If you are unable to NPC due to physical limitations or personal preference, please contact a staff member and another helpful activity will be assigned.

Closing Ceremonies

Closing Ceremonies will happen at the end of each event, typically late Sunday Morning (for 3-day events). At this time, we will gather to share our appreciation and say our goodbyes as well as communicate any further announcements that need to be made. Once Closing Ceremonies are completed, everyone is expected to help clean up the site, including their cabins. Be sure all garbage is put away and the cabins are cleaner than you found them – we want to be respectful to both our hosting site as well as to the environment.

After the Game

Post event, each player should complete the Check-Out form. In the Check-Out form, there will be 3 sections: Feedback, Character Updates and BGA. Players have two weeks to complete the Check-Out form.

In the Feedback section, the staff will get to know more about the events in which your character participated, what they enjoyed, what they didn’t and suggestions for future games. Constructive feedback is always welcome because we want to be sure our players have the best experience possible.

In the Character Updates section, your character’s experience and hard work finally pays off! You will have the opportunity to use your character’s experience points (XP) to learn new abilities – whether it’s a new craft, martial school, magical ability or combat trait, your character gets stronger at every event!

You’ll then complete the BGA Section or “Between Game Action” as part of the checkout process. This is where each character gets to attempt to gather some additional information of some kind (by researching, going on quests, etc), gain more production, etc. Players can use their character’s abilities and proficiencies (or everyone’s, if in a group) as well as any in-game props or knowledge they have gained to help them better complete their tasks.

Before the next game, the plot staff will write back to each of the players with what action items were successful. Occasionally, this can lead the players to modules at the next game to fully roleplay your character’s quest. At the next event, you will receive any gold your character has made as well as a physical tag for completed production actions.

What do I do until the next game?

We know players can get antsy between games theorizing and waiting for the next event so we encourage players to stay in the loop between games by participating on the forums and the Google+ Community or Facebook page. By doing so, everyone can participate in an exchange of information learned in previous games and BGAs, share ideas and theories and plan their next adventure. Sometimes the player community will even get together at a local restaurant or someone’s home between games to discuss the game or make props and weapons together.

The Tradesman Board (sign-up required) is a place on the forums where other players either need items or want to trade/sell items for games. Items can include costuming, props, weapons, etc. Many of our players are extremely talented in the art of costuming and prop making and we encourage you to make yourselves known! If you are in need of items, just ask! Players love sharing where they got their items or how they made them. Need more costuming and prop information?

Volunteer! We can always use players’ help between games! If you’d like to earn some extra cookies, we have plenty of options for you to do so. Making spell packets, donating weapons, costumes, props, foodstuffs (for NPCs or players), plot writing, etc. We also have an Amazon Wishlist available for bigger ticket items we still need. Each game take a lot of time, energy and money to prepare – we find that players enjoy games more when they help it all come together. If you’d like to volunteer, please reach out to, barbarashaffer@alteraawakens.com.

New Players

Welcome to Altera Awakens! We know there’s a ton of info out there about the game, so we created a New Player section to point you in the right direction!

  • What to Expect: This section explains everything new players can expect to happen at a typical event.
  • Getting Started: Once you’ve decided to play, this section helps with character creation, forms and everything else you need to do before your first game.
  • New Player Assistance Program:  Props, equipment, gear and expertise to make your first event easy and stress-free.
  • NPCs: This section provides you with all the info you need to know about Full-Time NPCs and how NPCs interact with the game. Also notes Player Character NPC shift information.

 

New Player Assistance Program

Coming into a new LARP, with new rules, new safety guidelines and with a new character needing new costuming and weapons can be both overwhelming and well let’s be honest a bit expensive to new players. The Staff of Altera Awakens wants to help alleviate that pain by offering the following new player assistance when getting started.

Weapon Loaners

Weapon Loaners will come from our NPC Monster Town stash. At this time we are able to loan out any weapon types OTHER THAN Great Weapons and Shields. These are expected to be returned after each event.

Temporary Tabards

These by no means will suffice as your whole costuming, but it’s nice to have a bit of color that shows off your national pride. We offer plain basic tabards that will suffice as a period shirt that can be picked up at local shops like Party City so, together, this should get you through a few games.

Magic Made Easy 

New players are welcome to borrow packets for alchemy or magic from monster town. These are also expected to be returned at the end of each event. Also, many of our casting schools require little to no props to purchase.  Relic Caster, Wizards, Shamans, Druid, Sage, and Witchcraft can all be played with only needing a book to keep your spells and patterns in the rest of the props or tools are provided by the game. Sorcerers only need to purchase a scale (50-100g balance) and Warlocks only need to provide make-up (eyeliner pen works well) for making tattoos.   

Re-spend with Ease

New Rules can be difficult to digest when starting a new system. Until you really get to play the game a few times you might not know exactly what you want to do. While it may not make sense in the world, we do allow players to completely re-spend their character until their second full event.    

Pay it forward Program

The LARPing community are some of the nicest people you’ll ever meet and they will often go out of their way to help a new player. If you’re an experienced player and would like to donate costume or weapons to the New Player Assistance Program or the LARP, in general, please contact us at plot@alteraawakens.com and will discuss the cookie reward for your donation. All donation that are marked for the Pay It Forward Program will be given free of charge to new players.

Making Use of the Program

If you’re new to LARPing and would like to make use of the New Player Assistance Program please send an e-mail to plot@alteraawakens.com and we will make sure the things your character needs will be waiting for you at check-in for the event.  Please remember to return all borrowed items to us if we have items available from the pay it forward program that have been donated we will let you know which items you can keep.  Items in the Pay it Forward program are given out on a first come basis.

NPCs

What Are NPCs?

NPCs are “Non Player Characters.” Non-Player Characters will typically play a “monster” of some sort and are most often given stats, abilities and even loot by a member of staff. Aside from monsters, NPCs may also be asked to play other important roles such as traveling merchants, spies sent to collect information, messengers, etc.  NPCs will be provided with costuming, gear and any makeup needed to play their character. Having plenty of Non-Player Characters ensures that the Player Characters have plenty to do and to interact with during the day.

*Player Characters are required to participate in at least 3 hours of Monster Time during each event. Please sign up for NPC shifts during Check In.

Full-Time NPCs

If you’re interested in being a Full-Time NPC for our events, thank you! Full-Time NPCs will have all accommodations covered as well as all meals on Saturday. Please bring any additional snacks, food or drinks in case you get hungry other than mealtimes. Remember to bring all black clothing for the weekend –this is to provide us with a blank canvas for costuming. NPCs will be housed together in the same cabin or cabin area and a member of the Staff team will coordinate the NPCs activities for the duration of the event. Full Time NPCs will also receive “Cookies” for helping out with the game in the event that they would like to become Player Character at some time in the future.

TLDR;   NPCs are the bomb, get free food, lodging and “Cookies”

 

 

Character Creation

Combat Skills

Armor & Shield
Combat Styles
Combat Abilities
Defensive
Fighting Style
Weapon

Magic Skills

Druids
Relic Wardens
Sages
Shaman
Sorcerers
Warlocks
Witches
Wizards

Miscellaneous Skills

Academia
Craft
Divination
Healing
Lore
Production
Tracking

Character Submission

NOTE: Please e-mail your full background/character history to plot@alteraawakens.com. The following form may not hold your full background.













Cookies

Cookies are a sort of meta game currency that has in-game uses. It’s important to note that cookies are not required to play Altera Awakens but exist as a way of rewarding players who go above and beyond to make the game possible.

In addition, is always possible to Volunteer or donate funds/props to the game to receive cookies.

Cookies are awarded at a rate of ~1 cookie = 2 dollars for donations or the agreed upon on the amount when a donation of time or prop is given.

In the game world, cookies take the form of a script currency that represents your efforts between the game to aid groups in play. The efforts that are aided with cookies may change from time to time, but you should always aim to spend your cookies into areas that have similar goals as you. Each player may only spend a max of 10 cookies per game in this way to allow for all players to contribute. When spending your cookies, you can always buy things from the list below and sometimes you can even make a unique purchase directly from the representatives (generally handled at check-in).

You may request scripted cookies in paper form at check in to spend or trade with other players or purchase from the following list.

Personal Rewards

Always Available from Merchants and Scholars of Verinfall:

Cost: 2 Cookies each (May not purchase each more than once per game)

  • Research Assistant for 1 BGA
  • Transcription (2 Copies of 1 Document)
  • Apprentice (3CP of a level 1 Production Skill)
  • Free Appraisal of an Item
  • Convert Appraised Item into Coin at its Value
  • Scouting Report
  • World Status Report (Latest Report of news from travels about other countries)

Special Rewards

Sometimes Available in Support of Unique Efforts

Cost: 6 Cookies Each (Limit one per game)

*Grab bags can contain almost anything from items, notes or even protectives or buffs All grab bags are tailored towards one of these four categories. Players are limited to 1 Grab Bag per game when they are available.

  • Grab Bag (Crafter)
  • Grab Bag (Fighter)
  • Grab Bag (Caster)
  • Grab Bag (Scholar)

Player Base Rewards

Spending your cookies does more than simply give YOUR character rewards, it helps fill up the Community Cookie Jar! When you choose who to spend your cookies with your are influencing the world by granting aid to different efforts. Eventually will lead to crossing certain milestones, filling up the Cookie Jar and grant greater rewards to the entire player base! Some examples of this include but are not limited to the following.

  • New Text Prop Books in Library
  • Traveling Master Bard (Teaches Lores)
  • Rare Materials Available for Purchase
  • New Holiday To Honor the player’s efforts
  • Treasure Maps
  • Your efforts have attracted new enemies
  • Supply contracts and treaties
  • Bonus XP will be added to entire player base

Weapons and Armor Skills

Weapon Skills

Anyone can pick up a basic weapon and intuitively understand the basic use.  Sharp/Heavy bits hit the other person.  No special training is needed to understand how to thrust with a dagger or how to bash with a hammer.  Using weapons to block attacks and not get hurt in the process however is a bit more complicated.

Any player may pick up any weapon and attack with it however if they are using it unskilled then any strikes against the weapon are taken as successful hits on that character’s arm.  For that reason most travelers take the time to familiarize themselves with at least the basics of some kind of weapon use.

Weapons XP
Small Weapons 1
Short Weapons 2
Long Weapons 4
Bastard Weapons* 10
Great Weapons* 8
Polearms* 10
Spear* 6
Staff 3
Unarmed (Kalari Only) 0
Ranged, Small 3
Ranged, Medium 6
Ranged, Large* 8

* These weapons inflict “Base 2” damage when wielded with two hands.

Dual Weapon Skills

Likewise it is easy for most people to safely use a single weapon without causing themselves significant injury.  The chance of slicing your own wrist while trying to wield two weapons simultaneously however increases significantly as the off hand weapons grow in size.  For this reason anyone who wants to dual wield in any capacity needs to learn the finer points before they can safely take part in basic travels and adventure.  All dual weapon skills are considered to include any lesser skill inherently.

Skill XP Description
Ambidexterity 2 Allows for the use of an off hand dagger
Florentine 5 Allows for the use of up to a short weapon in the off hand
Twin Weapons 8 Allows for the use of a long weapon in each hand

Shield Skills

Shields are one of the backbones of every adventuring party and army the world has ever seen.  They are easy to learn how to use and pound for pound provide more personal protection than anything else.  The question should never be “Do I need a shield?” but should always be “Do I have a reason to not have a shield?”

Hand-held shields will stop all physical strikes along with any carrier effects. If a strike with a non magical effect hits the shield this effect is stop, provided that the effect does not directly target the shield. All shields possess a Spell Value (SP). This value is on the tag that comes with the shield. Shields also stop magic damage that is equal to our less than the SP of the shield. By default, Tower & Large shields have a SP 0, Medium & Small Shields 1 & Bucklers 2. These spell values can be adjusted through higher quality or specialty Smithing.

Example: Janet is fighting with a Small Shield (SP 1) against a horde of goblins. Her shield takes a barrage of minor 1 point fire spells and she would take no damage (she should call “blocked” to let them know her shield is holding, if possible). However, when the large goblin throws a Fire Shard 4 at her this magic passes through her shield and she takes a Fire Shard 4 to her arm that holding the shield. This does not prevent her shield from stopping the next Fire Shard 1 that hits it however if the arm became injured from the previous attack she should not be attempting to block with it.

Shield Size XP Diameter (For Round ) Sq Inches ( Non Round ) Max Dimensions Base SP (Spell Protection)
Buckler 1 10 100 12 2
Small Shield 2 18 254 24 1
Medium Shield 3 24 480 30 1
Large Shield 4 28 700 36 0
Tower Shield* 8 Never Round 1100 24×50 0

* Tower Shields require certification that you can fight safely with it without turtling or charging. All players must demonstrate that legal target areas can still be struck why wielding the shield. Plot reserves the right to deny players use of a tower shield due to safety concerns. 

Armor Skills

Professional adventurers and soldiers are often easily identified by one obvious item.  They almost always have armor.  Whether a light leather vest, boiled leather cuirass, chainmail, or plate armor is sometimes the only thing protecting you from the opponent’s strikes.  Armor can be cumbersome and it can be expensive at the higher ends but the only question that really matters at the end of the day is “What is your life worth?”

Armor Type XP
Light Armor (1-2 points) 0
Medium Armor (3-4 points) 3
Heavy Armor (5 points) 5
Encased Armor (6 points) 6

* Can be worn by anyone without any special skill needed.  Players must have armor tags purchased or found in game but there are no other requirements.

Armor Values decrease differently than other protections. Armor always decrease its point value by 1 each time struck by damage. However, if struck with a non-damaging effect such as Dexterity Hobble the armor does not interact with this effect and you would take the effect as normal. However, if something attacked you with a Hobble 3 with a damage number attached to the hobble your armor would prevent both the damage and the effect.

Your armor can be refit to full value unless it reaches a point value of 0 if that happens your armor is considered breached.  Breached armor can be refit to a max of 2 until points until repaired by a Smith or magic.

Example: So if you have 4 points medium armor and you’re struck for 2 damage 4 times in a row it would work like this. Armor (4) prevents 2…. Armor (3) prevents 2….. Armor(2) prevents 2…….  Armor (1) Prevents 1 you would then take 1 point of damage through your armor and your armor is now breached. Breached armor can be refit to a max of 2 until points until repaired by a Smith or magic.

Weapon & Armor Specifications

Melee Weapons

Melee Weapons Min/Max
Total Length
Min/Max
Blade/Striking Surface
Small Weapon 16″ – 20″ 12″ – 16″
Short Weapons 24″ – 33″ 18″ – 27″
Long Weapons 36″ – 48″ 28″ – 40″
Staff (2 handed) 60″ – 72″ The middle 3′ of the staff is the grip area.  Everything outside that area is striking surface
Bastard Weapons (1 or 2 handed) 51″ – 57″ 43″ – 45″,  Spears (41″ – 47″ haft / 8″ or more spearhead)
Polearm/Great Weapons (2 handed) 60″ – 72″ 50″ – 58″

Ranged Weapons

Ranged Weapons Physical Requirements Weapon Description
Ranged Weapons, Small Closed Cell Foam, 6″ – 12″ max Thrown Weapons, Blow Dart Guns (Nerf Dart’s Only)
Ranged Weapons, Medium Crossbows (foam dart crossbows only)
Ranged Weapons, Large Long Bows or Recurve Bows, 35lbs maximum draw with safety approved arrows (Requires annual safety course). (Nerf Bows do not need safety course)

Armor

Armor Type Composition/Materials Coverage
Light Armor
(1-2 points)
Light leather that is setting appropriate N/A
Medium Armor
(3-4 points)
Studded leather, Boiled leather at least 1/4th inch N/A
Heavy Armor
(5 points)
Chainmail, brigandine, overlapping scale plate N/A
Encased Armor
(6 points)
Solid plate, SCA full body armor, Must fully cover torso and at least 75% of all limbs

Shields

Shield Size Max Diameter (For Round) Area 
Buckler
(SP 2)
10″ 100″ square / Max dimension  12″
Small Shield
(SP 1)
18″ 254″ square / Max dimension  24″
Medium Shield
(SP 1)
24″ 480″ square / Max dimension 30″
Large Shield
(SP 0)
28″ 700″ square / Max dimension 36″
Tower Shield
(SP 0)
Never Round 1100″ square / Max dimension 24″ x 50″

Combat Etiquette

Packet and Weapon Colors

Altera uses a set of specific color codes to help make types of magic and weapons immediately obvious to all players. Please keep these in mind when constructing weapons and packets.

Weapon Specific Colors:

  • Steel: Gray colored tape
  • Silver: Silver colored tape
  • Gold: Gold colored tape
  • Bone: White colored tape
  • Wood: Brown colored tape

Packet Specific Colors:

  • Magic: White or Gray packets

Packet & Weapon Colors:

  • Natural:* Red colored tape and red packets

*this includes vials of thrown Alchemical substances, Open Hand weapons, Claws, spines, quills, and venom sacs.

Restricted Colors

Purple:  No player should use Purple in any weapon or packet without direction from the plot staff. Purple packets or weapons give off an obviously otherworldly feel that is recognizable to all as something beyond current understanding.

Headbands

Altera uses colored headbands during the day and glow bracelets/necklaces at night to help quickly communicate certain obvious out of play information to our players:

White Headbands

While wearing a white headband, NPCs or Players should be considered to not exist in the game setting and should not be interacted with from an in-character standpoint. We ask all players to not call attention to an out-of-play person. If you need to ask a question, quietly walk to that out-of-play person and ask in a manner that does not distract other players from game play.

Orange Headbands/Orange Glowstick

Medical non-combat status. Players may occasionally have a physical limitation or injury that does not allow them to participate in combat. Any Non-combat character must have an orange headband during the day and an orange glowstick active on them at night. This should never be covered or otherwise hidden.

Non-combat players may not participate in combat and must back away to an un-engaged distance. They may not use any combat spells or abilities of any type. Hostile NPC’s will treat any non-combat player as a non-threat unless there are absolutely no other targets around. A Non-combat character may be wounded or killed by any other character by simply being within 5 feet of the Non-combat target and declaring “I wound/kill you.” Such players should never be targeted out-of-play with weapons of any kind.

Blue Headbands/Blue Glow Necklaces

Anything that has an obviously blue headband and/or long strips of blue fabric tied to each wrist is somehow connected to the Astral or Spirit plane. As this is communicating both in-play and out-of-play information it gets a little more complicated.

Blue Headband/Glow Necklace

A ghost or other entity that resides only in the Astral realm. More often than not, it is a spirit seeking to be resurrected but could be other things as well which must be discovered in-play. Requires Medium to see or interact with.

Blue Wristbands/Glow Bracelets

A being that has manifested in the physical world but has a strong Astral presence. Any and all persons may see and interact with it. Those with Medium may be able to learn additional information. Headband/Glow necklaces always trump wrist bands so if something has both then the Medium requirement to see and interact applies.

PCs and NPCs stepping into the Astral: Some specialized effects may even allow for a living person (Player) to step bodily into the Astral plane. Doing so requires holding at length of no less than 3 feet of blue cloth with steepled hands above the head for the duration of the effect unless otherwise directed by a marshal. What could go wrong?

Game Effects & Modifiers

Duration of Effects

Altera uses a set of duration which are listed in the effect specific list. There are occasions where a modifier is applied to a tagline and this is to indicate that it is *different* from the standard duration of the effect.
Common duration modifiers are:

  • Instant: The effect happens and resolves instantly.
  • Combat: The effect lasts until the target exits active combat/rests to recover abilities.
  • Day: The effect lasts until the next sunrise.
  • Phase: The effect lasts the duration of the event.
  • Permanent: The effect cannot be removed or cancelled.

Effect Types

Damage Effects
Defense Effects
Healing Effects
Mental Effects
Protection Effects
Source & Duration Effects
Status Effects, Beneficial
Status Effects, Harmful
Miscellaneous Effects

Rules of Play

This section covers the basics of rules on how to physically interact with the world of Altera and include the combat system, legal target areas, player to player physical contact, and behavior in general.

Mechanics of Combat

Taking Damage: Hit Locations

At the most basic level, Altera is a “boffer” combat uses padded weapons and bird seed packets to represent weapons and effects. These are then used in a “Hit Location” system to track damage and resolve combat. Each person is considered to have 5 separate hit locations which are arms (one location each), legs (one location each), and torso. There are many ways to absorb or avoid attacks but at some point defenses run out. When an attack cannot be blocked or avoided it causes a Wound to the location struck.

Physical Shields

Hand-held shields will stop all physical strikes along with any carrier effects. If a strike with a non magical effect hits the shield this effect is stop, provided that the effect does not directly target the shield. All shields possess a Spell Value (SP). This value is on the tag that comes with the shield. Shields also stop magic damage that is equal to our less than the SP of the shield. By default, Tower & Large shields have a SP 0, Medium & Small Shields 1 & Bucklers 2. These spell values can be adjusted through higher quality or specialty Smithing.

Example: Janet is fighting with a Small Shield (SP 1) against a horde of goblins. Her shield takes a barrage of minor 1 point fire spells and she would take no damage (she should call “blocked” to let them know her shield is holding, if possible). However, when the large goblin throws a Fire Shard 4 at her this magic passes through her shield and she takes a Fire Shard 4 to her arm that holding the shield. This does not prevent her shield from stopping the next Fire Shard 1 that hits it however if the arm became injured from the previous attack she should not be attempting to block with it.

Invalid Targets

Hands, Feet, Groin, Neck, and Head are all invalid targets. Accidents may happen and we ask all players to be gracious. Intentionally aiming for an illegal target is a violation of our game rules and will be dealt with appropriately. Any attack from any source that hits an invalid target is considered to have missed or have no effect upon the target. By that token, however, intentionally moving an invalid target to block an attack, such as trying to swat spell packets out of the air with a hand, is equally a violation of our game rules and will be dealt with appropriately.

Sensitive targets

Thrusts to the breasts (both men and women) and the back of the knee are locations that that no player should ever intentionally target, however, if an attack is delivered unintentionally it is still considered valid. This is as much of a safety concern as a player comfort concern. If this becomes a repetitive problem or appears to be intentional it will result in appropriate action by the staff.

Packets

All packets have a verbal component. In some cases, these are considered in-play incantations and sometimes they are considered out-of-play effects. In either case the full out-of-play verbal must be concluded before the packet can be thrown. Once a verbal is completed the player has 2 seconds to throw the packet or the spell is considered to be lost.

Speed of Combat

Weapon strikes; no weapon (melee or ranged) should be swung/thrown/shot faster than one swing per second. Measuring at the elbow each weapon swings should have no less than a 45-degree angle when pulling the weapon back. They should have no more than 90 degrees.

Machine Gunning

Swinging too too fast (and likely too hard) and is explicitly against our combat conduct rules.

Charging

Charging is the act of moving into another person’s personal space such that they are forced to step back as a safety issue. Charging does not imply speed. A person can be charging at a walk or at a run. You should never full body close on another player such that you can reach around them or that your body is closer than your weapon’s normal given swing arc.

Corkscrewing

Corkscrewing is the act of moving in a circular motion around a single opponent to constantly pivot or rotate on one knee. When fighting someone on one knee it’s fine to move to the side slightly to get a better attack angle or wait for an ally to attack the kneeling person from behind but do not do so in a way that forces constant rotation. This can be physically damaging to the other player’s costume as well as to their physical knee.

Turtling

Turtling is fighting from cover such that no legal target areas are visible. Most commonly this happens when a fighter is crouching behind a shield but can apply to other forms of cover such as tables or window. When fighting there must be, at minimum two legal target areas exposed at all times. Shields and weapons can always be moved to cover those areas but doing so must expose a different location.

Holds

If you hear “HOLD!” called that means that all action needs to stop immediately. Holds can be called for a variety of purposes such as allowing a Marshall to describe an event, to address a safety issue, or because of a medical emergency. Regardless of cause when a HOLD is called all players should stop all actions including conversation immediately. Players should kneel if possible and at the very least look down at the ground or keep eyes closed. During a hold is not a time to look around out of play or talk to other players.

The only exception to this is that archers may attempt to collect arrows during a hold. They may not call a hold for that specific purpose and cannot request the hold go longer than it normally would in order to collect arrows. They are expected to not use any knowledge gained for any in play benefit as a matter of sportsmanship.

Recovering Per-Combat Abilities

Any Per-Combat Ability is normally derived from Combat Attribute, however, may be gained from other mechanics as well. Per-Combat Abilities can be reset after use but this requires 30 minutes of uninterrupted time where no game skills are used. This should be roleplayed in some fashion such as stretching, resting in a chair, taking time to get stitched up, or anything else that is appropriate. After 30 minutes of rest, all Per-Combat Abilities are reactivated.

Recovering Per-Day and Magic School Abilities

All Per day abilities or Magic school magic abilities reset at the next sunrise OR sunset. While spells that last for a day or protective all last till the next sunrise magical spent abilities reset on the next occurrence of sunrise or sunset. These times during the day have in game surges of power that cause a refreshing of strength for both casters and fighters further info into the in game explanations of these times should be found out through the course of play.

Copying Formulas & Spell Patterns

All Formulas cost 1 Crafting Point (unless otherwise noted)  to copy and can be copied by any crafter of the appropriate production skill. Like wise all spell patterns cost 1 CP  ( unless otherwise noted ) to copy and can be copied by an caster of that school. All casters get CP(Crafting Points) equal to their level in that spell school for free, exclusively for copying their own spell types. Finally anyone with the academic skill/craft of transcription can make copies off any formula. Their is no in game cost for making copies only the use of the CP.

Calling “Flat”

The base assumption is that weapons are always being swung with the intent to do damage. It takes a measure of intent and self-control to swing a weapon and not actually hurt the target. To do so the attacking character must call “flat” on every attack to show that they are intentionally pulling their swings. If someone is struck by a “flat” attack it causes no damage and does not trigger any defensive protectives.

Taking Damage / Being Wounded

A wounded arm cannot hold any tagged items and should hang at the player’s side. A second hit to an already wounded arm immediately transfers to the torso.

A wounded leg cannot be used and the player should drop to a knee. With one wounded leg the character can, with assistance of another character, move at a normal walking pace. With two wounded legs the character cannot move on their own and only be moved at half speed while assisted by another character.

A character with a wounded torso immediately becomes Critical.

A character who has suffered either 3 limb wounds or a torso wound becomes immediately Critical and is Bleeding Out. Characters who are Bleeding Out must fall to the ground unconscious (or at least kneel with head down and unresponsive depending on environmental conditions), may not speak, look around, use any in game abilities, or interact with other players in any fashion. If untreated a character who remains Bleeding Out for 5 minutes will immediately die (see further rules on Death, Dying, and Resurrection below).

Killing Blows

A killing blow may be delivered by hand (see rules on physical contact) or by weapon. Delivering a killing blow requires contact with hand or weapon for the entire duration of a slow three count of “Killing Blow 1, Killing Blow 2, Killing Blow 3”. Upon completion of the full count the target is automatically dead. The character can still be resuscitated by the appropriate skill or spell. A killing blow may be interrupted by striking the weapon or the person. This can be a flat attack and does not require that damage be done to interrupt the process.

Corpse Mutilation

A dead body can be further damaged to the point that resuscitation is impossible. This can only be done to a target that is already dead and has not had the spirit leave the body (5 minute window after “death”). In-play this represents acts of significant violence on the target body such as carving out internal organs or decapitation. Like killing blows this is done on a slow three count of “Mutilating 1, Mutilating 2, Mutilating 3”.

Upon completion the target’s spirit is immediately forced from the body and must go through the full resurrect process. Just like with a killing blow this can be interrupted at any time by striking the person or weapon doing the mutilation. This can be a flat and does not require that damage be done to interrupt the process.

Healing

Healing wounds or other conditions can come from the Empathy attribute, various healing skills, consumable items, or magic. Once started or administered all healing immediately pauses the relevant count. Healing limb wounds requires one level of healing per wounded limb. The torso requires two levels of healing to treat. Any healing that is not sufficient to treat the wounds of the target is instead stabilized and considered to be Walking Wounded.

Example: Fred the Fighter has a torso wound (requires heal 2) and two limb wounds (requires Heal 1 per limb). In order for Fred to be effectively healed someone must be able to administer a single Heal 4 effect. Any lesser healing effect will still stabilize Fred and he will fully recover in one hour. In the meantime, Fred is considered Walking Wounded. A more skilled healer can always treat Fred later if they have sufficient power or skill.

Types of healing are:

  • Skill-Based: All skill based healing effects take 1 minute of constant role played focus as the healer physically stitches the patient back together. This can be interrupted by striking the person or otherwise forcing them to stop. This can be a “flat” attack and does not require that damage be done to interrupt the process. If they stop administering Healing for any reason the targets Bleeding Out count resumes and the healing process must start again. Skills can always be used at will.
  • Consumables: Alchemical draughts and other substances may be able to provide healing. These take no time to apply but should always be role played as pouring a mixture into the targets mouth or applying a salve as appropriate. Once applied the consumable will take 1 minute to take effect.
  • Magic: There are many sources of magical healing which must be discovered in play. All forms of magical healing are considered touch based spells (see below for rules regarding personal contact). They take no time to use except what is required by the individual spell. Once cast the spell takes 1 minute to take effect.
  • Empathy: Is the only source of instant healing in the game. Healing from the Empathy attribute is always considered to be in effect immediately.

Walking Wounded characters are in the process of a slow recovery but are able to perform basic functions. They may move at a slow walk and may talk in a low conversational tone. They may not use any in game ability or take any action that requires focus.

Duration of Effects

Altera uses a set of duration which are listed in the effect specific list. There are occasions where a modifier is applied to a tagline and this is to indicate that it is *different* from the standard duration of the effect.
Common duration modifiers are:

  • Instant: The effect happens and resolves instantly.
  • Combat: The effect lasts until the target exits active combat/rests to recover abilities.
  • Day: The effect lasts until the next sunrise.
  • Phase: The effect lasts the duration of the event.
  • Permanent: The effect cannot be removed or cancelled.

Death, Dying, and Resurrection

Death can come to characters in many ways. Altera is not a safe or friendly world and this should be an expected part of a character’s growth. Death, as they say however, is not the end.

When a character dies whether from Bleeding Out, poison, or catastrophic damage their soul remains attached to their body and begins a Death Count for an additional 5 minutes. During this time, they can be resuscitated if someone has the appropriate skill, consumable, or spell. Regardless of source it takes 5 minutes of concentrated and role played effort to drag a soul back into its body.

If this process is interrupted for any reason the effort fails. Consumables or Spell energy are considered lost and the Death Count resumes where it left off. So long as the soul remains attached to the body and skill or resources are available this may be attempted again. Successful resuscitation does not significantly impact the target’s soul however physically they are considered to be Walking Wounded for 15 minutes. This recovery time cannot be effected and must run its course.

When a player fully dies after the Death Count ends their spirit departs their body. The player must leave all in-play items and tagged phys-reps on the ground. They must then go out-of-play and walk directly to Monster Town for further instructions.

Additional instructions will be given by a member of Plot at that time. Once the death has been recorded out of play and you have been cleared by a member of Plot the player will be given a either blue spirit ribbons or glow bracelets depending on the time of day. They and the plot member will return into play and the plot staff will marshal the resurrection process as needed. Once the in-play portion of the resurrection is complete the target character will be be Walking Wounded for 30 minutes. This recovery time cannot be effected and must run it’s course.

There is always a chance that any given character may not successfully resurrect. This is called Permanent Death. The risk of Permanent Death is a possibility to all characters and we are not going to be coy about that. Every member of the Plot staff has lost a much loved character before and we will do everything we can to make any Permanent Death have meaning There are secrets of death that must be discovered in-play and while all things may be possible Permanent Death is not something that a player should ever expect to find an escape route from.

Policies

Environment

Safety will always be top priority at all of our games. Prior to each event, we will conduct a safety sweep of all in-play areas to ensure the safety of our players. If you see a hazardous situation, please either take responsibility and correct it (an obstacle that could easily be tripped over) or bring it to the attention of a Staff member. A waiver must be signed by each player prior to their first event and updated yearly.

Combat

A Safety Briefing will be required for all persons prior to playing their first game. During the briefing, each player will learn the importance of safe boffer combat and what to do if an unsafe situation should arise. These briefings will take place at each event just after Check-In.

“No Touch” At no time during any combat should a player’s actions physically move another player or cause them to feel threatened enough to move. This includes charging, shield pushing, tripping or shoving.

Please note that all costuming and weapons must be approved by the Safety Committee before Game On begins. If you have concerns about the safety of your costuming or weapons, please review the Weapon and Costume Guidelines or ask a Safety Marshal.

Conduct

We hold all of our players to the highest standard when it comes to matters of conduct and behavior. By attending Altera Awakens events, you agree that you will conduct and handle yourself in a mature manner at all times.

Harassment

Altera Awakens has a zero tolerance policy when it comes to harassment of any kind for any reason. While at times conflicts might occur between players’ characters, remember that events are not the place for personal disagreements. No offensive remarks regarding real world race, religion, politics or sexual orientation, etc will be tolerated. Please report any violations to a Staff member.

Conflict Resolution

To ensure a fun and enjoyable atmosphere for all of our wonderful players, conflicts or disagreements that arise from unclear rules, mechanics or intent will be resolved by a member of the Staff.

Smoking

Because many of our events will be hosted by state parks, smoking will be restricted except in designated areas. These areas will be marked prior to the event and will remain in-play. Any and all refuse should be disposed of properly at the venue.

Forbidden Items

Forbidden Items include but are not limited to:

  • Firearms/other real weapons of any kind
  • Alcohol (except on clearly designated events)
  • Illegal Drugs
  • Anything else that inhibits or impairs one’s judgement or jeopardizes the safety of others

If you require the use of prescription medication that inhibits you in any way, let a Staff member know prior to attending an event. Otherwise, these items are not welcome at any Altera Awakens events and will result in banishment from future events in addition to any further action that may result from the administration at the event venue.

Children & Minors

Altera Awakens welcomes all players who are ages 18 and up. At Staff’s discretion, exceptions may be made for those over the age of 16 on a case-by-case basis with permission and attendance of their parent or guardian. Children under the age of 18 are required to be on site and sign all releases and waivers as well as adhere to all guidelines and rules set forth by Staff.

Player Interactions (Non-Combat)

Physical Contact

At no time should players ever physically touch each other without explicit permission from both parties. Any spells that have “touch” as a requirement should be done by touching a packet or hovering ones hand a few inches above the person and casting the spell rather than actually placing a hand on the person.It should always be assumed that you do not have permission to touch someone and that any previous permission was specific to that instance. We strive to make all players comfortable and respect that every person has different levels of tolerance for physical contact. We expect all of our players to be respectful of this as well.

Calling “Flat”

The base assumption is that weapons are always being swung with the intent to do damage. It takes a measure of intent and self-control to swing a weapon and not actually hurt the target. To do so the attacking character must call “flat” on every attack to show that they are intentionally pulling their swings. If someone is struck by a flat attack it causes no damage and does not trigger any defensive protectives.

Holds

If you hear “Hold!” called that means that all action needs to stop immediately. Holds can be called for a variety of purposes such as allowing a Marshall to describe an event, to address a safety issue, or because of a medical emergency. Regardless of cause, when a Hold is called all players should stop all actions including conversation immediately. Players should kneel if possible and at the very least look down at the ground or keep eyes closed. During a hold is not a time to look around out-of-play or talk to other players.

The only exception to this is that archers may attempt to collect arrows during a hold. They may not call a hold for that specific purpose and cannot request the hold go longer than it normally would in order to collect arrows. They are expected to not use any knowledge gained for any in play benefit as a matter of sportsmanship.

Searching a Person

A dead, sleeping, or unconscious person can be searched for goods, coin, or other resources that they may have on them. This is considered a touch action (see rules on physical contact) and requires at least 10 seconds or roleplayed searching. You cannot search a person by sword point. Additionally, the target of the search must either be willing to be searched or unable to resist (asleep, unconscious, dead).

Under specific circumstances a target may have concealed items that cannot be found through a normal search. In such cases a more thorough search of the person would be required to find such hidden items. A “detailed search” requires an additional full minute of searching. If the search is interrupted or stopped for any reason it must be restarted from the beginning.

Searching a Cabin and Other Private Goods

There may be cause for a player to want to search the private goods or private cabin of another player. This includes searching bags or pouches that have been left in public space by another player as well as their own cabins. These actions require the presence of a plot marshal at all times. If a plot marshal is not available, then any such searches have to wait until one can help. A plot marshal is required to make sure only in play items are interacted with and no out of play property is removed or changed.

Violation of Policy and Sportsmanship Warnings

Violation of these rules can result in sportsmanship warnings which are kept on file by the plot committee. Repeated sportsmanship warnings can result anywhere from a short term ban from a select number of games up to permanent expulsion from the game. More severe discipline actions can be assessed by staff based on the circumstances around any given violation and at the discretion of the plot committee.

Kingdom of Altera

The kingdom that took the ancient name for the whole word as their own.

“History is written by the winner.”

“To the victor go the spoils.”

These two statements describe the heart of Altera, the greatest nation in the world. What makes it the greatest? They say they are and no one can challenge them on the point. After the Great Exile, Hector the First carved out the center of the known world taking the best of all the land for his own personal kingdom. It was his grand vision of the world, or perhaps pure ego that led him to appropriate the name “Altera” for his own kingdom, in addition to the name of the world itself. Successive generations pushed the borders of Altera farther out systematically destroying roads that could have independently connected the other nations together.  By the reign of Hector V, all roads quite literally led to Altera and no merchant could conduct their business without paying heavy taxes.

To be sure, the lands of Altera are some of the most classically picturesque in all the world and produce a wide variety of goods. Altera also has a substantially sized military with mandatory service before anyone can be recognized as an adult. The land of Altera is largely domesticated with safe roads at night and regularly spaced towns along the major trade lanes. Outright conflict with other nations is almost unheard of, but that is primarily because the other nations are prohibited from raising large armies by generations of treaty negotiations. Being the only organized army in the world, events always seem to go in Altera’s favor. With riots and conflict kept quiet, the standing army branched into other roles in addition to enforcing the iron will of the King. They have laborers who build and repair roads, they protect the borders, collect taxes, enforce local law, as well as providing the noble elite with entertainment through Grand Tournaments.

The people of Altera are the finest in the world and the land is most abundant. Alterans are more than willing to prove this point by putting those who disagree in their place. Physically, more often than not.

  • Approximate Population: 7,000,000 inhabitants
  • Capital City: Colstean
  • Type of Government: Hereditary Monarch
  • Title of National Leader: King Hector Eventide XXV

Climate

Altera has the most stable and temperate climate of all the five kingdoms. While it rains, it is almost never a downpour, the sun is often obscured by the stray cloud, the wind is mild, and the soil is rich. Most trees in Altera are deciduous and show the turning of the season which would otherwise be theoretical at best. Altera is a kingdom of gently rolling hills and quiet valleys.

Titles of Citizens

  • King : The hereditary ruler of the kingdom
  • Lords & Ladies: The landed nobility who functionally own the land and all those who live or work within it.
  • Knights & Dames: The commanders and war heroes of the nation
  • Goodman & Goodwoman: The most common class of free people. Front line soldiers, traders, crafters, and merchants.
  • Serfs: People who have willingly sold themselves into servitude in order to pay off a debt. Children of Serfs are placed into fosterage with a Tradesman of some kind so that they are raised as a Goodman or Goodwoman. No child is born as a Serf.

Family Structure

The individual families of Altera take their lead from the royal family. As the king is the head of the country, so the husband is the head of his family. There are certainly those who disagree and would seek to insight some sort of social revolution but in the end, the Crown of Altera is absolute and the Crown has always been worn by a man. This simple fact is as old as recorded history and tends to end any reform debate before it gets started.

Major Cities/Regions

  • Dutchy of Rince
  • Dutchy of Sart
  • Dutchy of Wintonia
  • Dutchy of Bernicia
  • Dutchy of Colstean

Religious Views

Some may embrace the ancient heathen ways while others deny their existence all together. Alterans however, know the truth. Once there were monsters of great and terrible power. These monsters feared humanity. They feared humanity’s ingenuity and power and so sought to enslave humanity to their own ends. Humanity rose up against their oppressors and cast out these ancient would-be deities in the Great Exile. Free of outside intervention, humanity has flourished and under the leadership of Altera they will continue to do so. There are gods. The Alterans evicted them with extreme prejudice.

Economy

Altera claimed the center of the known world and, in many ways, the best of each country. They have many of the economic resources available to them without having to tolerate the harsher climates found in the distant reaches of the world. Farmers, merchants, and craftsmen of every stripe keep the nation flush with all the basic resources that are needed. The Crown of Altera itself finances a wide range of national programs with steep tariffs on all traveling merchants that cross their borders. As none of the other four nations can reach another directly, the Crown effectively taxes every merchant in the world.

Diet

The merchants of the world all have to pass through Altera so they have a collection of the finest ingredients however, their palate tends to be less adventurous than their neighbors, so what is potentially exotic often becomes some form of porridge or stew with vegetables and fresh bread.

Traditional Dress

Alterans enjoy a wide range of wardrobes from simple day work pants, shirts, and dresses to elegant gowns fit for dinner with the King. Most Alterans do not enjoy high courtly fashion on a daily basis and instead settle for simple tunics and tabards however, every Alteran has at least one set of finery ready to be put into use should the need arise.

Common Types of Magic

Magic, discussion of magic, and magic theory are all strictly forbidden by the Alteran Crown. When they do come up in village folklore, the terms Warlock, Witch, and Wizard are used interchangeably and they are always the villain of the story.

Highly Present Cults or Societies

Noble Paladins and cunning Bards are the traditional heroes of all Alteran legends.

Outlawed Magic, Cults, or Societies

The villainy of Witches and Warlocks figure heavily in Alteran mythology so anyone who claims such a lineage or is even suspected of such congress is at best shunned and may be publicly executed.

Real World Cognates

Classical Feudal England and Wales including William the Conqueror and King Arthur

Inspiration Images

 

Kingdom of Calakmel

Deep in the Eastern Forest of Altera where the trees begin to give way to dense jungle lie the last bastion of darkness in the world, or so the Alterans would have people believe.  The reality is that within the reaches of this massive jungle is one of the five Great Nations.  From the jungle floor rise great Ziggurats that reach to the sky and lift their people, defying the will of those who would tear them down.  In each city, six great terraced platforms rise from the jungle floor.  The classes of the Calakites mirror the construction of the mighty step pyramids. The first tiers are several miles across and house the Ek-Chuah along with all sustenance providers, from farms to small pens of livestock.  Beyond that, additional tiers are built with increasingly more elite residency, with the national leader the Lugal and immediate family living on the fifth tier.  The final tier is dedicated as a temple to the First Ancestor and guardian of that city.  At every door and on every level, temples and shrines are welcome to be built for any of the First Ancestors, but here at the zenith of the pyramid rests the physical home of one of the Elemental Lords and is solely dedicated to that Elemental alone.  They have been empty since construction but serve as an enduring promise that the Great Exile will end and those who are the rightful lords of creation and destruction will return.

Once in the Highest Shrines, the Lugal, Ahau, and Aliwu would perform their rites.  At times those would be done outside the sanctuary walls and all who recognize their own chains were welcome to attend.  In these rites the people are reminded that they were not any more free of their masters than a pot can be free of a potter.  Guilt offerings for transgressions, both great and small are offered – sometimes going into a great fire and sometimes poured onto a sacrificial altar.  A great Crusade brought the Alteran Armies down upon the heads of people of the Ziggurats and has been an ever-present hand since then.  The culture is controlled and many parts of ancient traditions have been forced into the shadows of society.  The unspoken truth however is that there are rites still performed in secret.  In the deep heart of the Ziggurats the old ways continue underneath the nose of the Alteran oppressors.  The final screams of a criminal can be heard in the dark of night.  The details of these sacrificial rites are closely guarded secrets known to only a few.  More often than not, they are dismissed as some kind of a fevered dream and those who know make sure that there is no evidence for Alteran Paladins to follow.

Here, deep in a dark corner of the world, Calakites have found peace and light.  They accept the chains that the Alteran Crown would have them wear as readily as those that the First Ancestors would demand.  Even in oppression the Calakmelites find order, structure, and tradition.  They need no army to enforce good behavior and need no complex contract to know what to expect.  Here in the Ziggurats, no one goes hungry or cold in the night.  Each person has what they need, not only to live, but to live in some degree of comfort.  They count their blessings for in this way they are far richer than any of the other nations.  Most importantly, they have fear of the First Ancestors and, that fear is why they will survive.

Capital City: Caracol

Type of Government: Theocratic Monarchy

Approximate Population: 4,000,000 inhabitants

Title of National Leader: Lugal Halach Enuratu

Climate

The large majority of Calakmel is dominated by massive forests which darken into even more dense jungle. Rain here is common and when it is not raining, the humidity can be oppressive. Great broad leafed plants, ferns and vines cover the landscape. Above the canopy is a blistering sun and beneath the canopy are the dark, perpetual shadows of the jungle floor.

  • Lugal: The Divinely Appointed High King
  • Ahau: Lord of a region or city
  • Awilu: Priests, Governors, and Nobles
  • Ek-Chuaj: Master tradesmen and artisans
  • Ek-Chuah: Common/unskilled laborers

Family Structure

Calakmel maintains a strong patriarchal family where the concepts of traditional roles and place in society are clear to every person. Marriage focuses on social stability and procreation. Matters of “love” are much less important than issues of peaceful compatibility and procreation. Ultimately, it is the responsibility of each person to have enough children to replace themselves in the service of the First Ancestors, should they die. All proposed marriages must bring a sacrifice to a priest who uses blood augury to seek omens from the First Ancestors. If the omens are against the marriage then the relationship is immediately dissolved and never brought up again. If the omens are positive then the couple may begin living together for up to a year during which the priests evaluate their ability to exist as a unit within the culture. If the relationship continues to prove stable at the end of the year then a second sacrifice is offered and a priest again looks for omens. If the omens are again favorable the marriage is formally recognized. If the omens are poor then, as before, the relationship is dissolved.

Major Regions

  • Isin
  • Tikal
  • Akaad
  • Caracol
  • Ixkun

Daily Life

Calakmel is perhaps the most metropolitan civilization.  Or so they would claim at least.  They argue this point because no one lives outside the walls of the Ziggurats which means everyone lives in a city of some fashion. The first tier of the Ziggurats are dedicated to the agrarian needs of the village and the second is where the tradesmen, merchants, or soldiers live. Between these two terraces live the majority of Calakmel society. This is consistent across each Ziggurat within the nation. The Ziggurats maintain a low steady hum of industry and labor. Time and resources are all managed by the Priests and by the will of The First Ancestors. The well planned time tables control levels of craft production in the city; times and amounts of harvested food; times that merchants can arrive and depart; each aspect of life is meticulously detailed and thought out. Everyone knows what is expected of them and when it is expected – so the people of Calakmel have adopted a slow but steady pace for their lives.

Religious Views

The Calakmites revere ancient gods which they call the First Ancestors. Alterans call them Demons but for the people of the Ziggurats, they are the first creators, bringers of laws and order out of chaos. To appease these great and incomprehensible beings, Calakmite priests use all manner of sacrifices including, at times, human sacrifice.  The highest tier of each Ziggurat is reserved as the physical home of one of the First Ancestors. One day they will return and the sacrifices of the Calakmites will be rewarded.

Economy

Calakmel is a lush tropical region dominated with great forests that often become dense jungle.  Their ornate wood and ivory carvings are valued in all nations. While they are shunned for their open practice of worship to Demons, the Calakmites remain tolerated because they produce most of the world’s medicinal herbs as well as have the worlds most robust timber industry.  With hundreds of different types of wood for every purpose it is likely that beautifully crafted wardrobe in an Alteran’s bed chamber is made from timber cut in Calakmel.  Not only that, but they hold the secrets to crafting the land’s most potent compounds and would have seen the world he world fall to blight several times over were it not for Calakmel.

Diet

Fish, small game, nuts, berries

Traditional Dress

Calakmites typically wear simple tunics of lightweight fabrics that are browns, greens, blues, and white most often. Those of higher status might have tassels or other embellishments however the basic wardrobe is the same across all people. Only those of suitably high status would further embellish with more exotic colors.

Common Types of Magic

Warlocks and Druids

Outlawed Magic, Cults, or Societies

None are expressly outlawed however, those who espouse views not embraced by the Priests are often silenced in one way or another.

Real World Cognates

Mayans, Babylonians, Assyrians, and Sumerians

What Makes Calakmel Great?

Calakmel is a nation of great stability.  Everyone knows what their place in society is and there are no doubts.  The pace of life is a comfortable steady hum instead of a rushed or panicked sprint.  The People are deeply tied to the history of their own people going so far as literally scaring themselves at times as a living memorial to the past.  The People have a quiet unshakeable connection to the past which, despite their best efforts, the Alteran Crown has never been able to truly crush.  If you want to be quietly subversive, if you want to learn ancient oral traditions, if you want to play as part of a large community above all else, if you want to fight from the shadows then Calakmel is the culture for you.

What Makes Calakmel Less Than Desirable?

Calakmel is a defeated nation.  They live under the boot of Alteran law every day and few Alteran’s will let them forget that.  The nation has found some stability in this occupation and most people are unwilling to cause a fourth Strife that would be needed to gain real independence.  One day the Great Return will happen but until then the destiny of the People is not their own.  If you don’t want to at least pay lip service to a foreign power, if you want to be an independent lone wolf, if you want to play a righteous paladin, then Calakmel may not be the right nation for you.

Inspiration Images

Kingdom of Larana

The Great Plains might seem to be an obvious choice for the mighty nation of Altera to reign however, there really can be too much of a good thing. The endless plains to the east are simply too vast for any real centralized government to hold. The herdsfolk of Larana however, have no such problem. Large caravans, that more closely resemble traveling tent cities, follow the grazing herds. The herds recognize no boundaries or territories, why then should the Larana? The seemingly simple life of nomadic wagons belies the depth of culture and development of the Larana who maintain a complex web of social favors and agreements that bind their society together. Elections and open discussion are commonplace for nearly all decisions from who will lead the caravan for the next year to how many heads of cattle will be brought to Losharin for market.

For the Larana their word is their bond, nothing is more sacred than a promise. With those ideals comes finely honed legalistic minds that are known to exploit loopholes in agreements for often unpredictable results. For the Larana, this is simply good business – to get as much as you can while giving up very little themselves. For those outside the Wagon Circles, it is best to be wary of them, if not outright suspicious. The Larana are taught the Law of the Land from birth and this is how they live in harmony with one another. Those who take the time to understand the Law have no problems dealing fairly with the Larana.

The Law of the Land

Do not take from the Herd more than the herd has given

For everything there is a use, Waste no gift of the Land

Honor the Mother and Father, if agreements cannot be made their word shall be Law

Choose your Mother and Father with care, for they lead the Caravan for the year

Hold to your word as you do breath. Without that you have no honor and without honor you have no life.

Take nothing that does not belong to you. A thief is to be Branded and left behind.

That which a person leaves of their own will is obviously not cared about and belongs to the finder.

Answer what questions are put to you. Lies and denials are venom given sound.

Always ask questions to know as much as you can. If you don’t, there is none to blame for your ignorance but yourself.

Do not answer what is not asked. If someone fails to ask a question that fault is theirs.

The Branded have broken the Law. Forgiveness is for the Land itself not for people. None will be found in the Caravan.

  • Capital City: Moradon
  • Type of Government: Representative Democracy
  • Approximate Population: 4,000,000 inhabitants
  • Title of National Leader: Speaker Tristan Girault and Speaker Myriam Léger

Climate

The Great Grass Sea of Larana is nothing but waves of green in spring which fade to brittle browns in the winter. Pop up rain storms will come and go with little warning and leave equally little trace once gone. The land does have fierce winds that cross the Sea and can become great cyclones of grass, dirt and debris at their worst. It is said that the longer a Caravan tries to stay in one place, the stronger the winds will blow until the Caravan returns to the herd and the open road.

Titles of Citizens

  • Mother and Father: The heads of a person’s own caravan. Mother and Father are the elected leaders of the caravan who serve for one year. It does not imply that they are romantically involved in any way.
  • Brother & Sister: The common people within your own Caravan
  • Aunt & Uncle: The heads of another Caravan
  • Cousin: The common people of another Caravan
  • Branded: Cast-outs whom the Caravan has left behind. The Branded are so called because of the branding iron burns left on the face.

Family Structure

The people of Larana are community-centric to an extreme. They embrace the concept that a family is the people you choose, not to whom you are born. Every adult treats the children equally as their own and every child answers to the adult collective. Marriages are uncommon but not unheard of. When a Caravan grows too large or the herd cannot support them all then it is time for some to break off and form their own Caravan. It is in this way that a new family is born.

Major Cities/Regions

There are only three formal cities in Larana. Often, even these cities are dwarfed by the numerous caravans that surround them during their respective seasons.

  • Moradon is the capital and this is where all Larani gather to discuss national concerns and choose new Speakers.
  • Septavim is the Larani necropolis to where the dead are carried.
  • Losharin is the city of harvest where the herds are culled or sold to other nations.

Religious Views

Most Larani have never understood the need of other cultures to define what they believe. You can no more know the name or nature of a god any easier than touch the sun or control the wind. Why shackle the spirit of man to any one term for the divine light in every person? In general the Larani are happy to entertain these discussions but never put any real weight in such topics. They believe that life would be better for all of Altera if others did not care about this as much either.

Economy

Barter and trade is preferred by the Larani and they only uses currency when dealing with foreign merchants. The massive plains of Larana are home to grazing animals of all sorts and so they are rich in leather, meat, and horn. It is difficult to judge the economy of Larana as a whole as each caravan keeps their own records.

Diet

High in gamey meats as well as whatever can be gardened off the side of a caravan wagon.

Traditional Dress

Simple and practical dress defines the Larani style of fashion. There is no difference in how a Speaker, Mother, or Cousin would dress. There is little to no overt ego wrapped up in choice of fabrics which often leads to clothing that is a hodgepodge of whatever happened to be available at the time.

Men tend to wear simple but sturdy pants and shirts. The occasional vest or coat may be thrown on for special occasions.

Women tend to wear equally eclectic but simple dresses with a sash or belt cinched at the waist. For special occasions they may have more elaborate dresses with hidden color panels that only flare out while dancing around the campfires.

Common Types of Magic

Witchcraft and Wizards

Outlawed Magic, Cults, or Societies

Larani are more suspicious of practical connections than any religious ones. The Paladins of Altera are viewed as tools of an abusive and controlling establishment so they are always kept at arm’s length, if possible. Those who will only deal in coin instead of barter are equally untrusted – after all, why should anyone put value on a piece of junk metal just because someone else says it is valuable?

Real World Cognates

French Bohémiens, Caravans, and Romani

Inspiration Images

Kingdom of Mathuradu

In northern Altera, the sun glows hot and the plants grow sparse. This is the place where Alterans would lose interest, but for the Mathuradu, this is the start of their home. Buildings of mud, brick, and canvas dot the desert landscape with a city wherever an oasis can be found. In these bustling and vibrant communities, there is always the sound of a low chatter, with the city never really sleeping. Trade wagons come and leave at all hours which means that there is always an inn or warehouse that is also open at those hours to help any who seek it. In Mathuradu, anything is available and permissible if you know who to ask.

The land is ruled by the concept of Janti, which balances the status of the family into which you were born and a person’s individual deeds. All Janti are regarded the same honor – for what is the difference between a city’s priest, civil administrator, tribal elder, or merchant? Each is merely just a title to describe what they do to better the community and, in that respect, all are equal. Even the Unseen are regarded with a type of honor as they accept their Janti instead of struggling against their fate.

The southern parts of Mathuradu are arid but remain farmable. Technology and education are prized here more than in any other nation, for if they did not know the ways in which to collect and save water from the massive monsoons, there would be no way to survive. The wide and cloudless night skies allow for those whose Janti demands it to spend long nights watching the stars and the endless clockwork of the dark. This is perhaps why the Vetic twelve month calendar is so accurate that it has been widely adopted across Altera. These scholars have attained a sort of practical enlightenment and know that on a daily basis the sun and moon rise then fall only to rise again. So too, life is a cycle and they know well that what once was will always be again. This enlightenment is why the Mathuradu teach every child to wield a weapon. The Exile cannot last forever for such things are foretold by the stars that the Elementals must come again. The Mathuradu peoples accept this as the cycle of life and hold no malice to those that would willingly subjugate themselves to such beings however, the Mathuradu are free and they are prepared for each person to defend that freedom whenever the need may arise.

Capital City: Varsha

Type of Government: 

Peacetime: Mahamatyas (Tribal Council of Elders)
Wartime: Maharaja or Maharani (Dictator: Male/Female)

Approximate Population: 6,000,000 inhabitants

Climate

Mathuradu is a very arid region. Vast sandy deserts with the occasional town built around an oasis give way to semi-arid but farmable land. Rain is scarce except during the two monsoon seasons which provide almost all the water for the region. There are few trees that provide shade or shelter in this seemingly harsh land where most plants are shrubs or others small vegetation.

Titles of Citizens

People are judged and held accountable according to their Janti. Janti is determined equally by Varna which is the Janti of your parents and of your birth but also by their Dharma (individual actions or deeds).

  • Elarenin (El-are-nin): Priests, scholars, teachers
  • Rajavada: Rulers, warriors, and government administrators
  • Keshanyas (Kesh-an-ias): Laborers, service providers
  • The Unseen: Outcasts with no other recourse but to beg and rely on others for their welfare.

Family Structure

Mathuradu maintains a strong family structure while balancing tribal community and identity. Marriages are considered lifetime contracts between families that cannot be broken. They are accepting of any match or lifestyle as long as it is clearly stated in the original marriage contract. Such contracts may include which of the couple is the official Head of Household, if they are expected to be monogamous or not, if not can they have additional wives/husbands/harem or just affairs? If so, how many in total number and per year? So long as it is agreed upon in advance and included in the marriage contract, most anything is permissible.

Major Regions

  • Odisha
  • Varsha
  • Kalinga
  • Sarnath
  • Kotravai

Daily Life

The nomadic life still runs deep in the people of Mathuradu even though most have never actually been nomads. Whether on a trade wagon, in a small village, or the sprawling markets of Varsha, life is largely the same. You wake up, work to fulfill your Janti, and make sure to enjoy the small things in life. The Grand Bazaar in Varsha is awash in bright colors and people bartering to get the best possible deal. Even here, when the bartering and haggling is done, everyone can sit together relaxing near any number of kaffe stalls.

Religious Views

The people of Mathuradu are widely accepting of all religions and cultures so long as they do not bring harm to their own community. Temples to various gods and demons exist side by side along with the halls of academia that decry the existence of any god at all. There is great emphasis put on individual responsibility and a general assumption that the actions of any one person do not reflect on others who share a location or belief. In summary, the religious philosophy of the the nation would likely be “There is some truth in all things.”

Economy

The native pride of Mathuradu is that they provide the world with a few very rare desert spices and the kaffe been which only grows in this arid region. Brewers in Mathuradu evaluate individual kaffe harvests like others might view fine wines. The secrets of the various types of kaffe are closely guarded family secrets and have long been a source of competition within the merchant houses. Having little in the way of other natural resources beyond subsistence farming or industry outside of spice trade and kaffe however the Mathuradu have become exemplary traders. Their merchant caravans can be found throughout the known world and some even claim that they have secret ways of travel that make competition with these caravans impossible, this of course would be a criminal offense in the eyes of the Alteran government, so it is obviously not the case. Legal or not, the vast trade network has let them bring in the finest of every nation for their own use.

Diet

Vibrant curries, dried fruits, pan fried vegetables are all locally grown and cultural delicacies that preserve the original nomadic culture. Due to their trade networks, this is then supplemented with any type of food from whatever caravan may be passing through – so a meal could include braised ox one night or pickled herring another. These are always adapted into the local style of preparation however, with all meals there is always kaffe.

Traditional Dress

Most Mathuradun wear lightweight linen or thin cotton in bright and vibrant colors.
Women often wear these as Sarees but they can also be up to highly elaborate gara choli as well.
Men often wear these as a simple doti, colorful sarongs, and even the elegant jama coats.

Common Types of Magic

Sages and Druids

Outlawed Magic, Cults, or Societies

So long as each person maintains themselves with respect and in deference to social contracts, all views and all societies are welcome. Those who do not honor the basic social contracts of society have no place in Mathuradu and are less than the Unseen.

Real World Cognates

Maurya Empire and Magadha Empire’s of India; Roman Carthage; and the Empire of Mali

What Makes Mathuradu Great?

  • Mathuradu is a land that refuses to be beaten.  No matter how many times they have been struck down by the Crown or by the world itself Mathuradu adapts, changes, and continues on.
  • All people are equal so if you have the will, the research, and/or the money nothing is out of reach.  Each person is limited only by their own choices.
  • Mathuradu has the greatest merchants in the world who bring news from all corners back to the north.  As such even laborers in remote areas are better informed of world events than many of the affluent in other nations.

What Makes Mathuradu Less Than Desirable?

  • With a strong dedication comes a willingness to accept distasteful choices others may make.  People may sell themselves into servitude or into the blood sport of the Arena but in each case these are choices made of free will and that free will is inviolable.

Inspiration Images

Kingdom of Moragon

“Be as cold as you wish, you will not freeze my heart!”

The Moragon mountains are steep and have proven to be a harsh place to live. The people of Moragon make up the smallest population of the five nations. This is due to the harsh living conditions, lowering the life expectancy of children. Moragon is home to countless small camps across the mountain ranges that range from single family dwellings to 10 – 15 families in the same camp. In addition to these camps, there are 3 cities, two at the highest twin peaks of the mountains and one within the caves deep in the heart of the mountain. The only passes into the mountains are an elaborate system of tunnels that have existed for thousands of years.

Overseer Flaire is the current Overseer of the mountains. The Moragon are set apart for a number of reason other than their harsh climate. Their culture places a strict value on the female leaders of the families due to their ability to keep the family growing and all of the government decisions are left to female leaders, as the vast majority of the leadership are mothers.

The Moragoni people have a well deserved reputation as both outsiders and as neutral parties in the larger world. Despite attempts from all other nations to draw them into any number of wars with or against Altera, the Moragoni have always had the same response. They close the doors of the Great Mines and roll massive boulders into the passes, then they simply wait for the nations to resolve their respective conflicts. With such defensive strength and a lack of desire for expansion, the Moragoni have no need of a standing military. While they excel at making weapons, they have never seen the use in learning to effectively wield them. Life is difficult enough in the mountains without encouraging people to try killing one another.

Many an Altera merchant has made their fortune speculating the prices of metal around these tiffs. For the Morgani, the mountain is all that matters in their world thus few will ever leave home for longer than a short trade run. Only the Shale leave home for very long. The people of Moragon are tough workers to be sure, but they also have a joyous side as well. Being lucky enough to be invited into a family camp or into the Great Dome Vorshi is not something a traveler will ever forget. Drums, songs, and dances carry into the long nights filling homes, caves, and mines with laughter and mirth. The songs are a direct challenge to the harsh perpetual winter “Be as cold as you wish, you will not freeze my heart!”

  • Capital City: The Vorshi Dome
  • Type of Government: Matriarchal Monarchy
  • Approximate Population: 800,000 inhabitants
  • Title of National Leader: Overseer and Queen Flaire

Climate

Moragon begins where the rich and useful soil of Altera ends. From there on, it is gravel, then stone, then mountain. The peaks of the mountains and the Vorshi Dome itself are perpetually capped in snow. Life on the surface is limited to only the lowest reaches of the mountains and that is accepted as a last resort. The true kingdom of Moragon is found inside the mountains. In these complex network of tunnels it is never warm but it also is sheltered from the deadly frost on the surface.

Titles of Citizens

  • Overseer: The Ultimate Authority of the Domes. Responsible for all broad based trade negotiations.
  • Foreman: The Leaders of specific fields or areas within a Dome.
  • Artisan: A recognized master of at least one specialized skill. Artisans are expected to be able to personally support all apprentices and diggers who work under them.
  • Apprentice: Youths typically trying to learn a specialized skill. Competition between Apprentices can be fierce.
  • Digger: The most common worker class. General labor with no special skills.
  • Shale: People of Moragon who have left the mines to find work on the surface or in other nations.

Family Structure

Moragon is strictly matriarchal, female members are more highly revered for their longer life and ability to further the family line. Family lines are always traced through the mother’s bloodline as are the laws of succession. Men have their place in Moragoni society – without a doubt, life is hard in the mines.

Major Cities/Regions

The Great Domes are stoneworks that often top one of the high peaks. The Vorshi Dome is the by far the greatest monument to Moragon craftsmanship. This mammoth structure connects the peaks of Kapova Dome and Topol Dome.

Religious Views

There are things in the Deep Mines that cannot be explained by any theology. From the depths, secrets and voices of ages past call to those who can hear. This belief in the ancient and sacred is the faith of Moragon. Belief that memory does not die and those who have left, leave their wisdom behind. It might be more fair to say that this is a deeply held philosophy rather than a religion. The names of all the lost are chiseled in stone, forever linking the past to the future. One day, everyone has their name written in stone and that cannot be avoided. All one can do is hope that their name is remembered fondly.

Economy

The economy of Moragon is based in the production and refinement of raw materials. They produce much of the world’s steel, iron, coal, and precious gems. Once refined, these are then sold to other nations and provide the foundation of industry in Altera.

Diet

Dried meats and preserved foods. Pelmeni, meat pies, cold water fish, and Borch.

Traditional Dress

Warmth and layers are the keys to survival in Moragon. Linen dresses and shirts decorated with elaborate cross-stitch, covered with a heavy tunic or outer dress for those of common means. Furs of one kind or another are common and increase in quality with social standing. Those of highest wealth add to this layers of rich brocade in cloaks and capes.

Common Types of Magic

Relic Wardens and Sages

Real World Cognates

Appalachian coal miners meets the Slavic Rus Empire

Inspiration Images

Celestials

Celestials are perhaps the least known race showing up only briefly (brief being a comparative term) before the Great Exile. While this does limit the folklore surrounding them, the consistency of that folklore in all nations is quite remarkable. As such, they are paradoxically the easiest of all myths to study.

Celestials seem to appear near the end of demonic rule. Legends (Calakmel excluded) all seem to confirm that the Celestials came in direct response to the horrific enslavement of humanity and were a driving force of humanity’s liberation. Their role as shackle-breakers ensure that they are well thought of in the valid histories of the world. Most myths concede that once the Great Exile was finished and the demons were driven into other worlds, the Celestials left on their own accord to follow in pursuit of their cosmic adversary.

In the interest of academic thought, the dissenting view of Calakmel should be noted. In the distorted mythos of Calakmel, the Celestials are seen as vengeful beings attacking demons with no care as to who or what else would be in the way. They are seen as elements of chaos who were actively trying to destabilize and destroy a thriving society. The totality of evidence against this view of history in any academic mind is more than enough to remove it from serious consideration.

Celestials are often described as beings of light and who fly on brilliant wings of vibrant colors of pure energy or pure white feathers. Their skin, much like their clothes, tend mirror the precious metals that are so prized by humans. They are often described as beings of bronze, silver, gold, or pure alabaster white. Celestials are said to be the origins of the Mathurada belief in personal responsibility, as well as the Larana freedom of spirit. As cultures have developed, so have the names of these bright guardians. Much like Dragons, it is difficult to tell if these are proper names or names of categories of Celestials, but I have attempted to compile a list for future research.

  • Altera: Celestials
  • Calakmel: Amesha
  • Larana: L’ange
  • Mathuradu: Deva
  • Moragon: Gamayun
  • Nephilim

Celestial Racial Powers

Tier 1 (Available at 50 XP)
Tier 2 (Available at 100 XP)
Tier 3 (Available at 150 XP)
Tier 4 (Available at 200 XP)
Tier 5 (Available at 250 XP)
Tier 6 (Available at 300 XP)

 

Celestial Character Modifications

Behavior

  • Never use binding effects
  • Never back from a fight unless outnumbered 3 to 1
  • Never use poison effects
  • Always killing blow an enemy combatant if you were physically struck three or more times by that enemy
  • Spend at least 5 minutes each day recounting the glory of personal deeds
  • Never take from a fallen adversary

Makeup

  • Cheek and eye highlights of gold, bronze, or silver
  • Ornate patterns of gold, silver, or bronze on the face

Inspiration Images

Demons

I remind any reader of this, that I am Alteran and fully aware of my own personal bias. Having put off this last class of mythological creature until the end, I suppose I must now address it directly. Of all the different mythologies and creatures, demons are perhaps the best documented, for we in Altera were witness to their brutality first hand. They were our masters and humans were their slaves. The nature of this relationship could not have been more totalitarian or nightmarish. The Calakmites might revere them as “The First Ancestors” but the remainder of the civilized world rejects this wholly.

In appearance, demons can range from small and seemingly helpless creatures seeking to befriend other races so that they may slowly exert control over them, up to monstrous amalgams of every nightmare possible.

Records seem to indicate that demons were highly structured with complicated chains of command and equally complex titles. Demons divide themselves into four Principalities which are associated with the four classical elements and compass directed. They were said to be wreathed in steam, smoke or dust and their skin cracked with raw power of the elemental they are associated with. I have included some of the recorded types of Demons that are found in Alteran records.

  • Altera: Demons
  • Calakmel: Akanah
  • Larana: Agares
  • Mathuradu: Djinn
  • Moragon: Bukavac
  • Lady Noon
  • Asag
  • The First Ancestors

Demon Racial Powers

Tier 1 (Available at 50 XP)
Tier 2 (Available at 100 XP)
Tier 3 (Available at 150 XP)
Tier 4 (Available at 200 XP)
Tier 5 (Available at 250 XP)
Tier 6 (Available at 300 XP)

 

Demon Character Modification

Behavior

  • Announce full name and all titles held at the start of every combat
  • Always follow direct orders from a recognized superior
  • Collect a trophy from every kill (can be untagged such as bits of cloth or bone)
  • Spend at least 5 minutes every day describing the pain that a victim suffered at your hands
  • Never accept enhancement/protectives from someone else
  • Never lend aid unless it has been specifically asked for

Makeup

  • Cracks of appropriate elemental color around the eyes (Red, Yellow, Blue, Green)
  • Cracks of appropriate color on cheeks and forehead
  • Cracks of appropriate color on all exposed skin

Inspiration Images

Dragon

The study of Giant Serpent lore which I have placed into the single category of “Dragon” is more complex than with other mythos, as there is very little lore about what these creatures were as a collective race. Any time a dragon appears in mythology, whether to help or hinder the hero of the tale, they always seem to be acting alone. In addition to that solitary nature, they are rarely, if ever, described in any type, categorical, or racial term but by a given proper name. It could be historical confusion and what we interpret as proper names are in fact the names of various dragon breeds, but the texts as we have them today do not support this theory. There are certain consistencies between all dragons which do allow them to be grouped together, even if the label used is of questionable validity.

In their natural state, Dragons can be no larger than a man in the case of Naga or large enough to coil around a mountain several times, in the case of Zirnitra. Dragons can be either bipedal or quadrupedal, although this variation could simply be attributed to their given ability for limited shape shifting. Dragons are always characterized as having wings of some sort but they can be colorfully feathered and bird like, bat like, or even a simple leathery hood around the head. They are also universally credited with the ability to use some sort of spital weapon, most often being either fire or poison based. When told in a heroic light, dragons appear as guides and teachers of the hero offering valuable, often mystical, insight. When stories are told with them as villains, they are creatures of unrivaled destruction often requiring the hero to sacrifice herself in the attempt to slay the beast. Regional lists of named dragons are below for additional research.

  • Altera: Ddraig, Wyvern, Dragon
  • Calakmel: Kur, Kukulkan
  • Larana: Tarasque, Drac
  • Mathuradu: Naga
  • Moragon: Zirnitra, Zmiy, Zmaj, Chuvash

Dragon Racial Powers

Tier 1 (Available at 50 XP)
Tier 2 (Available at 100 XP)
Tier 3 (Available at 150 XP)
Tier 4 (Available at 200 XP)
Tier 5 (Available at 250 XP)
Tier 6 (Available at 300 XP)

 

Dragon Character Modifications

Behavior

  • Spend at least 5 minutes per day hiding or concealing all gems and coin you have
  • Never let an insult go unchallenged
  • Never insult or attack a Spirit or Astral creature
  • Never use Break/Shatter effects

Makeup

  • Prosthetic horns (can be just one or more)
  • Distinctive scale pattern on ¼ of exposed skin
  • ½ of all exposed skin
  • All exposed skin
  • Have prosthetic nails as non-combat claws

Inspiration Images

 

Elf

The concept of “elf” across Altera, as one of the great mythological races, is one of the better documented myth groupings. It is frustratingly however, also one of the more contradictory. As with all mythological groups, elves seem to have limited affinity for shapeshifting which may account for some of the conflicts however, we must use care that this does not become a catch-all excuse when something does not fit an established theory. There does seem to be a ruling class of elf who maintained loyalty of the subservient species, but it is unclear if this was through some sort of magical binding, social structure convention, or other means of control. What is clear though, is that for a race not known for their physical bearing, the hierarchy did seem to be based on stature. Or given their shape shifting nature, perhaps their stature was a result of their social standing?

Every time that the creatures called elf come up in a mythology, they seem to break down into two distinct roles. The ruling class of elf are the epitome of grace and courtly etiquette holding titles such as Lord, Lady, King, or Queen. These are the first and only race to use the concept of such ranked social strata. As such, we scholars must ask ourselves, did we as humanity learn this concept from the elves or is their mythological social structure simply a reflection of our own cultures? Beneath the nobility of the “High Elves” is a significantly more varied sub-grouping. These “lesser elves” tended to be smaller in stature, with some legends claiming they were no larger in size than an acorn. It was said that not only could they change their size to temporarily interact with the human world but could affect a similar change on humans, allowing them access to a hidden miniaturized world that was otherwise undetected.

Adding to the complication of elf classification is a wholly separate grouping that represented both “High Elf” and “Lesser Elf” within each region. Here we see three distinct types of elf cultures however, they still maintained the same general social structure. “Woodland” or “Forest” Elves seem to have homes anywhere a copse of trees could be found and in the denser forests of what is now Calakmel. “Cave” elves or “Dark” elves were found in mines, caves, and the dark places of the world. Finally, there seems to be a third grouping of elf we currently call “City” elf or “Home” elves. Each one seems to have had unique social qualities based on their chosen dwelling, but still maintained the general social structure based on height of all things.

Physically speaking, all creatures that I categorize as “elf” have pointed ears to some degree. This can vary wildly from the mythical Sidhe of Altera who were said to have elegant and slightly pointed ears to the comically long ears of Larana’s Kobolds. Examples of the different elf species are listed below for further study.

  • Altera: Sidhe
  • Calakmel: Aluxes (Aluxob is the plural), Dimmea
  • Larana: Kobolds
  • Mathuradu: Ribhus
  • Moragon: Domorvoy

Elf Racial Powers

Tier 1 (Available at 50 XP)
Tier 2 (Available at 100 XP)
Tier 3 (Available at 150 XP)
Tier 4 (Available at 200 XP)
Tier 5 (Available at 250 XP)
Tier 6 (Available at 300 XP)

 

Elf Character Modifications

Behavior

  • Never accept a gift without returning a gift of equal value within 24 hours
  • Never offer an apology
  • Provide at least 5 minutes of artistic critique (positive or negative) regarding clothing, craft, or building directly to the owner once a day.
  • Never use mental magical effects
  • Never strike animals of the wild unless attacked first

Makeup

  • Must wear “ear tip” prosthetic of any type
  • Cheek highlights of soft browns, greens, yellows, or charcoal
  • Eye highlights of soft browns, greens, yellows, or charcoal

Inspiration Images

Fey

Of all mythological races, what Alterans dub “fey” is perhaps the hardest to describe. While all mythological creatures seem to have a gift for shape changing, the Fey are the only race for whom it is a primary trait. What is known about the Fey in all forms is that they are tricksters. This can range from imitation of courtly behavior with intricate wordplay, to gross slapstick or ambush humor. Such tricks, riddles, and jokes can be entirely harmless or lethal in nature, and in many stories it is not possible to know which it is until it is far too late. Fey creatures seem to have less defining physical characteristics than others and instead are most often exaggerated examples of the mundane world. Monstrous fey are describes as being so hideous that they are nauseous to simply look at. Animalistic fey always have exaggerated qualities of the animal they mimic. In fact, the fey are the only race known to mimic the unique specific traits of another. Fey with scales and horns are recorded as creating a great offense and leading to a full scale war. This can be noted as hyperbole since there is no evidence of such a struggle ever occurring on Altera.

As stated, those creatures categorized as “fey” take all shapes and sizes, but there are a few consistent traits. Firstly, all cultures fey appear to have an otherworldly glow about them that is often described as either “twinkling” or “shimmering.” On the excessive side, are those who are described as “dripping silver moonlight in their wake” or on the more subtle side as those “for whom her hair had the glint seeming of a night’s sky full of stars even though the sun clearly shown.” Another consistent trait the fey possess in all stories is that they seem to be bound by whatever rules they create. Such rules are specific to the story in which they are found and do not apply to any other fey, but for that specific creature who set down a rule, it is absolute. In this way, they are often labeled as liars or tricksters but are in fact, academically at least, the most honest of mythological creatures. I have created a list of possible examples of fey but more than any other list it is highly likely that this contains factual errors.

  • Altera: Fey, Fay, Pharie, Ferie, Fairie
  • Calakmel: Coyotl, Eaenki
  • Larana: Reynard the Fox
  • Mathuradu: Yakshas
  • Moragon: Veles, Kutkh

Fey Racial Abilities

Tier 1 (Available at 50 XP)
Tier 2 (Available at 100 XP)
Tier 3 (Available at 150 XP)
Tier 4 (Available at 200 XP)
Tier 5 (Available at 250 XP)
Tier 6 (Available at 300 XP)

 

Fey Character Modifications

Behavior

  • Never intentionally tell an untruth (this is different from not lying).
  • Never deliver a Killing Blow.
  • Tell an exaggerated story at least once a day.
  • Always require payment of some form for services.
  • Never explain your own actions.
  • Do not accept an apology the first two times it is given.

Makeup

  • Have noticeable amounts of glitter in your hair.
  • Have glitter on exposed skin.
  • Have animalistic appearance such as whiskers, blackened nose, tiger stripes, etc.

 

Inspiration Images

Druids

  • Casting Style:  Mana, channeled through plants
  • Strengths: Strong Enhancements spells and Crowd Controlling effects
  • Weakness: Weak Direct Damage spells

Bandeaux crept through the wood as best he could. This was not where he belonged. He was not naturalist or tracker, he was an alchemist. He wanted to be home with his brews and dried herbs, instead he was ankle deep in swamp mud. The children of his village however, had fallen sick and nothing was being done to stop the disease. He had heard of the old man in the woods and the seemingly magical herbs hidden there. Maybe they could help? Even if they couldn’t… he was out of options. He would abandon the village if something couldn’t be done. He was not a brave man and could not bring himself to watch all those people die.

Suddenly the dark and deep of the forest broke into a sunlit glen with a small mud hut and a quaint garden beside it. Not nearly as impressive as had been described to him, but what could you expect from mere rumors? A quick look inside showed that the hut was empty but more than that – he had never seen a home so plain or devoid of…everything. Quickly, his attention turned to the garden next to the house. Well…that was different. In addition to common food stuffs grew some of the rarest and meticulously cared for herbs he had ever seen. He pulled out clippers and a small cloth bag. He wouldn’t take much. Just enough to try making one more batch of remedies–

“You want some herbs? Is that what you want? Came here for my herbs? Here! Have some herbs!”

Bandeaux felt something hit the back of his head but before he could turn to face whoever was speaking, the garden erupted into vines holding his arms and legs in place.

“Thief! Come here. Looking for things that aren’t yours. Did you even ask those plants? No, of course you didn’t. No one ever cares about the plants. But then no one ever cares about me. That is why I am here, thief. The plants and I understand not being listened to.”

“Please. Sir. I meant no disrespect. And… uh… I did not ask your plants’ permission. I regret that.”

“Well…” the voice behind him came closer “Fine. Put the thief down.” With that simple admonishment the vines released him and Bandeaux could finally turn to face, who he assumed was, the owner of the hut. He was not sure what he was expecting but this was not it.

The fellow was short and lean with a hard creased face more like leather than anything else. His clothes, that label was being generous, were mixes of mosses, lichens, and leaves. There may have been something that was once a tunic in there but it was heavily obscured by the muck. “So thief. What do you want with Mathieu’s herbs? Hrm?”

“I am truly sorry Master Mathieu, but the children…there is a sickness and I hoped something here could make a medicine for them.”

The old man let out a bodily noise that could only be described as disgust “Medicine” he scoffed. “Did you hear that? He wants to make medicine out of you. He doesn’t understand. No he does not. What is medicine? Is it food? Is it poison? He doesn’t even know my loves. Does he want you beautiful nightshade? No he does not. But why not? He eats tomatoes doesn’t he? Stews potatoes?” There was a quick sniff of the air. “Smokes too I bet. Doesn’t understand that it is all related. Doesn’t understand this is no disease the wee one have. This is magic boy. Magic takes magic to heal. Fine. If it is what will stop you from tromping around my gardens we will help the Thief.”

Bandeaux did not have words to express what was happening so he simply turned and started walking back to the village. On the walk he tried desperately not to listen to the old man’s ramblings “Worm wort. Babybells for the children. Rotwood to purge, it’s brittle thief. It breaks and leaves the good behind. Sympathy thief. Everything as a meaning outside of its own and you have to understand that for everything there is an herb that sympathizes with it. Foolish thief, thinking you can force a plant to care for something unless it chooses to. So tell me, Fengul Frond, will you help with this? Yes? Good good. In the pouch you go.”

So the hour walk went with Mathieu sometimes begging for a plant’s assistance and sometimes browbeating it into helping. Bandeaux never turned to actually watch what was happening. In his imagination the plants themselves were jumping into the small pouch around Mathieu’s neck but that was ridiculous. Wasn’t it?

When they finally returned to the village Mathieu went straight to work, letting himself first into one house and then another, paying no heed to the family or the owners’ startled faces. Quickly to each sick child he walked, placed a small seed in their mouth, whispered a few quiet words, and then just started to brush the blackened veins off the children like it was so much dust. When he was done, Mathieu approached Bandeaux, “All done thief. For now. But worse is coming, thief. A storm is coming. Soon we will all be like that sickness. Dust blown away. I will make some poppets for the people. Keep them safe. And some sachets. Keep those in the window sills. Maybe you will survive. If not… ask the swamp to take you. It would be better than what is coming. I will give you those, thief. Then… then I will be gone. Back with the Swamp again. But what will I have sympathy for thief? Even I don’t know.”

Cost Summary

Druid Tiers Pre-Req Mana Range Mana Cost Abilities
1st, 10 XP 0 Mana 1-10 2 XP/Mana Basic Sachets;

Spell Flux,
8 XP each

2nd, 10 XP 10 Mana 11-20 4 XP/Mana Extra active Sachet;

Counterspell,
10 XP each

3rd, 15 XP 20 Mana 21-30 6 XP/Mana Complex Sachets;

Extra active Sachet

4th, 15 XP 30 Mana 31-40 8 XP/Mana Extra active Sachet
5th, 20 XP 40 Mana 41+ 10 XP/Mana Master Sachets;

Extra active Sachet

Rules Summary

  • Foci:  Yes, called Sachets
  • In-Play Verbals:  No.  All Druidic effects are simple taglines of “Activate Magic [effect name]” which is considered to be expressly out of play.
  • Soul Mark:  No
  • Book/Text Prop:  Yes

Druid Magic is the art of drawing on the sympathetic and correspondence magic of nature to create Sachets which act as short term foci allowing for the channeling of magical effects.  For each Tier of skill a Druid may have one active Sachet.  Each Sachet takes 5 minutes of roleplay focus, typically a mix of begging, threatening, or bartering with the individual herbs that will go into the Sachet in order to convince them to lend their power.  Once created a Druid may channel as much of their own personal Mana through the Sachet in order to cast the desired spell, up to the maximum Mana allowed by the herbs in use.  A Sachet that is never exhausted remains viable for the entire game.  Once exhausted the Sachet must be unmade and the herbs allowed to rest by replanting.  Most herbs require an hour of rest but rare herbs may recover faster or take significantly longer to rest.  Once unmade, a Sachet is no longer active and the Druid may make a new one. Assuming that the plants are available and willing.

Druids collect recipes that provide general guidelines for general spell effects as well as studying how individual rare herbs can strengthen a Sachet in many different way.  Some herbs increase the longevity of a Sachet allowing for more effect activations.  Some herbs increase the potency of effects and occasionally may change the intended effect completely.  The collection of individual herbs as well as the basic recipes for each spell effect are collected in the Druid’s Book of Awen.  This is an In Play item that can be destroyed, lost, stolen, copied, or replaced.  The Book of Awen and the ingredient list must be actively referenced while creating a Sachet.

Mana is a limited resource but can be replenished by a Druid if they are willing to consume the life force of a plant specfic plants, consuming to many plants may have bad side effects however all plants lifes come to an end at some time and this process when not abused is considered a natural part of that cycle.   Mana also fully refreshes at sunset every day although this does not meet the rest conditions of specific Sachets.

Phys-Rep Requirements

Book of Awen

Each Book of Awen should be able to wholly cover standard paper pages of 8.5” by 11”.  This is a tagged item created when someone is inducted into the Druidic tradition.  During this initiation they learn the basic properties of all common herbs, how to make three simple sachets, as well as a crafting a single in depth entry of one herb.  There is no limit as to how many pages the book can contain.  New books can be replaced at no material cost but requires one IBGA of time to craft.  Crafting books does not automatically copy all the included recipes.

Sachet

Sachets are medicine pouch style bags that are worn from a belt or as a necklace.  Each Sachet should be at least the size of a golf ball but no larger than a pool ball.  They should be stuffed and padded so that they never cause harm.  The tagged herbs that are being used must be in the Sachet as well as whatever is used as padding to make it appear full.  The Sachet must be held or otherwise touched with the hand in order to channel a Druid’s Mana.

Herbs

Druidic magic allows for plants to be harvested without the Gardening craft skill so long as they are immediately placed into an active sachet.  If they are not planted after use by a skilled Gardener (Craft: Level 1) after use they rapidly wither.  If they are harvested but not placed into a sachet or are not planted as a means of letting them rest within 1 hours of use they are considered to be destroyed.

Herb Tags

Herbs are represented by plant phys-reps with in game tags attached.  Anyone with Gardening can identify basic herbs and harvest the plant such that it can be replanted and remain healthy.  Druid 1 or Alchemy 1 allows a herb to be harvested without Gardening however doing so damages the plant so it can not be replanted later (see restrictions above).

Each entry in the Book of Awen will contain additional properties in detail of each plant.  During initiation each Druid learns the detailed properties of one herb to start their book along with the basic properties of the plants described below.  As each Book of Awen is unique to the Druid they cannot simply use another Druid’s book.  Any herb entry must be carefully copied into their own notes with their own commentary.

Common Herbs & Plants

These are herbs that will reliably be found around each game to some degree. Common herbs are worth 1 copper.

Name Properties Description
Gilled Frond Evergreen, Soothing A frond plant with blue tinted leaves.
Sapstick Reed Hardy, Soothing A tall grass
Ember Eyes Vine, Evergreen A vine with small red flowers
Blushing Violet Rapid Growth, thorns A small flowering shrub
Tarmeren Thorns, Hardy A small thorny seed pod

Casting Costs

Basic Spells:  1 Mana per spell cast

All basic Sachets can channel up to 10 Mana for casting the specific effect before needing to rest unless modified by additional herbs.

Complex Spells: 2 Mana per spell cast

All complex Sachets can channel up to 15 mana for casting the specific effect before needing to rest unless modified by additional herbs.

Master Spells: 3 Mana per spell cast

All master Sachets can channel up to 20 Mana for casting the specific effect before needing to rest unless modified by additional herbs.

Common Druid Spells

Simple Sachets:  Shell (2), Snare Arms, Snare Foot, Cure Disease, Stabilize

Complex Sachets:  Snare Body, Calm Animal, Nature Meld

Master Sachets:   Knockdown, Circle vs. Human

Book of Arwen Examples

Spell: Clement’s Snare (Basic Sachet)

The Druid Clement found a correspondence between his Mana and the creeping vines of the world.  Into his Sachet he coaxed ivy to grow and brambles to catch.  He discovered that these two plants would allow his Mana to take the shape of rapidly growing vines that could catch and snare a foot.  Clement was also one of the first Druids to discover that Mana constructs could simply be dismissed as his first attempt for this spell snared his own foot.

Required Herbs:  1 Vine, 1 Thorn

Mana Charge:  Can hold up to 10 Mana activations before the herbs need to rest unless other modifying herbs are used.

Herb: Ember Eyes

A very temperamental but aggressive plant.  It can dominate a garden if not properly cared for.  The flowers of this beautiful dear are bright orange or red often making for a stark contrast to the brown debris or mulch they prefer.  Alchemists want to destroy these for their little more than their own pleasure.  These vines cut and processed make fragrant oils and tonics of various effects.  Such a waste.  Who would sacrifice a precious life for a such a brief vanity or relaxation?

Properties:  Vine, Evergreen

Consume:  Restores 1 Mana

Inspiration Images

Draganian Guard

It may seem redundant that a people who can simply close the gates to their mountain keeps would train special warriors to protect the already impenetrable passes, but the Moragon are known for their practicality and should a pass ever be breached, the attackers would then face the Draganian Guard. More often than not, these guards serve in the deep mines protecting the workers from whatever cave-dwelling threat they may encounter. Attempts to raid the mines by outsiders or foreign powers are rare but do happen, and The Guard stand ready. These soldiers train day in and day out for tunnel-fighting and fully embrace the concept that, “the whole is greater than the sum of its parts.” The more guards that stand shoulder to shoulder, the more effective they are and the better their long spears skewer the attacker. The Draganian’s fight with massive shields and are trained to overlap them so that if any enemy attacks, it faces not one shield but a massive wall of immovable steel bristled with spear tips.

The Draganian Guard fight with a large shield or tower shield and spear. The effectiveness of the style is primarily based on working together to create a bulwark against any aggression.

Pre-Requisites

  • Resilience and Dexterity attributes at level 1.
  • They fight in Light or Medium Armor, with a Large or Tower Shield, and a Spear.

Establishing Formation

Most abilities of the Guard have some application to lone fighters however the true strength of the style only is shown when they fight in groups.  Establishing a formation is done by having all participating Guards gathering together and committing to their unit formation.  This requires 10 seconds focus as the Guard place spear tips together as a commitment to each other.  While in combat so long as they remain within spear reach of each other they are considered to be “in formation”.  If formation during combat is broken they will need to gather and re-establish with another 10 seconds of focus.

Fighting Abilities

Apprentice (Spearman, 10 XP)
Intermediate (Pikeman, 15 XP)
Master (Lancer, 20 XP)

Inspiration Images

Relic Wardens

  • Casting Style: Channels magic through magical relics
  • Strengths:  Variety of Relics ( You can cast almost anything with the right relic).
  • Weakness:  No built-in Fatigue Reset, competition and resource dependent
  • Casting Method: Players collect Relics each having its own spell list, Relics can be found through standard course of play or crafted by tinkers.

Herman had been called many things by the people in his village, but he tried not to listen to them. “Herman the Hermit,” “Hermit the pack rat” Herman really didn’t care that much about people, he mostly cared for what he called, his “toys.” Perhaps a grumpy old man should think of something better to call the items around his house than “toys” but that is truly how he thought of them. Each one had a special place in his heart. He loved how it made him feel to use each one of his relics. Herman had always wanted to be a wizard when he was a child. He forced his parents to have him tested not once, not twice, but ten times from the age of 5. Every year he left in tears when the wizard would tell him that he did not possess the ability to cast magic in the same way as wizards.

Herman spent much of his youth studying magical theory, and understanding how spells work – well, at least what had been written about how spells work. It was on his sixteenth birthday that his father bought him a pendant from a small oddities shop that the owner claimed had belong to a powerful wizard. As soon as the pendant touched his hand, Herman could feel the patterns of magic flowing through the stone. The ruby almost understood how to cast the spell on its own. Herman didn’t have to know how to cast the spell he just had to focus on the stone and channel into it and as he did, the fire came forth.

This new world felt so amazing to him that he began to search every shop and traveling merchant’s wares to find anything with the smallest imprints of magic in them.

It was a snowy winter’s day when Herman noticed a small blonde haired girl running out of his back door with one of his favorite golden relics. Herman chased the little girl but with his stiff leg, he wasn’t much of a match for her however, the fresh snow made tracking her a breeze. He noticed that she had dashed into the forest. He channeled a small amount of focus into one of his charms to surround himself in the warmth of a fire spell. His steps burned the snow where he tread.

He followed the trail for a mere five minutes before he came upon trouble. The small girl lay knocked out on the ground and a band of trolls surrounded her. He may have been mad at the little girl but he couldn’t to let her die. Herman charged straight for the little girl, still seeing the little gold star clutched in her hands. He grabbed it, just as the three trolls turned to face him. He shuddered at what he was about to do, for he had only done it once before and even then, it was just practice. Herman channeled a large amount of focus into the relic – more than it could handle, splitting it down the middle and releasing all of its magical potential. A cone of black light came from the star, disintegrating all three trolls at once.

Herman gathered the little girl in his arms and carried her back to town, crying the whole time. He would miss his night star, but he would love his new name, Herman the Hero!

Cost Summary 

Relic Ward Tiers Pre-Req Fatigue Range Fatigue Cost
1st, 10 XP None 1-20 1 XP/Fatigue
2nd, 10 XP 20 Fatigue 20-39 2 XP/Fatigue
3rd, 15 XP 40 Fatigue 40-59 3 XP/Fatigue
4th, 15 XP 60 Fatigue 60-79 4 XP/Fatigue
5th, 20 XP 80 Fatigue 80+ 5 XP/Fatigue

Rules Summary 

  • Foci:  Yes, Relics
  • In-Play Verbals:  No
  • Soul Mark:  No
  • Books/Text Props:  No

Everything in Altera was once touched by magic.  The Bardic scholars are confident of that much.  At the Great Exile all magic was banished from this world so those same scholars tell us.  Unless they are wrong.  Unless there are objects that for whatever reason still resonate with ancient power.  Perhaps there are relics of ancient times past.  Perhaps there are those who have a gift to unlock this dormant power.  Those who can only access magic by awakening the power of external items once called themselves Relic Wardens.  They were collectors, traders, and explorers of ancient mysteries.

Most relics are found objects that took place in events before the Great Exile.   A button from the military coat belonging to a foot soldier at the Final Struggle might be a common item traded as pseudo currency among Relic Wardens.  The Saber of High King Hector Eventide I which struck down the demonic lords would be wholly different.  In fact there is little rhyme or reason as to what makes something a Relic and able to stand the tests of time.  While some academics may be able to help figure out the general nature of a relic the only real test of for a warden to attune themselves to it and see what happens.  Most relics are simply devices that have picked up a little bit of magic but some relics seem to have become more.  Some have intents or goal that they compel their wielders towards.  Some rare relics are rumored to be fully conscious of their own existence.  Relic Wardens are encouraged to tread lightly with such things for it should never be forgotten that while the Warden must attune the relic for use, a relic can also attune the Warden in turn.

The power of each relic is awoken by the use of the Warden’s own desires and willingness to accept the fatigue of magic directly onto themselves rather than any other tools.

  • As with all other schools of magic Relic Wardens do have some specific restrictions on what they can and cannot do.
  • No Relic Warden may have more attuned relics than they have mastery tiers in the magic.
  • Relics come in roughly five different levels of rarity.  Certain relics require a mage to have sufficient skill as a Relic Warden before it will allow itself to be attuned.
  • Relics can be constructed by Tinkerers but the rare abilities tend to make this very time consuming and costly.
  • Relics are an inherently limited resource for anything beyond the most common place artifacts.  All relic wardens participate willingly or unwillingly in a game of chance and trade for the more rare and limited resources.  After all each relic can only be attuned to one person at a time.

Relics can come in nearly any shape or size from jacket buttons, necklaces, rings, hair sticks, swords, armor, shields, crowns, and almost anything else that can be imagined.  Attempting to attune a relic is a simple act of the Relic warden meditating uninterrupted for 5 minutes allowing their own personal fatigue to settle into the item.  This is more or less like priming the pump for future use.

Each relic item must be both phys-repped and tagged.  The tag will have what specific effects can be drawn out from the relic.  Additionally the novice Relic Warden must know that all relics can be willingly shattered by the person that is attuned to them.  This releases all the magic that the relic would potentially every have into a single dramatic effect.  Once so triggered by a conscious act of will from the Relic Warden the relic is shattered.  The physical object may be able to be repaired but it will never again be a conduit for magic.  The Relic Warden cannot attune a new item to that now vacant space until the next day.

Relic Wardens are blessed with an extremely large pool of personal fatigue which is good because they have no mechanics to reset or recover their fatigue except for the change from daylight to nighttime every dusk.

All Relic Warden verbals are considered to be out of play.  They will either be “Relic Activation: [effect source and effect name]” or “Relic Shatter: [effect source and effect name]”.

Example Relics

Common Relic

Hundreds of thousands or more of these exist.

Fairy Lightstone

A small white or opalescent stone (often worked into rings, necklaces, or other jewelry)

Passive:  Grants “Sense Concealment and Sense Astral”. This does not provide the ability to interact with concealed or astral beings/objects, just to know that they are present.

Cost:  1 Fatigue

Effect:  “Activate Magic Light Detect [Concealment or Detect Astral]”. For one minute per activation the Relic Warden may see and interact with either Concealed or Astral beings as if they had the appropriate skill.

Cost: 1 Fatigue

Effect:  “Activate Magic Light”. Create a single in-play light source. 

Shatter:  Reveal “Relic Shatter Magic Reveal [Concealed]” or “Relic Shatter Magic Reveal [Astral]”

Briar Thorn Ring

A plain wooden ring

Cost: 1 Fatigue

Effect:  “Activate Magic Earth Snare Foot”

Cost: 2 Fatigue  

Effect: “Activate Magic Earth Hobble”

Shatter:  “Magic Earth Wall”

Uncommon Relics

Thousands of these might exist.

Dragon Steel Hair Stick

An ornate metal hair stick

Passive: Generates a Shell 1 every hour for the Relic Warden.

Cost: 1 Fatigue

Effect: “Activate Screen Vs. Physical” (requires 1 minute of concentration)

Cost: 1 Fatigue

Effect: “Activate Magic Knockdown”

Cost: 1 Fatigue

Effect: “Activate Magic Relic Drain”

Shatter:  Strength +5, followed by Attribute Drain and Relic Drain when effect ends

Rare Relics

Hundreds probably exist in the world.

Cloak of the Winter Crag

An ornate cloak that at least covers shoulder to hip if not more

Passive:  Reduce all Ice effects.

Cost: 2 Fatigue

Effect: “Activate Magic Ice Dexterity Drain”

Cost: 3 Fatigue

Effect: “Activate Magic Ice Snare Arms”

Cost: 3 Fatigue

Effect: “Activate Magic Ice Sleep”

Cost: 3 Fatigue

Effect: “Activate Magic Ice Renewal”

Shatter:  “Combat Ice Prison, Magic Ice Heal 6”

Exotic Relics

Ten to Fifty of these relics are known to exist.

Phoenix Ashe Blade

Blades of various lengths, all appear to be scorched or charred however still maintain their edge.

Passive:  +1 fire damage to all Critical Strikes

Cost: 1 Fatigue + X

Effect: “Activate Magic Fire Shard X”

Cost: 1 Fatigue

Effect: “Activate Magic Fire Disarm”

Cost: 3 Fatigue

Effect: “Activate Magic Fire Spike”

Cost: 3 Fatigue

Effect: “Activate Magic Fire Trance”

Cost: 4 Fatigue

Effect: “Activate Magic Fire Barrage”

Shatter:  Soul Beacon; disintegrates the Relic Warden and they are able to journey to the afterlife in an attempt to help successfully guide a permanently lost soul back to this world.  While in the afterlife the Phoenix Ashe Blade remains with you.  When done the Relic Warden and all personal property are resurrected/reformed exactly as they were before, with the exception of the Phoenix Blade. Notify Plot immediately at time of use.

Unique Relics

One of a kind relics, recreation of these are not possible.

Relics of this level are impossible to categorize.  They inherently break the rules surrounding how magic and relics work.  These items may require more than one open relic slot to attune and almost always have some form of cost associated with their use.  Attunement of such relics is unpredictable at best and must always be done under the supervision of a plot member.

Inspiration Images

 

 

Sages

  • Casting Style: Reading from Magical Tomes
  • Strengths:  Strong Healing and Protectives Spells
  • Weakness:  Weak Battle Magic and Weak Personal Enhancements

Thomas had been the Abbot of the the Colstean refuge for more than five years and trouble had never been worse. Each day, more and more came seeking respite from the great war going on outside his walls. He rose every morning with the sun and went back to bed hours after the sun had retired for the evening. It was with the same determined plan that Thomas rose on this new day to the sounds of battle outside of his gates.

The war had finally climbed the hills in chase of a group of injured men attempting to seek safety. Thomas looked out his high window to see goblins and rock hide ogres bashing down his gates. The people’s fear was clear and many showed the terror of their expected demise on their faces. Thomas quickly ran to his bookshelf and grabbed a large tome with gold writing down the spine. He dashed down the stairs instructing everyone toward the dining hall, the only room large enough to hold most of the survivors gathered there. If only he had more time, he could gather everyone.

Thomas gazed out the open door of the hall, watching as the gates fell. People were trampled and the life left their bodies just as the last few were drawn into the hall, and only moments before the first blast of fire came from the goblin mages. Thomas opened his tome and began to read. As his words echoed through the room it shook, but looking out the still open door of the hall, the enemy halted. It was as if a large shimmering wall separated the death from the life that now seemed to fill the room. Thomas never stopped reading and as he read the wall seemed to become stronger and hold. Thomas continued to read. He watched from the corner of his eye as they executed each survivor who could not get inside his wall. They set flame to the rest of his refuge. He fought back tears as they set fire to his library, the years he had spent to gather each of the tomes with so many magical secrets. He dare not break concentration or else they would all meet their end as well.

Thomas read for 12 hours and the ogres finally grew bored and left to find something else to kill.

He read for 24 hours and the goblin mages still waited for his will to break.

After 72 hours, and right as he felt his will finally slip, he thought he was dreaming. For his wall outside, pillars of fire rained down on the goblin mages. Thomas awoke two days later to find they had held long enough for the army to send reinforcements. Thomas finally broke into tears, for he knew his books did not make it.

Cost Summary

Sage Tiers Pre-Req Intent Range Intent Cost Defensive Skills
1st, 10 XP None 1-2 5 XP/Intent Spell Flux,
8 XP each
2nd, 10 XP 3 Intent 3-4 10 XP/Intent Counterspell,
10 XP each
3rd, 15 XP 5 Intent 5-6 12 XP/Intent
4th, 15 XP 7 Intent 7-9 16 XP/Intent
5th, 20 XP 10 Intent 10+ 20 XP/Intent

Rules Summary

  • Foci:  Yes, Book of Legends
  • In-Play Verbals:  Yes, the poetry and prose read by the sage are In Play.
  • Soul Mark:  No
  • Book/Text Prop:  Yes, Book of Legends

Sages bring the power of spoken words and the power of writing together in order to create a vast array of utility and healing effects.  Sage give life to written histories in their words and preserve ancient oral traditions through their writings.  Sages collect and write both histories and poems into their own Book of Legends which becomes the Foci of their magic.  Through their Intent they shape the words in the Book with magic and give those words greater purpose.  Sages have a limited amount of Intent that they can bring into focus using the written texts from their Book of Legends into shape and that energy is quickly depleted.  They are able to perform minor Acts which allow them to regain some of their Intent.  Just as with the spells or Writings that Sages use to create their effects they must also find or research their own Acts which are then also recorded in their Book of Legends.

Sages can both collect stories or poems to power their magic but they can also create original works.  When creating a new spell through research if the text is sufficiently dense and thematic a Sage may even shape the core nature of magic around the original work setting it as the default spell verbal all other Sages must use for that specific effect.  Each spell ultimately has a formula or pattern that must be followed and each spell additionally has a specific “key phrase” describing the effect that must be occasionally repeated throughout.  Some spells are continuous and require the verse or passage to be repeated constantly to maintain the effect.  Some spells require repetition to maintain but only actually become effective once at the end of each repetition.  There certainly are examples to the contrary but as a rule most passages do not provide instant or packet delivered effects.

Book of Legends

Each Book of Legends should be able to wholly cover standard paper pages of 8.5” by 11”.  This is a tagged item created when someone is inducted into the Sage tradition.  During this initiation, they learn the basic properties of prose, poetry, and meter.  At this time they are able to draft a copy of a single spell and a single deed into their own personal book.  There is no limit as to how many pages the book can contain.  New books can be replaced at no material cost but require one IBGA of time to craft.  Crafting books does not automatically copy all the included recipes.  Unlike Druids or Witches who also use ritually prepared books a Sage must have their book open to the spell they are casting and be able to read directly from the page at all times.

Example Spells

Each spell has a specific pattern or formula that the spell must be written in as well as having a key phrase followed by the specific spell effect.  For example a simple spell that might allow for the minor healing, heals 1 level of damage may be a simple rhyming couplet with a key phrase of “Touched by Healing Balm” might be written on the in-play text as:

Poetry: Key Phrase “Touched by Healing Balm”

Pattern:

“_____________________________________
_____________________________________”

(2 line rhyming couplet)

Time:  Requires 1 minute of repetition

On Completion:  “Magic Heal Wound One”

This could then be written in by a specific Sage as:

“Legends of the past, my power to calm

Seal this wound, touched by healing balm”

Sometimes Sage spells will be open patterns that must be followed but others will be set text that needs to be read exactly as is and this will be determined by the specific spell.

Common Sage Spells

  • Wall vs Living
  • Awaken
  • Cure Disease
  • Cure Blood Poison
  • Hobble Circle
  • Detect Concealment

Resetting Intent

Sages regain their intent over the course of the day with relative ease.  After one hour of rest without using magic or combat skills the Sage restores any lost Intent.  Sages can also perform Deeds that allow them to restore Intent significantly faster.  No Deed can be repeated within the same hour.

Example of Sage Deeds

Deeds are minor actions that allow Sages to regain a portion of their own Intent, if no deed is done all Intent resets after 1 hour without casting.

Deed of Illumination

  • 1 Intent or more
  • 2 Intent for every 5 minutes spent.  This does not need to be completed in a single effort

The Sage must draw or continue a previous work of a single Illuminated Letter with at least 4 different colors (colored pencils, inks, markers, etc) on a piece of a paper no smaller than 1”x2”.  Sages will reset two additional Intent for each additional 5 minutes spent on the same Illumination.

Deed of Observation

  • 1 Intent
  • Varies

The Sage must quietly observe another person performing some sort of in play ritual or daily racial requirement of another person and record the details of that in a personal journal.

Deed of Negotiation

  • 2 Intent
  • 10 minutes

The Sage must record the details of two different sides of a disagreement and work to find a resolution between the two parties.

Inspiration Images

Shamans

  • Casting Style: Staff Spell Foci, Spells are delivered with weapon swings, never thrown
  • Strengths:  Mind Effects and Damage
  • Weakness:  All spells must be spell struck, limited spell choice
  • Casting Roleplay Method: Ritual Staff Carving

Callum sat by the fire, carving a new line of runes and shapes.  Pain spoke to him, along with Sorrow about the evil he must face in the morning.  Callum ignored them, as he often did.  They were excellent teachers, as the dead went, but distractions he could not afford so close to finishing.

As he applied the final rubbing of ash into the wood, a deep red flame raced up the runes.  It was done.  The lesson he had to teach tomorrow would be harsh and potentially deadly, but fools often needed such teaching.  And maybe then, he could get a good nights rest without having some vision of bandits and killers on the road ahead.

Placing the new staff on the ground, Callum decided that tonight he would sleep with his mind protected from the powers of the anguished and place an ancient looking sculptured branch into his bedroll.  Old power would shield him and hide him for a time.

And tomorrow would come, and lessons given – and if he survived, new students to find.

Cost Summary

Shaman Tiers Pre-Req Activation Range Activation Cost Abilities
1st, 10 XP None 1-3/day 5 XP/Activation 1st Battle Rune
2nd, 10 XP 4 Activations 4-6/day 7 XP/Activation Spell Flux,
8 XP each
3rd, 15 XP 7 Activations 7-9/day 9 XP/Activation 2nd Battle Rune
4th, 15 XP 10 Activations 10-12/day 11 XP/Activation Counterspell,
10 XP each
5th, 20 XP 13 Activations 13+/day  13 XP/Activation 3rd Battle Rune

Shaman Rules Summary

  • Foci:  Staff
  • In-Play Verbals: No
  • Soul Mark: No
  • Book/Text Prop: No

Shamans channel the magic created as the forces of the world collide with each other.  This chaos creates a steady stream of friction and energy that the Shamans can tap into and channel through their staffs.  By weaving those energies into runes held on their staffs they channel those forces into constructive shape.  The runes absorb the energy from conflicting forces until the shaman releases that power in devastating displays of might.  Like the other styles of magic that tap into elemental forces Shamans understand the need for balance however rather than seeking to maintain that balance or to control it they understand the simple truth of this world.  There is no balance.  Power swings from one extreme to the other and back again.  All that humans can hope to do is provide a controlled release for that power when it grows too great.

Some shamans may physically carve runes into their staff that is normally for mundane show.  What is important is the slow and methodical tracing of the runes by the shaman’s will directly into the core of their staffs.  These runes may be changed at any time but in order to do so the Shaman must remove all the enchantments from the staff and begin weaving them all over.  There are no partial attempts with a shaman.  There is no removing only one spell.  The path of a shaman is the path of all or nothing.  If one rune needs to be changed then they all do.  If one rune needs to be activated then they are all activated.

Each staff can support up to eight runes.  These can be inscribed directly onto the staff phys rep but can also be drawn onto two separate 3 foot lengths of fabric or ribbon.  Each rune should take up about 9 inches of space with the spell name on the back of the ribbon.  If the shaman wants to change what spells are accessible through their staff the ribbons must be untied and new ribbons must be drawn with the correct runes.

Shamans have a limited number of times the runes on their staff can be activated each day.  Once active the runes on the staff will remain charged with magic until all the runes have been used.  Each rune empowers one spell and each spell must be delivered as “spellstrikes”.  As such all spells must be delivered through direct melee combat instead of ranged combat like most mages.

Learning New Runes

Runes are not something that can just be found and immediately used.  Each rune must be studied and internalized so that the Shaman understands the deepest truth of the rune they will inscribe.  Runes may be found in play, copied from other Shamans, and researched like most any other spell however it takes time and effort to have the Rune truly committed to memory.  Shaman’s have a secondary character card that lists the runes they have personally mastered and can inscribe.  This spell list may be added to in play with the supervision of a plot member or it can be memorized between games once you discover new runes.  This does not require the use of a BGA however must be recorded on the checkout form.  No more than one rune can be learned per BGA period and no more than one rune can be learned during a single event.

Battle Runes

Battle Runes are special runes that remain active once Staff Activations is spent.  They are typically minor battle magics which recharge as a “per combat” effect.  Normally battle runes do not take up more space than any other rune however it is possible for extremely rare or powerful battle runes to require such elaborate inscription work that they would require a larger area, up to the entire staff, to maintain.

Phys-Rep Requirements

  • Staff: Must be a legal boffer-safe staff as outlined in the by the rules for weapons
  • Runes: All staffs that Shamans use have carved runes represented by a ribbon, cloth, tape or materials that is safe to use on a combat active weapon and has drawn pictographs placed on them. It needs to be no more than 3 feet (36 inches) long and 3 inches wide.  We recommend attaching the ribbon to the middle of the grip area. Ribbons can be changed out if a Shaman wishes to alter the mix of spells on his staff.  We also allow certain tapes to be stuck to the staff if it can be done without affecting the safety of the weapon.

Magic of Shamans in Stories

Lighting Strike

By using the power of Air the shaman is able to charge their staff with intense power

Element: Air

Effect: 1 Spell Strike Air Shard 4

No Passage

By Focusing a full staffs activation through this rune the caster may generate a wall of ice that last as long as the caster holds his position. The wall is exactly as long as the staff so if the staff is not able to create a full barrier the enemy can walk around it. This rune may only be used once per staff activation and consumes another staff activation.

Element: Water/Ice

Effect: Activate Magic Ice Wall

Brush of Juniper

With a brush of the Staff, the Shaman may heal the the injured by drawing on the Earth and Water that flows through all living things.

Element: Elemental

Effect:   Magic “Heal Wounds 2”

Tears of Pain

By tapping into the Pain of the spirits of the world, the Shaman can teach those who decided to fight against them a strong lesson.

Element: Shadow

Effect: 1 Spell Strike Shadow Torment per combat

Twisted Roots

The Shaman can channel minor bits of power to cause roots or other obstacles to catch an opponent’s foot temporarily immobilizing them.

Element:  Earth

Effect:  1 Spell Strike Snare Foot per combat

Frostbite

The Shaman can channel minor bits of power to channel a quick snap of winter through their staff causing minor damage.

Element:  Ice

Effect:  1 Spell Strike Ice Shard 1 per combat

Inspiration Images

Sorcerers

  • Casting Style: Spells cast into Foci
  • Strengths: Mind-affecting, Illusionary Magic,  Complex Protectives
  • Weakness: Circles, Walls & Skins, No Built-in Dweomers reset
  • Casting Roleplay Method: Set of brass scales used to balance spells, small stones represent Elements and Focus.

Alexia grew tired of dealing with the other magicians in the army for they had no understanding of the balance required with magic. No realization of the impact that their magic had on the world around them when they cast and they took no precautions to limit the effects they had on everything around them. They didn’t understand the most basic rule of magic – every action has an effect, and as any good sorcerer, she made sure she had followed those actions out completely before she ever begun casting.

Alexia knew the coming battle would be fierce, so she had withdrawn herself inside her tent to prepare her magic. It was easiest for her to cast when she had quiet and could focus completely. Alexia withdrew her casting scale from its cushioned lined boxes. Her scale was very delicate as it had been crafted for her by one of the best mage smiths of all time. She would be lost without it.

She drew up her first spell and focused it on one of the two foci of the scales, at the same time focusing a second spell into the second foci. The spells weren’t exactly balancing but with this technique she only need balance out the difference with her strength of will. Bracing so she felt the push-back of the spell rather than let it loose on the world. Alexia cast for nearly half an hour until all her focus was gone.

When she had completed her task she placed her bracelet on the top of her scales and transformed the spells she had cast into her battle foci. The goblin army would not know what hit them. The other mages might be strong but the wasted effort of their spell casting could not match the efficiency of a master sorcerer. Alexia laid her head down. Just a short nap before the coming battle.

Cost Summary

Sorcerer Tiers Pre-Req Dweomer  Range Dweomer Cost Abilities
1st, 10 XP None 1-20 1 XP/Dweomer Cast Against the Will
2nd, 10 XP 20 Dweomers 20-39 2 XP/Dweomer Cast Against Lesser Spell
3rd, 15 XP 40 Dweomers 40-59 3 XP/Dweomer Spell Flux,
8 XP each
4th, 15 XP 60 Dweomers 60-79 4 XP/Dweomer Counterspell,
10 XP each
5th, 20 XP 80 Dweomers 80+ 5 XP/Dweomer

Sorcery Rules Summary

  • Foci:  Yes
  • In-Play Verbals:  No
  • Soul Mark:  No
  • In-Play Rituals/Books/Text:  Yes

Sorcery is the magical science of balancing all the collective forces of magic against both the will of the caster and the core nature of the magical universe.  The magical energy of sorcerers are called Dweomers and are both the weighted crystals which represent the will of the caster and the elemental weights that represent the forces of nature.  Sorcerers use scales to balance the cost of a spell against their own willpower and then charge those spells into a Foci for later use.  Sorcerers keep a Ledger of all spells and what the Dweomer cost of each is, these are recorded in the Ledger as mathematical statements.

Tier 1:  Casting Against the Will

Beginning Sorcerers have learned to cast spells into a focus using their own personal Dweomer as the balance.

Tier 2:  Casting Against Lesser Spells

At this level Sorcerers begin to unlock the real potential of their magic.  Sorcerers may offset part of the weight of a spell by casting a lesser spell on the opposite scale.  Doing so allows the universe to partially balance itself out and the Sorcerer only has to pay the difference in weight from their personal Dweomer.

Tier 3:  Spell Flux

The inherent preparation makes any sort of “on the fly” magic, even Spell Flux, more challenging.  Sorcerers must have a significant amount of skill to be able to produce any sort of instant effect.

Tier 4:  Counter Magic

Much like the difficulties with Spell Flux it is extremely difficult for sorcerers to unweave a spell on the fly.  It can be done but requires a Sorcerer of great skill to accomplish.

Scales

When casting from scales all Sorcerers must keep in mind a few simple rules that guide their casting.

  • Sorcery is a way to balance the elemental forces of creation (Earth, Fire, Water, Air, Light, and Shadow) against each other.
  • No more than one spell can ever be cast on each side of the scale.
  • If either side of the scale falls so out of balance that the scale “bottoms out” then the spell is ruined.  The  Dweomer cost of all spells must be paid in full directly from the caster’s personal Dweomer reserves.

The focus of the caster is placed at the bottom of the scale . The caster then places the proper amount of elemental Dweomers on one scale and balances it by placing either Dweomers from their personal reserve  on the other scale. The scales must be released and allowed to come  to a full stop on their own (typically 2- 3 seconds) if both scales are roughly in equal height positions the caster will announce “Charge Focus [Name of Spell]”.  All charged spells can be released at a later time as desired by stating “Activate Elemental [Name of Spell]”.

Example Sorcery Spells

Sorcery spells are written as equations

  • Q is the symbol used to represent the required Dweomer reserve if the spell is not balanced by any other force.
  • F is the symbol used to represent the required amount of Fire for a spell to be cast
  • A is the symbol used to represent the required amount of Air for a spell to be cast
  • E is the symbol used to represent the required amount of Earth for a spell to be cast
  • W is the symbol used to represent the required amount of Water for a spell to be cast
  • L is the symbol used to represent the required amount of Light for a spell to be cast
  • D is the symbol used to represent the required amount of Darkness for a spell to be cast

Fire Shard

A spell to propel Fire magic through the air might look something like this.

2F1A = 2Q

Charge Focus with two Fire Shard 1.

Shadow Stupify

4A2S =3Q

Charge Focus with Shadow Stupefy.

Complex Balancing Spells

An equation to cast a “Break Armor” spell with a secondary Fire Shard spell for balance might be written as:

4F3E  = 2F1A7Q

Charge Foci with Fire – Break Armor and 2 Fire Shards.

Example Casting

Marcus the Sorcerer has decided to add some additional battle spells to his Foci. He Knows he will be facing some goblins soon so he plans to prepare some binding magic to slow the little buggers down a bit since this is his goal Marcus begins some calculations.

He knows he wants to cast Ice Snare foot and Ice Sleep. Ice Sleep being a much more power spell he pulls up his notes 4W3A, and his notes say the proper mixture for snare footer is 2w1a, This is a simple calculation he needs to balance out 2W and 2A. Air is a very light element so 2A is roughly equal to 1Q and 2W is a bit heavier requiring 3Q. Marcus makes a note in his notebook in case this set of spells needs to be cast again.   4W3A <-> 2W1A4Q.

After setting up his scales Marcus draws the Magic into his channeling stones and places both spells on each scale a the same time. The scales move up and down for a second but quickly come to rest a perfect balance. The Spells complete he imbues them into his focus setting at the base of the scales. “Imbue Foci Ice Sleep, Imbue Foci Ice Snare Foot”, Marcus gains both spells for only 4Q instead of having to pay the full cost for both spells.

Inspiration Images

Warlocks

  • Casting Style: Pact Magic
  • Strengths: Strong Combat Magic and Self Protectives
  • Weakness: Weak Healing and Protectives for Others

Edgar closed the cellar door behind him. He knew the end for his masters was coming. He did not fear death. He had seen death before. The others did not understand. He and his masters only wanted to have balance. Why could they not see that to be free others must be enslaved? Why could they not understand that light is only of value if there is first darkness? He knew history would likely call him a traitor. History was a fool. It was fear of the unknown, of the misunderstood, of the outcast that drove this war. His masters were like him. Despised because they did not fit some preordained social acceptability and in that fear, the fools would strike at his masters, but he knew the truth. Binding the darkness would also bind the light. This war would not destroy demons but it would destroy magic itself. He would not let the wonders of the world fade away if there was something he could do about it.

He had worked his way into the King’s castle. He had a place of anonymity and now deep within the cellar of the Fool King he would stop this war for good. He drew out a slip of paper with terrible writing on it. The paper, if found, would have been more than enough to have him executed, but it was needed. A needle pricked his finger and a single drop of blood smeared the page, but then, a drop was all that was needed.

“Master Kalaladun, Marquis of Vengeance, Firebrand of the Dark Host in the South, your servant calls you forth!”

The slip of paper ignited and smoked in his hand. The smoke was oily and dark. Far more smoke than such a small flame would have normally produced.  It slowly curled around him creating a blackened circle and he could only hope this would be done before anyone came to investigate. From the smoke, two burning eyes peered out. Claws occasionally appeared to almost emerge and the shape of cloven hooves could just barely be made out. The Beast’s voice was equal parts guttural growling and spoken words.

“You have done well, slave. Your deeds are known in the Other Realms. What have you summoned me for this day?”

“Master, I am prepared. I seek your power that I may finish this.”

The Demon looked upon his servant. “All power comes with a price. What more do you possibly have left to give me?”

Edgar was taken aback for the briefest of moments. After all he had done, the Demons demanded more from him? No… that was their way. Nothing was freely given. Everything had a price. This should have been expected. In truth, he had only one thing left to give. He knew it was the price to unlock the full power of a Demon. He also knew that it must be freely offered. It would never be asked for.

“In truth, master, I have given you my flesh and all that I have in this world. I give you all I have left. In trade for your power I give you all that I will have when I am dead. I resign whatever comes next and will eternally be yours.”

“Accepted.”

That was the only thing said. The Demon reached into Edgar’s chest and pulled out his beating heart. Into that cavity a dark fire ignited filling the empty space. Edgar, if he could be called that anymore, knelt before his master, full of dark and grim purpose.

“I become a villain in order to save the heroes from themselves. I do only what has to be done.”

The Demon’s smoke vanished from the room and took Edgar’s heart with it to wherever it had been summoned from.

Edgar’s body stood in the dark, covered in scars. Each one a different compact that had been made and sealed within his flesh. Each runic scar emanating the dark power with which he had bound himself to. With a mere thought, dark fire wrapped around his hands and black smoke followed his every step. There were no disguises any longer. He walked out of the cellar to kill the King…

Cost Chart

Warlock Tiers Pre-Req Tolerance Range Tolerance Cost Abilities
1st, 10 XP None 1-2 5 XP/Tolerance Spell Flux,
8 XP each
2nd, 10 XP 3 Tolerance 3-4 10 XP/Tolerance Counterspell,
10 XP each
3rd, 15 XP 5 Tolerance 5-6 12 XP/Tolerance
4th, 15 XP 7 Tolerance 7-9 16 XP/Tolerance
5th, 20 XP 10 Tolerance 10+ 20 XP/Tolerance

Rules Summary

  • Foci:  No
  • In-Play Verbals:  No. All Warlock spells are called as “Activate – Magic [modifier] [Spell effect]” which is considered to be expressly out of play.
  • Soul Mark:  Yes.
  • Book/Text Prop:  No

Warlocks draw their magic from Patrons with whom they have forged a Pact.  They bind themselves a supernatural power and draw power directly from that source.  Demons are the most common participants in such Pacts due to the inherent nature of Demons to make binding contracts.  However, a Pact can be made with any supernatural being assuming that they can be found.  When a Warlock makes a Pact with a selected Patron there is always a clause established to allow either party to leave the Pact but that must be agreed on in advance.  The most common clauses involve the Warlock bringing a replacement and then transferring her pact to the newer Warlock.  The Soul just like the body wants to heal and overtime will start to erase the mark of any pact.  Each Pact must be renewed at least once a year in order to maintain it’s power.  Other escape clauses may be found in play.

Making a Pact is a binding contract that is written on both flesh and soul of the Warlock.  The Patron agrees to allow part of it’s own power to be channeled for use by the Warlock in exchange for being bound to do certain favors.  These can be minor favors or neigh impossible.  They may be requested only once or they may require a long term adjustment to behaviors.  Legends abound of Demons who used Pact bound Warlocks to seek revenge on another Warlock who broke a Pact.  Others are less malign and speak of a Warlock only being able to access their Pacts after the blood of another has been shed.

Regardless of what specifics are made the mechanics of using Pact magic is fairly universal.  Each character can only have <Warlock Tier> Pacts with separate supernatural Patrons at any given time.  Each Pact cannot be stronger than the lowest current pact minus one.  Each power must be separately prepared by the  Warlock tracing the Pact Brand and saying “Activate Pact to [Patron]’s power of [name of power]”.  Doing so always triggers an irresistible “Torment Self” from the sheer physical strain of wrestling to power far greater than the Warlock’s own.

Once activated the Warlock may leave that Power active indefinitely and channel as much magic as their Tolerance will allow.  The Warlock can have <Warlock Tier> Pact powers active at any given time.  These can all be powers from the same Patron or from a combination of Patrons to whom they are bound.  The power to channel magic through the Brand as allowed by the Pact ends when the character wills the Brand to close,  when they exceed their personal Tolerance, when the character dies, and they close automatically at sunset.  Pacts cannot be closed while unconscious.  To close a Pact willingly it must be done at a time calling “Revoke Pact [name of power]”.

As an additional cost the total Bleed Out time for a Warlock is reduced in minutes by the number of Pacts they currently have open at the time with a minimum Bleed Out time of 30 seconds.

 The Tolerance that even the most hardened Warlock can endure is limited.  Each pact, however comes with small deeds that or short prohibitions that, when practiced will restore a limited amount of the Warlock’s Tolerance. If no Deeds are done all Warlock Tolerance recovers 30 minutes after the last activation (Active Pacts do not stop the reset from happening).

Brands and Soul Marks

The Brands of a Pact are both physical (either an obvious scar or tattoo on exposed skin or easily noticeable with a simple 10 second search) as well as Spiritual (Each brand has a 2-5 word description that must be given if the ability “Detect Soul Mark” is used in play.  Each Pact will have it’s own unique description.  All descriptions must be given when “Detect Soul Mark” is asked for.  The exact nature and influence of a marked soul must be discovered in play.

Unless otherwise expressly stated all Warlock powers cost 1 Tolerance to cast.  Each spell cast has a source (magic) as well as a more specific modifier denoting the specific flavor of the spell and its specific origins.  While most creatures treat all modifiers the same there is always the possibility that something may take increased or reduced effect based on this modifier.  Players are informed as to what modifier they should use at the time the Pact is made.

Example:  If William the Warlock had Beliaus, Jester of Flame and Lackey of the South as a patron then he would use “Fire” as his modifier.

If instead he had Kilsdrame, Messenger of Earth and Scion of Silence of the East as a patron he would likely use “Earth” as his modifier.

Examples of Warlock Powers

Power of Directed Spite

Verbal:  (Out-of-Play) “Triggered Magic [modifier] Shard 2”

Effect: Allows the Warlock to cast Shards 2‘s as a triggered effect when struck with a melee weapon.

Power of Dread Sickness

Verbal:  (Out-of-Play) “Activate Magic [modifier] Disease”

Effect: Allows the Warlock to cast Disease effect’s so long as they still have Tolerance available.

Power of Infernal Strength

Verbal:  (Out-of-Play) “Activate Magic [modifier] Strength”

Effect: Allows the caster to cast a Strength effect, self only, so long as they have Tolerance available.

Examples of Rites

Rite of Stalking Blade

Duration:  5 minutes

Effect: Restores 5 Tolerance

The Warlock must choose one target and silently follow them for the duration of this rite.  During this rite the chosen target must be the Warlock’s sole focus.  They can use no in game abilities, speak, or interact with any person in any shape.  If the target flees for any reason the Warlock must give chase.

Rite of the Consuming Flame

Duration: 5 seconds

Effect: Restores 2 Tolerance

The Warlock must burn an in play item such as a tagged text prop, Research Theory tag, or a production formula.  The item should be turned over to plot at the end of this Rite.  It is considered to be destroyed in this rite.

Rite of the Butcher’s Knife

Duration: 1 Minute

Effect: Restores 3 Tolerance

The Warlock must spend one minute mutilating the corpse of a freshly dead sentient being.  This must be done without explanation or interruption.  If interrupted for any reason the Rite fails and may not be attempted again on the same corpse.

Rite of the Judge’s Advocate

Duration: 5 minutes

Effect:  Restores 5 Tolerance

The Warlock must speak of the benefits in the rule of absolute law and submission to the will of those in superior standing to a group of at least 3 people.  This can be a single speech where the Warlock is the only speaker or it can be as a discussion or debate with others.  While the Warlock does not need to be speaking the whole time however must be an fully active participant.  If at any point the discussion or audience becomes less than 3 people the Rite fails and must be restarted.

Inspiration Images

Witchcraft

  • Casting style:  Verbals and on-the-fly casting instead of prepared spells.
  • Strengths:  Healing and Curses
  • Weakness:  Protectives

It was considered peasant magic.  Maghdella had heard this many times.  The magic of maids, serfs, and the unseen masses.  That was fine by her. Don’t look at us. Don’t see our numbers. Underestimate us.  That is why we will survive when you fall.  Her Eye was open and she had seen the coming destruction.  She had seen an end to magic.  She had also seen that one day… one day it would return.  Nothing is ever lost forever after all.  So long as the chants were said and oaths sworn, even without real magic to back them, the witches would be ready when the Power returned.  Today would be the last time she inducted someone. Tomorrow she would die, soon they all would die.  This youngling would be left to carry on the tradition.  She would need to teach her children, and they, their children’s children, and forward on in time until the Power returned.

The Coven Circle formed in quiet. Maghdella, First Witch of the Crescent Sickle, began the Rite of Acceptance.

We come in Circle. With faith and trust that we stand as one.
We stand in Circle joined as one” intoned the five other witches.
We call forth powers old and ancient Pharie, Dragon, or Shade – if you answer our call then come!
We call you forth,” replied the others.
Let the Circle be bound. Let our will be done
Let our will be done,” answered the others.
We meet to bring forth our new daughter with whom we shall share our wisdom”
“Let her come forth and be questioned,” chanted the coven.

The circle, as a single mind, all turned to face the youngling. Maghdella continued the ritual and now could only pray that nothing would interrupt them. It was perhaps the most basic of spells but the marking of a soul to accept the Coven’s power should never be taken lightly.

Who are you child? Who comes forth to ask for our secrets?

The child, not more than thirteen, trembled with excited anticipation.

“I am Gisella, I come in faith and trust. Seeking only to learn.”

The words, practiced and rehearsed, came out in a hurried rush.

Gisella, will you obey the will of the First Witch in all things that happen
within our Circle?
“I will.”
Gisella, will you keep our secrets and not speak of what you see or here within
this circle to those without?”
“I will.”
Gisella, will you hold our ways and bind them to your family even if
all your power is fled?
“I will.”

Maghdella stepped aside and gestured for Gisella to take her place on the inside of the Circle. Only one last hurdle. The magic of will, gathered from every person in the coven to shape something larger than any one of them began to build and take form. It was all Maghdella could do to contain the magic’s shape and purpose. The Power – wanting only to escape it’s confines and run wild. The will of the Coven was the only thing holding it in check.

Brothers and sisters, our new daughter, Gisella, of the Crescent Sickle, is there any here who does not accept her as family, kin, and blood?

“Please… let there be no objections,” she silently prayed to any and everything watching.

Silence and acceptance was the only response. Maghdella quietly sighed in relief. She held aloft a small sickle pendant and willed the Power of the Circle up into it.

This is the symbol of our coven. It is the focus of our power and symbol of our acceptance in you. But for now, it is only a symbol. You are the only one who can make it more. Take this. Make it your own. Mark it with your blood and bind it to your will.

Gisella was trembling. Not out of anticipation as before, but under the sheer weight of the magic she was experiencing for the first time. She reached out and took the pendant pressing the point of the sickle into her open palm. The Power of the Circle came crashing down into her, igniting every blood vessel and threatening to break every bone. She was a witch. She was now family. She stepped back and took her place within the Circle. Power quietly hummed waiting for the next spell to be cast. To most, Gisella looked no different than before but Maghdella was gifted with an Open Eye. She saw what few others could see. Above Gisella’s heart was a softly glowing sickle forever marking her soul as a Witch.

Maghdella smiled… they would survive.

Cost Summary

Witch Tiers Pre-Req Mote Range Mote Cost Abilities
1st, 10 XP None 1-10 2 XP/Mana Spell Flux,
8 XP each
2nd, 10 XP 11 Motes 11-20 4 XP/Mana Counterspell,
10 XP each
3rd, 15 XP 21 Motes 21-30 6 XP/Mana
4th, 15 XP 31 Motes 31-40 8 XP/Mana
5th, 20 XP 41 motes 41+ 10 XP/Mana

Rules Summary

  • Foci:  No
  • In-Play Verbals:  Yes
  • Soul Mark:  Yes
  • In Play Rituals/Books/Text:  Yes

Witchcraft is the Art of balancing the forces of creation’s beating heart.  It is life and death; Light and Dark; Healing and Cursing.  Each in equal measure neither shunned or honored above the other.  The Witch acts as the arbiter of these opposing forces to bring prosperity or destruction as needed.  Witches must be inducted by another Witch.  This most often is in the form of a Coven however it is possible to be a solitary witch once inducted to the Art.  A witch channels raw magic called “motes” from all life around her and then gives those motes shape with her words.  Witches have a finite ability to channel motes but can conduct small rituals to restore some of the lost power.  Each ritual grants small strengths to the participating witches and it is in these rituals that a solitary witch falls short of her coven sisters.  Witchcraft rituals restore a specific and limited number of motes depending on the exact ritual being performed.  The ability to participate in more than one ritual per day requires more extensive training and is gained through character growth.  Witches may participate in any or all rituals and may count to the total number of participants but only witches who are coven bound (share a soul mark) with the ritual’s First Witch can benefit from the ritual’s secondary effects.

There are no official writings or records of the witchcraft tradition.  The secrets of any given coven are closely guarded secrets.  Any individual witch can write spells or rituals down however it is assumed that they are actually used from memory and a coven may object to their secrets being trusted to paper which can be lost or stolen.  Unique spells may be found or developed in play.  Such unique spells are difficult to explain or teach and require a IBGA expenditure to do so.

Soul Mark

Soul Marks are what allow a witch to channel their power without the need for a Foci.  These are sigils or images that are burned directly onto the subject’s soul.  Marks do heal after a time so once a year a witch must recommit to her to her coven and be remarked.  A person may have multiple Soul Marks but having one may impact how you are seen by other covens or even other supernatural beings.  Methods for perceiving Soul Marks must be found in-play.

Example Spells

Curses

Hobble

Verbal:  “Rage all you can still I am unharmed:  Magic Hobble.”

Effect: Target takes a Hobble effect.

Stupefy

Verbal:  “Confusion clouds your mind and hostility will flee: Magic Stupefy.”

Effect: Target takes a Stupefy effect.

Healing

Flesh Blessing

Verbal:  “Knit flesh and mend bone.  Magic Heal Wound 1.”

Awaken

Verbal:  “Think free and clear with mind now free:  Magic Awaken.”

Share Life*

Verbal:  “[name of willing and living person] gives of their own life to see you again.  Magic Resurrection”

Note:  Use of this spell takes a small portion of life from a willing living person in order to provide the spark of resurrection for the dead.  Long term consequences of this are unknown by players.

Example Rituals

All Rituals follow a similar pattern.  The leader of the ritual, called The First Witch, always speaks first and then the Coven participants have required responses.  The First Witch must read directly from the original Ritual which is considered an in-play item.  The coven members may recite from memory or have copies of the ritual written for themselves however such copies do not have sufficient power to allow them to act as the First Witch later.

Some rituals allow for short discussions or breaks of formality but those are uncommon.

If the Coven as a whole completes the entire ritual as scripted (reading is fine, this does not have to be memorized) then each participating witch restores a specific number of Motes whether they are of the same Soul Mark as the First Witch or not.  The First Witch and all witches who do share a Soul Mark then also gain a secondary benefit from the ritual.

The exact amounts of Motes restored as well as the secondary benefits gained are detailed on each individual ritual.

If a ritual in interrupted or otherwise fails then all participating witches are still considered to have used one of their daily rituals in the attempt but gain no benefits.

Ritual of Scorn

This ritual requires a specific target of the Coven’s wrath and must have a doll, picture, drawing, or some other representation of the target.

First Witch:  “Before this night is over.”

Coven:  “Before the next day is done.”

First Witch:  “Whatever was done to us.”

Coven:  “Will return to curse and stun.”

First Witch:  “With malice and hate.”

Coven:  “By darksome night.”

First Witch:  “_____, Pain be your fate.”

Coven:  “_______, suffer our spite.”

Completion Tagline: First Witch:  “Ritual complete” (The object is destroyed and consumed in the ritual.  Out-of-play it should be turned over to a plot member as soon as possible.)

Completion Effects

Primary:  All participants instantly refresh 3 motes

Secondary:  For every participating coven member, each coven member gains an in-play verbal-free “Activate Curse: Magic Hobble” against the target of the ritual.

Ritual of Induction

First Witch:  “We come in Circle. With faith and trust that we stand as one.”

Coven:  “We stand in Circle joined as one”

First Witch: “We call forth powers old and ancient Pharie, Dragon, or Shade – if you answer our call then come!”

Coven:  “We call you forth,”

First Witch:  “Let the Circle be bound. Let our will be done”

Coven:  “Let our will be done”

First Witch:  “We meet to bring forth our new daughter with whom we shall share our wisdom”

Coven: “Let her come forth and be questioned.”

(Those to be inducted step forth.)

First Witch:  “Who are you child? Who comes forth to ask for our secrets?”

Supplicant:  “I am __________, I come in faith and trust. Seeking only to learn.”

First Witch:  “Will you obey the will of the First Witch in all things that happen within our Circle?”

Supplicant:  “I will.”

First Witch: “Will you keep our secrets and not speak of what you see or hear within this circle to those without?

Supplicant:  “I will.”

First Witch:  “Will you hold our ways and bind them to your family even if all your power is fled?”

Supplicant:  “I will.”

First Witch: “Brothers and sisters, our new daughter (or son) of the Arte (or name of Coven), is there any here who does not accept her as family, kin, and blood?”

Coven:  (If any object they must step forth now, discuss their objections until resolved to their satisfaction.  This ritual may not be completed without full consent of the Coven.)

First Witch:  (Must present a gift worth at least *TBA value) This is a symbol of our acceptance but know that it is only a symbol.  The power of a witch is in her soul not in any object.  Take this and make our power your own.  *If the gift is accepted the ritual is complete*

Completion Tagline: First Witch:  “Ritual Complete – Imbue Soul Mark”

Completion Effects

Primary:  All coven members gain a single “Triggered Restore 4 Motes” which triggers the next time their motes are depleted.

Secondary:  For every participating coven member, each coven member gains an in-play verbal-free “Activate Healing:  Magic Invigorate”.

Inspiration Images

Wizards

  • Casting Style: Spells stored in a Focus
  • Strengths:  Versatility of spell choice & damage
  • Weakness:  Mind-affecting magic
  • Casting Roleplay Method: Deconstructing colored Jenga towers to form patterns

Esteril stood before his Tower as the stones silently slid out of their master’s way. He knew that a storm was coming. Those who had the Gift of the Eye had said that he and all wizards like him would pass into memory, then rumor and finally into nothing more than myth. Esteril Von Durke, Magus of Whispering Vale however, was not one who would allow his name be easily forgotten. He stood in the quiet of the central chamber of his Tower, the stones of which quietly shifted their positions to most effectively channel their master’s will. Before him stood a simple table with assorted blocks of different colors and slowly he began the laborious process of stacking them three at a time crisscrossing each layer. Slowly, the ritual tower took shape until it was the proper 15 stories tall. He then took his book of spells and began to cast.

Battle spells first. Those would be the easiest, he thought. Fire for the upcoming fight. Red bricks slid out of place until a solid red symbol lay on the table. Esteril felt the sympathetic magic of the Wizardcraft respond. As the bricks created a solid small sigil of intent flared on the sides of the bricks showing that the spell had been stored.

There would likely be ground forces, so next he prepared Earth – the power to open canyons and topple armies. Experienced and steady hands deftly slid green bricks from their place to create a second pattern. More sigils flashed a dark green. The commoner magi made compacts with demons to control elemental forces. He scoffed at such weakness. A Wizard was above needing to rely on others for power. Confidence was well and good but precautions must be taken as well. He could not afford to let his confidence become hubris. That would certainly bring his tower down.

Spell by spell, the tower’s stability weakened. Occasionally a brick would stick in place as the whole of the tower shook, threatening to collapse. Twelve spells later, he stopped. He was 1 brick away from casting another spell into his focus however, no bricks would release. One brick was possible but the odds of his success were low. The tower collapsing after channeling this much power would not only waste a considerable amount of his time but the backlash could potentially be deadly. Esteril removed a circlet and held it above his tower. As he did this, the spells stored in the sigils released and magic flowed into his circlet. Having placed it back atop his brow, he stopped. The tower no longer held any power and would not for some time… there was no harm.

He reached carefully for the yellow brick and began the slow process of attempting to dislodge it. The brick slowly freed itself. He placed it on the top of the tower, it swayed as if trying to keep a balance that it had no right to and then collapsed back into a pile on the table. “That. That is the difference between confidence and hubris,” Esteril thought to himself.

In his own Tower, Esteril did not need to expend any energy for simple tasks. He simply willed the candles to light and his writing desk to manifest.

“First, my future student, you must understand that there are towers which channel a wizard’s magic into the shape of whatever spell is desired, and then there are Towers. A Tower is the ultimate expression of a wizard’s power. Even the Dragon Lords fear to challenge a wizard while within his Tower.

I write these words so that those who come after me will know what I was. It has been foreseen that there will be a cycle of great catastrophes that will only end when the world we as Wizards know passes from memory into rumor and from rumor into myth. All we can do is prepare to become nothing more than a child’s bedtime story. Into these tomes I am scribing all my knowledge in the hopes that one day my art will be restored.”

Cost Summary

Wizards Tiers Pre-Req Tower Range Tower Cost Abilities
1st, 10 XP 1 Tower 1-3 5 XP/Tower Spell Flux,
8 XP each
2nd, 10 XP 4 Towers 4-6 7 XP/Tower Counterspell,
10 XP each
3rd, 15 XP 7 Towers 7-9 9 XP/Tower Battle Mana Tower
4th, 15 XP 9 Towers 9-11 11 XP/Tower
5th, 20 XP 12 Towers 12+ 15 XP/Tower

Rules Summary

  • Foci:  Yes
  • In-Play Verbals:  No
  • Soul Mark:  No
  • In Play Rituals/Books/Text:  Yes, Book of Sigils

Wizardry is the art of precision and control.  A Wizard does not just provide a place for the universe to vent mystical friction.  It does not require the beseeching of other powers.  It does not allow itself to be held to any preset limitations.  It does not require the careful balance of one force against another.  Rather, a Wizard takes the world and tells magic what it should be.  This can be cast alone but often Wizards will come together in order to cast more effectively and to cast larger spells.  Should a Wizard reach beyond their capability and the Tower that has been constructed falls, that is deemed a “crash.”  When a Tower crashes, it will have specific negative consequences for the Wizard, possibly for any assisting Wizard, and at times for the world at large.

Wizards use small wooden blocks (standard Jenga blocks) to represent the elemental forces that they are manipulating.  Each Tower comprises 3 different elements of the wizard’s choosing when the Tower is purchased.  Each Tower is built by rotating layers – a layer of 3 blocks of the same element, a second element set across that, and the third element crossing over the second.  This series is repeated five times for a total of 15 layers, alternating directions, of 3 blocks each for a total of 45 blocks per tower (The top layer is called the Cap and can not be drawn from).  Wizards draw blocks from these towers and arrange in them patterns as dictated by the magical sigils they have collected in order to charge their personal Foci with the given spell.  Blocks must be drawn one at a time and then placed in the pattern before another block can be drawn.

Each Wizard may only cast from one tower at a time so choosing which combination of elements are going to be used often dictates what spells can be cast at any given moment.   Casting elements are recorded on the Wizard’s character sheet a tower can be made of any three elements they have learned.

  • Red: Fire
  • Blue: Water
  • Yellow: Air
  • White: Light
  • Black: Shadow
  • Brown: Earth

Spells are cast by first announcing what spell you are attempting to cast, “Begin Sigil of the [Name of Spell]” then starting to draw the blocks one at a time until either finished or the Tower collapses. If the Tower collapses, take the crash effect listed on the sigil page.

Collaborative Casting

Wizards can work together to cast larger and more complex spells by gathering together and each one setting a Tower of their own to contribute to the group casting.  The primary caster who will charge their focus with the given spell draws first and places the first block.  Each contributing Wizard in clockwise order then draws a block and places it in the sigil in turn.  Each participating Wizard may draw from any Tower in the collective.  If any Tower crashes the attempted sigil fails and the primary Wizard suffers the crash effect, unless the sigil specifically dictates otherwise.

Battle Mana Tower

The Wizard’s constant work has allowed him to build a small but constant flow of magic that can be pulled for the express purposes of combat. This Tower is smaller than the standard Tower.  Being 3 elements but only 3 sets rather than the typical 5. All spells cast with Battle Tower must be used before the tower can be rebuilt. Only spells marked as “Battle” can be cast using this Tower.  Battle Tower spells must go in a unique battle focus by themselves.

Example Wizard Spells

Hstandi’s Targeted Explosion

Success: If the sigil is successfully completed, the Wizard may charge their Focus with Five Magic Fire Shard 1s.

Ysidrath’s Brief Disarm

Success: If the sigil is successfully completed, the Wizard may charge their Focus with Three Magic Disarms.

SandaVel’s Barred Door

Success: If the sigil is successfully completed, the Wizard may charge their Focus with a single “Magic Door Blockade” which must be phys-repped and lasts for up to 3 days.

Example Wizard Sigil

Alkoolatch’s Emergency Treatment

The arts of healing and recovery are not best suited to the powers of a Wizard’s Tower however the need to heal one’s allies in battle is an expected part of any conflict.  It is therefore necessary for all Wizards to familiarize themselves with at least some degree of healing magic.  As spells go this is very simple and as such one should not expect a tremendous return on the investment of power.  However as with many things when dealing with life and death, it is better than nothing.

 

Draw from your Tower one brick of Fire and two of Water.  Fire is the primal source of unbridled power that gives life to active magics both healing and damaging.  The water provide the structure and guides that fire to a healing purpose.

Success: If the sigil is successfully completed the Wizard may charge their focus with five Magic Stabilize effects.

Charge Verbal:  “Charge Focus with five Water Stabilize”

Activation Verbal: “Activate Water Stabilize”

Failure:  If this ritual is begun but cannot be completed because it is abandoned, then the Wizard must draw an extra brick as the cost of starting their next sigil and all bricks drawn for this sigil are considered lost.

Crash:  If the Tower collapses while attempting this ritual, the primary caster suffers “Quick Bleeder” for the next hour.

Inspiration Images

Combat Trait Overview

Combat attributes are the main source of combat-related advantages and combat abilities. Anyone can learn to use a weapon without hurting themselves. Anyone can learn to block an attack to learn to duck an arrow. Learning to deal devastating damage, break weapons, or knock someone to their knees takes not only training but a certain degree of sheer physical or mental conditioning that exceed what most people can do. Each Attribute represents the instinctive way that each individual approaches combat and how those basic tendencies are represented in the game world.

Each attribute has 4 tiers and these tiers must be bought in progression. Humans can buy any trait at base cost at any point and at any time. Altera intentionally does not have any “Character Creation Only” abilities. Once a human embraces any of the mythological legacies they will begin to gain access to unique Passive advantages, Per Combat abilities, and Per Day abilities however, the trade-off is that the newly awakened races make at least one trait wholly restricted and make an additional attribute difficult to learn. The first tier of any attribute is 10 XP, the second tier is 15 XP, the third tier is 20 XP, and the fourth is 25 XP. If an attribute is considered difficult there is an additional XP per tier cost when purchasing them.  The penalty is 3 XP for Tier 1 and 2.  It goes up to 5 XP for Tier 3 and 4.

Each attribute tier has a Passive advantage that is gained for free when the attribute is purchased.

Each attribute has a Per Combat ability that can be purchased up to three times Per Combat. The first set of Per Combat abilities are 5 XP per purchase, the second tier Per Combat abilities are 7 XP per purchase, the third tier Per Combat abilities are 9 XP per purchase, and the fourth tier Per Combat abilities are 10 XP each.

Finally, each attribute has a Per Day ability that may be purchased as many times as desired. There is no limit as to how many times a Per Day ability may be purchased as long as the XP cost is paid.

  • 1st tier Per Day abilities start at 5 xp and become progressively more expensive with an additional 2 xp for each purchase (5, 7, 9, and 11 xp).
  • 2nd tier Per Day abilities start at 7 xp and become more expensive by 2 xp per purchase.
  • 3rd tier Per Day abilities start at 11 xp and become more expensive by 2 xp per purchase.
  • 4th tier Per Day abilities start at 15 xp and become more expensive by 5 xp per purchase.

To advance from one tier to the next a character must have all three Per Combat abilities and at least one Per Day abilities before the next tier can be purchased.

Combat Trait Costs

Tier 1 2 3 4
 Tier Cost 10 XP 15 XP 20 XP 25 XP
 Tier Cost (Difficult) 13 XP 18 XP 25 XP 30 XP
 Advantage Cost 0 XP  0 XP  0 XP  0 XP
 Per Combat Cost   5/5/5   7/7/7   9/9/9   10/10/10
 Per Day Cost  5/7/9 7/9/11 11/13/15 15/20/25

Defensive Trait Costs

Lesser Defenses XP Notes
Parry 8 Pre-Req: Tier 1 Trait in Brutality, Dexterity or Resilience
Side Step 8 Parry option for ranged weapon users. Pre-Req: As Parry
Spell Flux 8 Pre-Req: Tier 1 Spell School or Ingenuity or Empathy
Greater Defenses XP Notes
Dodge 10 Pre-Req: Tier 2 Trait in Brutality, Dexterity or Resilience, Ingenuity
Counter Spell 10 Pre-Req: Tier 2 Spell School or Empathy

Brutality

Tier 1
Tier 2
Tier 3
Tier 4

Dexterity

Tier 1
Tier 2
Tier 3
Tier 4

Empathy

Tier 1
Tier 2
Tier 3
Tier 4

Ingenuity

Tier 1
Tier 2
Tier 3
Tier 4

Resilience

Tier 1
Tier 2
Tier 3
Tier 4

Lores & Crafts

Lores

Lores are bits of obscure knowledge that have taken time and/or effort to learn.  Lores, with Plot approval on the topics covered, can be purchased at character creation but most often are found in-play.  All Lores must be taught by another character or learned from a plot approved resource such as a volume of esoteric texts that the character has found.  New Lores can also be created through investigation, research, and the collection of Research Theory tags.  Theory tags represent the unfounded and unsupported concepts of what a lore might actually cover.  As theories are collected they lead to a much more comprehensive idea which ultimately solidifies as the new lore.

Lores provide additional information in the course of in-play Investigations and for research IBGAs.  Most Lores are considered Basic and only cover very wide or general topics such as World History, Smithing, Alchemy, Mythological Races, or any other general broad topic.  Lores may be specialized into more specific topics through the Academia skill.

All basic Lores may be bought at 4 XP.  Lores cost an additional 4 XP per level of specialization.

Example: Lore: Altera History 4 XP –> Lore: Altera Ancient History 8 XP –> Lore: Altera Founding History 12 XP –> Lore: Altera Hector Eventide the First 16 XP.  At any time a player may go back and split of a previous tier to go another direction. Lore skills grant one Investigation per day, per topic or object being investigated the deeper a Lore skill the more detailed the knowledge.

Generally accepted basic Lores that do not require initial Plot approval:

  • World History
  • Mythological Races
  • Any specific Production Skill
  • Appraisal

Specialized Lores always require Plot approval and must have a supporting foundation Lore.

  • World History could easily specialize into pre-exile myths, history of [insert nation here], or Current World Politics.
  • Mythological Races might specialize into a focus on a specific race such as Fey or Celestials.
  • Appraisal could easily specialize into things like Alteran Economy, Antiquities, or Trade Routes.

To see how Lores can be used during in-play Investigations see the Academia Rules.

Appraisal

Appraisal is a subset of the Lore skill and mechanically functions the same as any other Lore.  This can be used to help identify the in play value of a rare item not covered on public production tables and can be used in IBGAs to help read the flow of national or even international finances. Players will receive an updated Appraisal sheet each game with the value of items in the current market. 

 

Crafts

Craft skills are most often the miscellaneous skills characters use in day to day professions or hobbies.  Crafts are fundamentally ways for players to earn money on a consistent basis but can also be used to create small trinkets of roughly the same value.  Examples of crafts are things such as Gardening, Woodworking, Masonry, Architecture, Toy Making, Scribe, and so on.  

Each level of craft provides 5 copper worth of income per production period, per event.  Crafts may also be used for minor actions such as creating role play supportive tagged items such as small wooden toys, non-intoxicated wine, fine inks, or small statues.  Each tag created this way represents one level of craft and is provided to the player in place of the 5 copper they would otherwise earn.  At Plot discretion crafts may allow craft skills to be used during an Investigation or other action however that should never be assumed to be the case.  

All Craft skills may be bought at 4 XP per level up to 5 times.

Gardening

Gardening is a subset of the Craft skill and mechanically functions the same as any other Craft skill however instead of a miscellaneous tag they can choose to copy a single herb tag that is in their current garden. As well as the gathering of herbs that might be found in play in a method that allows them to be replanted safely.  

Academia

Research Theories

No player can start with Research Theories and they do not require character points to receive in-play. Research Theories are loot for your mind. Players are awarded theories for module success or for IBGA research and can use this in their appropriate research as if they were are lore but most importantly theories can be used in the creation of new items/spells, patterns, and more structured permanent Lores. Players can use a theory to greatly expedite any line of ongoing research if it is appropriate to the theory.  With an appropriate level of teaching can share this theoretical knowledge with others.

Lores

Lores represent basic knowledge that a character has in the appropriate field of study.  Lores do not have levels.  All Lores are Plot approved and must either be purchased at character creation or found in-play.  Most people can only learn Lores by being actively taught them from a teacher who also has the Lore.  It requires specialized training on the fundamental ideas of how to learn and study to be able to effectively research your own Lores using observation or found text props.

All Lores are effectively equal and do not have levels to represent competency. Instead, Lores develop “Specialties” which are additional branches of related study that may provide a more in-depth understanding of a topic.

  • A Lore in World History might later specialize into [Nation Specific] History which may then specialize into Pre-Exile [Nation] History and then further specialize into Celestial Influences in Pre-Exile [Nation] History.

Lores may be used to help evaluate or discern the basics of a specific in play item by use of the Investigation mechanic, each Lore grants Investigation per game only geared towards that Lore skills topic, and may be used in IBGA for a more detailed study.

Investigation

Investigations are very short and focused periods of study were characters can examine a specific object using their in play knowledge during a game.  Investigations must be Marshaled at all times.  Investigations are either Academic or General.  Every character regardless of Academic ability may participate in one investigation General investigation per day.  All Investigations are limited by the following restrictions:

  • No more than three people may participate in a single Investigation.
  • Investigations must declare the specific question and goal of the Investigation at the start.
    • Bad Investigation question:  “Tell me about this statue”
    • Good Investigation question:  “What are the magical attributes or abilities of this statue?”
  • No player may Investigate the same object more than once per game.
  • Investigations must be of specific effects or objects.  Investigations may not be used to examine the larger cosmos, philosophical ideas, or broad reaching metaphysics of the game world.  That is what IBGAs are for.

General and Academic Investigations change after this base rules set.

General Investigations

  • Are limited as a per day ability which can only be increased with the basic Academia skill Wealth of Knowledge.
  • So long as one person involved in an Investigation is using a per day General Investigation ability all participants may use their total level of Academia, applicable Lores, Crafts, Production skills, magics, or any other appropriate skills.  All levels of Academia always apply and stack with all investigators however only the highest tier of other skills (tracking, production, magic, etc) apply.  Those non-academic skills do not stack.

Academic Investigations

  • Are based strictly on the single highest Academia tier and all appropriate Lores.  In Academic Investigations levels of Academia do not stack.
  • These Investigations are in addition to a General Investigation but are still limited to no more than 3 people, cannot investigate the same object a second time in the same game, and cannot investigate broad concepts.

The effectiveness of Lores and Investigations are both impacted by the Academia skill:

Apprentice (10 XP)
Student Teacher (15 XP)
Professor (20 XP)

Divination

Divination is a skill that must be discovered in-play.  Players who choose to take this skill may assume that they will be woken up in the middle of the night or extremely early in the morning.  Players must be aware that this skill has a very real chance of significant short-term role playing difficulties, permanent madness, and/or premature character death.  Once this skill has been chosen it is not something that can be easily turned off.

Novice Diviner (10 XP)
Adept Diviner (15 XP)
Oracle Diviner (20 XP)

Healing

Healing skills are the practice of mundane and practiced arts that have been known to the world for millennia.  They range from being able to staunch basic injuries, treatment of complex conditions, and even preserving the body and drawing a soul back to life.

All Healing skill abilities require an appropriate tagged Healer’s Kit.  All Healer’s Kit are considered general craft that can be made by any Production skill.  All Healing skills require the healer to be in physical contact with the target of the healing (please keep in mind the rules about out-of-play physical contact) for the duration of the required treatment.  This treatment should also be roleplayed as appropriate.

With the return of Magic to the world all following abilities seem to work with supernatural speed beyond what has been recorded in medicine to date.

Apprentice (Practitioner, 10 XP)
Intermediate (Physicker, 15 XP)
Master (Surgeon, 20 XP)

Healing Kit Requirements

Basic Healing Kit

Basic Healing Kits are the bare bones minimal tools needed to stop bleeding.  This should easily in a 2” x 2” x 2” belt pouch.  Suggested materials include a rolled up Ace bandage, roll of gauze, large folded cloth.

Common Healing Kit

Common Healing Kits are able to rapidly speed up recovery and as such they are a little more complex.  They require at least 3 component parts, should easily fit in a 3” x 3” x 3”  belt pouch.  This may be some combination of bandages, gauze, large cloth, tourniquet, bottles of leeches (pasta in water works well), or other similar materials.

Complex Healing Kit

Complex Healing Kit should have multiple needle and thread, gauze, hemostats, scissors, a watch, cloth, and tourniquet, at a minimum.  Should take up an entire belt pouch or bag.  Rough volume is 4” x 4” x 4”.

Masterwork Healing Kit

Chest or container at a minimum of one foot by one foot by one foot volume.  Can be carried but most often set up as a lab.  Contains jars, unusual medical apparatus, tools, tubing, multiple colors of thread, and/or medical reference material.

Esoteric Healing Lab

Labs appropriately set up for medical experimentation are not the sort of things that should be moved or set up in a hurry, if ever.  These are considered permanent installations and prospective patients must be taken to the lab, not the other way around.  They may involve manacle restraints, suspended bottles of various fluid, large scale diagnostic charts or other anatomical references, lightning rods, tubes, clamps and other such trappings of what would be considered “modern medical science” up to the late 18th century.

Alchemy

“Come here, boy!  Oh I know you think this place dark and smells bad, and you don’t know why your mother handed you off to me.  That sulfur you smell?  Demon root.  It’s dark because it’s a potion of the Hunter’s Skin that would make you all but invisible, but the ingredients hate the light and refuse to work till I make it dim for them.  That bubbling cauldron next to you?  Essence of the Golem. Gives a man or woman the strength of the Stone itself – don’t touch!  Right now it would tear your arm clean off and consume it as a snack.  Hrmm… your mother said you were smart, I hope for your sake she didn’t lie to me, boy.  I’m getting old and it is time to find an apprentice and if you don’t blow yourself up in the few years, I might, MIGHT, teach you the secrets I have pried from plants and herbs, blood and bone, to place a piece of the old magic in a bottle.  Wizards and their kind, Bah!  Flashy claptrap.  No staying power.  Can’t sell a spell if they aren’t there, but I – I can pour courage on command, sell it by the flask, charge what the fool “heroes” can pay.  That’s the real magic.  What’s that – just money?  Hahaha, *coughs*, haha.  Boy, magic may make the sun rise, but money makes the world go round.  Now, let’s see if you survive longer than the last one.”

At its most basic Alchemy is the craft of taking raw plants, harvesting them, and turning them into usable goods.  Alchemy is mechanically divided into two categories. Alchemists purchase Production Points (PP) which is the raw ability to create goods.  Alchemists also purchase skill tiers which is their understanding of Alchemy and ability to create increasingly complex substances.

These are bought independently of each other so it is entirely possible to have someone have a research specialist with tier 5 Alchemist but does not have enough production to make more than the most simple of substances.  It also allows for someone to have very high PP and low tier which would be more like a factory worker or commercial Alchemist who can turn out extremely high quantities of basic substances.

Cost Summary

Tier Title CP Cost CP Range
1 Toiler (5 XP) 2 XP each 1-10
2 Brewer (10 XP) 3 XP each 11-20
3 Distiller (15 XP) 4 XP each 21-30
4 Philter (20 XP) 5 XP each 31-40
5 Master (20 XP) 5 XP each 41-50
Tier 1 (Toiler, 5 XP)
Tier 2 (Brewer, 10 XP)
Tier 3 (Distiller, 15 XP)
Tier 4 (Philter, 20 XP)
Tier 5 (Master of Secrets, 20 XP)

Alchemy Categories

  • Blade Poison: Must be applied to a edged weapon or arrow.  1 Minute of focus to apply each dose.  Must have tier 1 Alchemy to apply.
  • Contact Poison: Must be applied to a surface or item.  Contact poisons must be phys-repped with a thin coating of Vaseline or other obvious substance. There are highly exotic recipes and herbs that may allow a contact poison to be phys-repped by the tag only but those must be discovered in-play.  Must have tier 3 Alchemy to apply.
  • Draught: A drinkable liquid that can be taken directly from a vial or mixed into a small amount of liquid.  See rules for mixing substances below.  Must have tier 1 Alchemy to mix.  No Alchemy required to take directly from the vial.
  • Salve: A poultice or ointment that can be applied to treat a specific condition.  Requires tier 1 Alchemy and 1 minute to apply.
  • Thrown: A recipe that is in a specially crafted vial designed to break on impact.  Must have small ranged (Thrown) and Alchemy 1 to use.

Alchemy Types

  • Enhancement: Provides some benefit or protection
  • Healing: Heals or otherwise treats a specific condition
  • Poison: Causes a negative condition to the target
  • Recreational: Taken by some for a debatable good time.
  • Wounding: Causes direct immediate harm to the target
  • Other: Some things just don’t fit neatly into a category.

Alchemy Recipes

Alchemy recipes are in-play items that can be copies with Alchemy PP.  Each recipe has a description of the substance, ways it can be applied, PP cost, monetary cost in copper, and a list of in-play Herbs that can offset the cost if they are used.  Using Herbs in this manner consumes the Herbs in the process.  The Herb tags must be turned into Plot at the time of production.

Each recipe has the substance name, the tier requirement, the type of substance created, PP, monetary cost, effect, and the suggested recipe.  The recipe does not need to be followed and these can all be made without Herbs however the Herbs make it cheaper as stated above.  When a substance has multiple types the CP (Crafting Points) and monetary parts will be listed as xx/xx/xx with the amounts in the order listed under recipe. If a recipe item is listed as rare it must be present to make the recipe.

Production Chart

Name Type MU CP Qty SP* Effect Recipe**
Death’s Bite Blade (B), Poison 6 3 1 5 Blood Poison 1 Night Shade (2)
Disease Blade (B), Poison 2 1 3 0.1 Natural Disease 1 Blushing Violet (1)
Forgiving Oil Salve (S), Healing 3 1 4 0.2 Stabilize Gilled Frond (3)
Gentle Rest Ingested (I), Poison 3 1 1 0.5 Sleep Blushing Violet (2), Sapstick Reed (1)
Hobble Blade (B), Posion 3 2 2 0.3 Natural Hobble 1 Saptick Reed (1), Blushing Violet (1)
Instant Brawler Draught (D), Enhancement 3 1 4 0.3 Strength +1 Immediate Use Blushing Violet (1), Tarmeren (2)
Lantern Oil Salve (S), Recreational 3 1 10 0.1 Burns in a lantern to produce light Sapstick Reed(3)
Liquid Pain Acid (A), Thrown 2 2 1 2 Natural Acid Shard 1, Requires Alchemy to use Tammern (2), Night Shade(1)
Liquid Resolve Draught (D), Recreational 2 1 3 0.3 Intoxicated, No Knowledge skills may be used Ember Eyes (1), Tarmeren (1)
Liquid Soma Draught (D), Recreational 5 3 4 3 Players taking Soma for the first time should consult a Marshal Rare Soma (5)
Ox Hide Draught (D), Enhancement 4 4 1 7 Vigor 1, Does not self-stack, does stack with other Vigor effects. Lasts until end of day. Rare Lotus Petal,  Ember Eyes (1) , Sapstick Reed (3) ,
Pain’s Relief Draught (D), Healing 4 1 2 1 Rapid Recovery Gilled Frond(2), Blushin Violet(2)
Pain’s Respite Draught (D), Healing 4 2 1 2 Heal Wound 1 Sapstick Reed(1), Gilled Frond(3)
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
  • * Value in SP (Silver Pieces) each
  • ** Can be used in place of MU (Material Units)

Herbs

Herbs are represented by plant phys-reps with in game tags attached.  Anyone with Craft: Gardening can identify basic Herbs and harvest the plant such that it can be replanted and remain healthy.  Druid 1 or Alchemy 1 allows a Herb to be harvested without Craft: Gardening however doing so damages the plant so it can not be replanted later.

Herb tags are always double sided.  The name of the Herb will be on both sides and on the left of the tag.  One side will have information related to Alchemy and the Production properties of the plant such as Healing, poison, salve, draught, recreational, etc.  Each of these will also have a numerical value next to them 1-10 reflecting how much potency they have for that given aspect.  That number is always representative of how many coppers can be offset in a proper recipe.  How different Herbs interact with each other must be discovered in-play.  Any specific Herb can only be used for one type of cost reduction even if it has multiple needed properties.  Additional Herb always stack with each other.

On the reverse side is the herbs Druid properties of the various plants.  This will list more mystical or physical correspondences such as vines, thorns, beauty, itching, soothing, hardy, etc.  How these various properties interact with Druid magic must be discovered in play.

Herbs can be bought with starting money at their component value.

Common Herbs & Plants

These are herbs that will reliably be found around each game to some degree.

Name Properties Description
Gilled Frond Healing, Salves A frond plant with blue tinted leaves.
Sapstick Reed Poisons, Enhancements A tall grass
Ember Eyes Recreational, Contact Poison A vine with small red flowers
Blushing Violet Poisons, Enhancement A small flowering shrub
Tarmeren Acids, Draughts A small thorny seed pod
Soma Thorns, Hardy
Lotus Petal  Enhancements
Night Shade  Poisons, Acids

Smithing

The Great Forge of Kapova Dome had been running a light crew through most of the day.  Despite the heat, the forge was close to the outer walls of the Dome so cold seemed to seep in through the cracks in the stone.  As the sun was beginning to set the Dome would require the forges working at full blast to help push back against the cold. The blacksmiths of Moragon were not just the makers of things but they were life givers who used their craft to heat the massive domes.  As the Foreman of the Southern Kapova forge Ryba started the daily process of having the apprentice smiths stir the coals and work the bellows.  

Reds and oranges illuminated the stone walls as one flue after another was open.  Some taking smoke out of the Domes and some funneling heat into the homes of the nearby city.  Each apprentice quickly took to their task working as individual parts of the human machine that is The Forge.  Artisans and apprentices sat at their respective benches making large quantities of whatever their given task was.  The more experienced artisans worked on specific contracts to supply arms, armor, or even jewelry to specific patrons across the world.  Today Ryba was making something special.  Her son was about to come of age and start an apprenticeship.  This was not going to be for a customer or for money.  What she set her mind to today would be for her child and would be forever.  

Stone Carvers of ages long past had crafted secret ways of crafting on every inch of the forge walls.  Ryba had tried every single one of them.  Some of them produced items of surpassing beauty for sure.  Alloys of metals she would never have thought to combine on her own however at the end of the day they were always just exquisite examples of human handiwork.  “Truth chiseled in stone lasts forever” the saying went.  However not since the Great Exile had this forge produced a single Great Item.  It may not be magic Ryba thought but it would be the best forge hammer she ever created. Into the crucible went a rare collection of ores, as dictated by the stone in front of her where they began to melt into one.

Without warning the forge sparked and what should have been controlled flame briefly roared to life as if fueled by an unknown outside source.  Ryba set to tending to the apprentices first, making sure their were no injuries, then helping to save what items could be salvaged.  Once she was confident that the forge had returned to working order she returned to the hammer for her son.  The metal in the casing had already cooled and was ready to be shaped with more detail… that should have taken an hour at least.  She stood before the Grand Anvil facing the stone instructions for what was called the “Heart of the Forge”.  It must have been a trick of light from the forge coals but it looked to her as if the instructions before her were glowing a faint orange of their own.  Rather than just following the instructions some instinct beyond her own skill moved her to grab one of her finer steel chisels and to begin carving the stone instructions directly onto the hammers face.  With each chisel strike the words became clearer and when she was finally done the hammer itself seemed pulse with a soft orange heartbeat of it’s own.  She did not realize the rest of the room had completely stopped working.  All eyes were on her as she lifted the finished hammer from the anvil.  It should still burn to touch and while the carvings glowed bright, while the hammer head itself quietly beat it remained warm to the touch.  She did not know what had happened or how it had happened… but she knew.  Magic had returned to the world.

Cost Summary

Tier Title CP Cost CP Range
1 Apprentice (5 XP) 2 XP each 1-10
2 Journeyman (10 XP) 3 XP each 11-20
3 Master (15 XP) 4 XP each 21-30
4 Artisan (20 XP) 5 XP each 31-40
5 Grand Master (20 XP) 5 XP each 41-50
Tier 1 (Apprentice, 5 XP)
Tier 2 (Journeyman, 10 XP)
Tier 3 (Master, 15 XP)
Tier 4 (Artisan, 20 XP)
Tier 5 (Grand Master, 20 XP)

Production Charts

Weapons
Armor & Shields
Consumables

Tinkering

Bard Simon notes on “A Theory on Tinkerers like Draken

Magic is many things to many people, most likely magic can only best be understood by the mind of its worker.”  At least, that is what a great number of mages say when trying to explain how each of them manage to accomplish similar tasks with different methods. There are a few however, that seem to have a knack for understanding exactly what magic wants to do within the realms of nature itself. Being able to control these circumstance and patterns has allowed Tinkerers to make some of the greatest creations of the Magical Age. What is a tinkerer? If forced to narrow it down to a core concept, it is one who understands the desires of magic at its core – and understanding what magic wants to do rather than what you want to do with magic opens an entirely new level of power that few will ever experience.

The tinkerers domain goes far and wide, from crafting the magical tools and weapons of many casters to creating odds and ends with a nearly limitless number of effects. Protectives and spells fall into their domain as well – no, nothing as dull as as swords and armors. Magic woven into patterns of metals and gems in adorning necklaces may appear quite beautiful, all the while containing protectives as strong as a suit of armor or spells as dangerous as a dragon’s breath.  Many of these wondrous items in legends are attributed to an Elven tinkerer named Draken Long Tips. Some of his most famous crafts include the Ivory Throne of Altera, and the Phoenix Saddle of Sophia Ironbane.

Cost Summary

Tier Title CP Cost CP Range
1 Adept of the Form (5 XP) 2 XP each 1-10
2 Adept of the Will (10 XP) 3 XP each 11-20
3 Master of the Form (15 XP) 4 XP each 21-30
4 Master of the Will (20 XP) 5 XP each 31-40
5 Shaper (20 XP) 5 XP each 41-50
Tier 1 (Adept of the Form, 5 XP)
Tier 2 (Adept of the Will, 10 XP)
Tier 3 (Master of the Form, 15 XP)
Tier 4 (Master of the Will, 20 XP)
Tier 5 (Shaper, 20 XP)

Production Chart

Tinkered Items MU CP Value Descriptions
Thieves Tools 1 3 0.7 Allows the attempting picking a lock or disarming a trap. Both must be done in-play.
Reinforced Chest (w/lock) 2 2 1 Chest with attached lock must be unlocked or broken with a Strength effect. If broken everything inside takes a Break effect.
Torches 1 1 0.2 Single-use Light effect.
Lantern 3 3 2 Consumes Alchemy oil to work as a Light. Each oil grants 1 Light effect.
Door Bar 3 2 2 Door is blocked requires a Strength effect to break in or be opened from the inside.
Door Lock 4 4 3 Door is locked can only be open with a key or a Strength effect. Comes with 2 keys. Additional keys can be made for 1 MU and 1 PP.
Trapped Lock 6 6 5 If the thief fails to pick the lock in 1 minute then they stored poison inside the lock takes effect.
Trip Wire Trap 3 2 1 Sounds an alarm when the trap is tripped.
Blow Dart Trap 3 3 3 Shoots a dart at the designated target when the trap is tripped.
Weapons MU CP Value Descriptions
Crossbow 8 5 5 A single shot crossbow (darts are included without a separate tag).
Blow Dart Gun 3 3 2.5 A blow dart gun (darts are included without a separate tag).
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
  • Value in SP (Silver Pieces) each

Tracking

Tracking is the mundane skill of being able to follow another person by reading trail signs such as boot prints, broken twigs, bits of clothe, etc.  Basic tracking allows for very limited success under very limited conditions but with each additional level of tracking purchased increases the circumstances where tracking can be successful.  Your base tracking ability is equal to your level in tracking ( ie tracking level 1 allows you to follow green trails). Multiple trackers may always pull their collective knowledge to follow a trail that would be individually impossible to follow.  A tracking party can be no more than seven people in total.

Tracking Markers

Tracking Markers are marks of cloth through the woods that allow a Tracker to note someone passed through here. Advanced tracking notes may be attached to some markers if you can follow the trail you can also read any notes attached, that might included group size, creature type or age of the trial.

  • Green: Basic Trails can be followed by anyone with Tracking.
  • Yellow: Difficult Trails can be followed by an Intermediate Tracker or 3 Basic Trackers.
  • Red: Very little trail markings left, requires a Master Tracker, or 3 Intermediate Trackers or 1 Intermediate Tracker and 6 Basic Trackers.

Any color cloth may be used with an additional number to show the difficulty of special trails.

Basic (Survivalist, 5 XP)
Intermediate (Scout, 10 XP)
Master (Wayfinder, 15 XP)

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