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Copyright © 2017 – 2018, Altera Awakens Fantasy LARP (Live Action Roleplaying).

Version: Tuesday, October 16th 2018

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 [email protected].

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 [email protected].

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 [email protected].

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 [email protected] in advance. We know you have lots of questions and we want to make your experience as enjoyable as possible, so please read on.


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!


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!


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.


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, [email protected].

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 [email protected] 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 [email protected] 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.


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
Armor Skills XP
Light Armor 0
Medium Armor 3
Heavy Armor 5
Encased Armor 7
Shield Skills XP
Bucklers 1
Small Shields 2
Medium Shields 3
Large Shields 4
Tower Shields* 8

*Requires Safety Inspection. Players that can not fight with a Tower Shield without Turtling or Charging will not be allowed to use them.

Combat Styles
Combat Styles  XP
Ambidexterous 2
Florentine 5
Twin Weapons 8
Combat Abilities
Combat Abilities Tier 1 Tier 2 Tier 3 Tier 4
Cost to Buy Tier* 8 8 8 8
Per Combat Abilities 5 7 9 10
First Daily Ability 5 7 11 15
Second Daily Ability 7 9 13 20
Third Daily Ability 9 11 15 25

* Each Tier has a passive Advantage that is gained for free when the attribute is first purchased.

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
Fighting Style
Fighting Style Tier 1 Tier 2 Tier 3
Tier Cost 10 15 20
Ability Cost 5 10 15
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.

Magic Skills

Druids Tier 1  Tier 2  Tier 3  Tier 4  Tier 5
Tier Cost 10 10 15 15 20
Dweomer 2 4 6 8 10
Relic Wardens
Relic Wardens Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Fatigue 1 1 2 3 5
Sages Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Intent 5 8 12 15 20
Shaman Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Staff Activation 5 7 10 13 15
Sorcerer Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Dweomer 1 1 2 3 5
Warlocks Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Tolerance 5 8 12 15 20
Witches Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Motes 2 3 4 5 7
Wizards Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 10 10 15 15 20
Towers 5 7 10 13 15

Miscellaneous Skills

Academia Tier 1 Tier 2 Tier 3
Tier Cost 10 15 20
Ability Cost 5 10 15
Craft* Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Tier Cost 4 4 4 4 4

* Gardening is a subset of the craft skill.

Divination Tier 1 Tier 2 Tier 3
Tier Cost 10 15 20
Ability Cost 5 10 15
Healing Tier 1 Tier 2 Tier 3
Tier Cost 10 15 20
Ability Cost 5 10 15
Lore* Tier 1 Tier 2 Tier 3 Tier 4
Tier Cost 4 8 12 16

* Appraisal is a subset of the Lore skill and mechanically functions the same as any other Lore.

Production Skills  XP
Tier 1 5
Tier 2 10
Tier 3 15
Tier 4 20
Tier 5 25
Crafting Points 1-10 2
Crafting Points 11-20 3
Crafting Points 21-30 4
Crafting Points 31+ 5
Tracking Tier 1 Tier 2 Tier 3
Tier Cost 5 10 15
Ability Cost 5 5 10

Character Submission

NOTE: Please e-mail your full background/character history to [email protected]. The following form may not hold your full background.


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

Cookie Jars

Verinfall Merchants
Olimometer 2.52

Morgani Diggers
Olimometer 2.52

Bardic Archaeologist
Olimometer 2.52

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 attempt to use any Non-Ranged 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.

Refitting Armor

All Players who posses the ability to wear armor can refit armor. This is Role played by shifting the armor around and attempting to adjusted damaged locations. Players should state at the start of the Refitting Process “Refitting Armor”  it takes 30 seconds per point to refit armor and you can take no combat action during the process.  Players should state “Refit Finished” when they have completed refitting their armor.

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
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 Sword (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 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


Shield Size Max Diameter (For Round) Area 
(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.


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
Damage Effects Effect Description
Shard Packet delivered damage with a source.  This is called as “[source] Shard [damage number]”. This can be taken on shells, armor, shields and Vigor.
Missle Packet delivered automatic Wound to location hit. This bypasses armor, shields, shells and vigor.
Barrage Packet delivered Wound to every location. This bypasses armor, shields, shells and vigor.
Crit +X Weapon attack called as *Source* “Crit X” where total damage dealt.  Can be Parried, Dodged, or absorbed by armor, Shells, and Vigor.
Maiming Strike Weapon attack that causes an automatic Limb Wound if a limb is hit.  Bypasses armor, Shells, and Vigor.  Can be Parried or Dodged.
Mortal Strike Weapon attack that causes an automatic Torso Wound regardless of where the attack hit.  Bypasses armor, Shells, and Vigor.  Can be Parried or Dodged.
Killing Strike Weapon attack that causes automatic Death.  This bypasses armor, Shells, and Vigor.  Can be Parried or Dodged.
Death If struck by packet or weapon the target instantly dies with no Bleed Out count. However the target can still be Revived in all normal ways.
Obliteration If struck by packet or weapon the target is complete Destroyed along with all tagged items on their person. They should go out-of-play and find a Marshal. Advanced forms of Resurrection will be necessary.
Defense Effects
Defenses Effect Description
Lesser Players may only use up to three Lesser Defenses per combat in any combination that they have purchased. Players may Parry for others or Side Step into an attack of someone within 5 feet. Spell Flux can only be used for yourself.
Parry Ability that allows the character to ignore the effect of a single melee attack.
Side Step This ability allows the character to ignore the effect of a single ranged attack; packet/spell or missile delivered.
Spell Flux Ability that allows the character to reduce the effect from a spell to only 1 point of damage rather than suffer the spell effect..
Greater Players may only use up to three Greater Defenses per combat in any combination that they have purchased, Players may Counter Spell for others or Dodge into an attack to save someone within arms reach.
Dodge Ability that allows the character to ignore the effect of a single effect from weapons or packets.
Counter Spell Ability that allows the character to ignore the effect of a single magic based attack.
Master These defenses come through mastery of certain traits or powers and do not count against lesser or greater defenses.
Reduce Ability that allows the character to reduce the effect from a physical attack to a single point of damage.  This can be used to reduce Crit Strikes, Maiming Strikes, Mortal Strikes, and Killing Strikes.
Withstand This ability is found on higher level monsters, this represents that your effect took full effect However the monster is strong enough to take the kind of damage that would normal kill a normal target. Once you have heard a single Withstand from a target you may assume all future attacks are being taken and the Withstand is still active unless a martial notes otherwise.
Absorb Spell Ability that allows the character to absorb the effect of a spell and channel it to their own use.  An absorbed spell may be thrown within 10 seconds as “Magic – [spell name]”.
Healing Effects
Healing Effects Effect Description
Stabilize The Bleed Out count of the target stops.  If the stabilizing effect is stopped before it is completed then the Bleed Out count resumes from where it previously was.  After being successfully stabilized for one minute the target becomes Walking Wounded and is able to move at a slow walk.  If no additional healing is given the target will be fully healed in 1 hour.
Rapid Recovery The target will, if no other treatment is administered, become walking wounded after treatment ended and will be fully recovered in 30 minutes. This timer may be further reduced by combining it with stitchwork.
Heal Wound *X* Automatically stabilizes target and heals the character for as many wounds as possible. If any wounds remain they are considered stable. Healing Takes 1 Minute To take full effect
Empathic Healing Character may transfer a wound from another person to themselves.  The target character is instantly healed of that wound.  The healer may elect where that wound is received as long as it is not already a wounded location.
Resuscitate Allows a character who has not been dead for more than 2 minutes to be brought back to life.  This requires 2 minutes of concentration and effort by the healing character.  After being Resuscitated target character is considered Walking Wounded for 15 minutes even though all wounds are considered to be healed.
Heal Self Character may heal themselves of a number of wounds equal to the tagline called.   This healing takes 60 seconds to take effect.  Example: “Heal Self – 2”.
Cleanse Target is healed of all Diseases & Poisons.
Renewal Target is instantly healed of all Disease, Poison, any Drain effects and all Wounds.
Awaken Touch only.  Removes all mental effects from target character.
Invigorate Removes Drain effects.
Mental Effects
Mental Effects Effect Description
Order Target is given a single word command that must be obeyed to the best of their ability.  Target must be able to clearly understand the command in-play and out-of-play (animals cannot be ordered).  Orders cannot result in direct harm to the target or duplicate another effect.  10 second duration.

Orders that cannot be clearly heard or understood take a Stupefy effect instead.

Stupefy Target’s mind is impaired.  They are able to defend but cannot attack.  10 second duration.
Torment Target experience debilitating pain for 3 seconds during which time no action can be taken, line of sight is broken, and Concentration cannot be maintained. They must make some sort of sound or cry revealing their location. Mutiple Hits of this Stack
Sleep Target falls to the ground and is unconcious.  They are unaware of what is happening around them and can take no action other than snoring.  5 minute duration or 30 seconds of role played shaking awake by another character.
Trance Target is dazed by illusory lights or sounds that only they can see.  They hypnotic effect renders them incapable of taking any direct action including movement for the duration of the effect.  1 minute duration or until the first attack is made.  The start of a Killing Blow (“Killing Blow 1″) end the effect.
Charm Target of the appropriate creature category is moved one step more friendly in how NPC relations are handled.  Combative characters become neutral, neutral characters, become friendly.   Characters who are at the far extremes of this spectrum either hating or being a confidant are outside of what this spell can affect.  This has a 10 minute duration.

Attempts to use this in combat will reduce it to a Stupefy effect.  Once someone has decided to attack you they are beyond the realm of what a Charm effect can change.

Betrayal Target is compelled to turn sides in the middle of combat do to intense paranoia.  The target will attack their own allies (allies do not have to be friends, only fighting on the same side) for 10 seconds or until unconscious WITHOUT using offenses abilities, whichever comes first.
Dominate Allows target to be given a 10 word or less instruction which must be followed.  This action cannot be to do the impossible or to take an action that would obviously lead to the targets own self harm.  While under the duration the target must roleplay the justification for the action to the best of their ability.  This effect ends when the order has been completed or have 10 minute, whichever is first.
Protection Effects
Protection Effects Effect Description
Vigor Damage mitigation that can absorb a number of points of damage equal to the amount of Vigor.  Vigor can be healed but does not automatically reset on its own.
Shell Provides for damage absorption up to a certain value.  The point value of the Shell is the amount of damage that can be absorbed.  The Shell is reduced in value by one point for every point of damage taken.  This lasts until sunrise or until all points from the shell are exhausted.  Players may not have more than one Shell active at a time.
Armor Armor is physical protection that provides limited damage mitigation.  See armor rules for more details.
Wyrding Provides a protection for the target from the first effect of the named magic source.  A Wyrding vs Magic for example would provide protection from the first magic effect the target would otherwise receive.  A Wyrding vs Natural would instead protect against the first Natural effect received.  This is a dumb protective and will trigger without the character being conscious the first time that the correct type of effect is used. You may have as many Wyrdings up as you want as long as they are all different Taglines. If two Wyrdings apply the player may choose which one to use.
Resist Provides a protection for the target from an effect of the named source.  A Resist vs Fire for example would provide protection from the a single Fire effect the target would otherwise receive, at the target’s choice. Characters may stack Resists as many resists as they choose.  This is a smart protective and the character may choose whether or not it triggers on a specific effect.  They must however be conscious to use this ability.
Source & Duration Effects
Source Modifiers Effect Description
Wild An eldritch effect draws from the fabric of all magic directly. Ignores all  protectives unless they specifically state “vs Wild”.
True Attack or ability cannot be Dodged or Parried.  This can be Absorbed, Resisted, protected against, or otherwise taken on protective as available.
Secondary Source Some effects may have an additional source modifier such as Fire, Acid, Natural, Ice, etc.  When a secondary source modifier is added to a tag line it can still be protected against anything that would stop the primary effect (magic, poison, natural, etc).  This means it may be stopped by additional protective but these modifiers may also change how the damage is taken by any given target.
Duration Duration modifiers are only used if an effect has a duration that is different from what is in the core rules.
Instant Effect takes place and resolves instantly.
Combat Effect lasts until the target exits combat or otherwise rests to recover combat attributes.
Day Effect lasts until the next sunrise.
Phase Effect lasts duration of the Event.
Status Effects, Beneficial
Status Effects, Beneficial Effect Description
Strength Strength allows for acts of incredible physical ability.

Strength +1: 1 extra point of damage to be called on single melee attack, to hold a door closed against any number of opponents for one minute, run at full speed while carrying an unconscious or dead body, or carry a stable body at a fast walk for one minute without causing their wounds to be reopened. Can cause a break effect with 1 minute of roleplay outside of combat.

Strength +3: 3 extra points of damage to be called on a single melee attack, hold a door closed against any number of opponents for three minutes, run at full speed with up to two unconscious bodies, or carry up to two stable bodies at a fast walk for one minute without causing their wounds to be reopened.

Strength +5: 5 extra points of damage to be called on a single melee attack, hold a door closed against any number of opponents for five minutes, carry up to two stabilized bodies at a full run without reopening their wounds, or break a single lock or door bar with one minute of concentrated effort.May Cause a destroy effect with 1 minute of roleplay outside of combat.

Only a the use of a higher strength effect may force a door open when in a contested struggle to open or close a door, only person may be taken into consideration.

Haste Allows a character to run so fast that they cannot be actively targeted by weapons or spells.  This effect lasts for 1 minute but multiple uses of Haste may be used without interruption.  While using a Haste effect the character should at all costs coming too close to attackers.  If a character using Haste actively comes within range of a melee attack then the attacker may take one swing as the Hasted character moves by.  Characters using Haste may not attack while under a Haste effect.
Blink Target may move so quickly that they seem to blink out of existence.  They may move for 5 seconds or 5 steps, whichever comes first.  This is shown by the invisibility gesture of steepled hands or weapons above head.
Flying Character is able to move through the air above the the field.  While flying they cannot be targeted.  Duration is 10 steps or 10 seconds, whichever comes first.  Status effect displayed by crossed arms or weapons above head while repeating “Flying”.  Can be seen and followed by other players. Players may use multiple flights chained together.
Lesser Conceal Limited by the type of surroundings (woods, shadow, structures) required by the ability, Character cannot move or draw attention to themselves. Concealed characters should be treated as if they are out-of-play unless a specific ability allows otherwise all Concealed characters must keep their hands stippled over their heads with no weapons in hands (although they may have claws).
Greater Conceal Limited by the type of surroundings (woods, shadow, structures) required by the ability, Character can move 10 steps as long as they end in a valid conceal location. Concealed Characters should be treated as if they are out of play unless a specific ability allows otherwise all Concealed characters must keep their hands stippled over their heads with no weapons in hands (although they may have claws).
Invisibility Character can move at will. Invisible characters should be treated as if they are out-of-play unless a specific ability allows otherwise all Invisibility characters must keep their hands stippled over their heads with no weapons in hands (although they may have claws).
Status Effects, Harmful
Status Effects, Harmful Effect Descriptions
Disease Must walk slowly. Cannot reset any combat maneuvers, but the target may still use any that have not been expended.  This impacts re settable per battle magic abilities as well.  Becomes Blood Poison in 1 hour.
Contagion All effects as Disease.  If healing is administered before the disease is cured then the healer is considered to be infected.

Infected healers infect anyone they treat until cured.  Unique Contagions which may have unique symptoms or require more esoteric treatment options are possible.  This applies to magical healing, Empathic Healing, first aid, and stitch work.  Examination skills such as life sense or triage do not trigger the transfer of Disease.

Blood Poison Can only crawl and speak in a whisper.  No game abilities.  Dead in 10 minutes.
Drain “X” Characters under a Drain effect lose all access to skills or abilities associated with called tagline.  Drain effects end after 30 minutes of rest.


  • Brutality Drain: Target cannot use any abilities from the Brutality tree.
  • Fey Drain: Target cannot use any abilities from the Fey tree.
  • Magic Drain: Target cannot use or any form of magic.
Silence Target cannot speak or use any effects that require an in-game verbal requirement.  10-minute duration.
Knockdown Target has their legs knocked out from under them.  They must drop to their knees. 10-second duration.  They are able to still fight while kneeling.
Repel Target is pushed back 10 steps.
Hobble If struck by packet or weapon the target instantly loses the use of one of their legs, this leg may be dragged but at a pace of no more than 1 step per second. this expressly does not cause a wound and last for 1 minute.
Snare [Foot, Arm, or Body]
  • Foot: One foot, targets choice,  is trapped in place.  You may pivot but that is all. 1 -minute duration.
    Arm: Arms are bound to your side.  You cannot fight or cast spells while arms are snared.  1-minute duration.
  • Body: All limbs are snared in place.  You may fend off a Killing Blow but may not take any other action.  1-minute duration.
Miscellaneous Effects
Miscellaneous Effects Effect Descriptions
Barrier Effects
Wall Walls are natural or magical barriers that prevent others from crossing them. Walls may have additional secondary effects depending on the exact source.  All Walls must be phys-repped with a length of rope stretched out over the length of the Wall. As well as the caster must remain within arms reach of the Wall at all times.
Circle Circles are natural or magical barriers that prevent others from crossing them.  Circles may have additional secondary effects depending on the exact source.  All Circles must be phys-repped with a length of rope stretched out over the length of the circle. Casters must remain within 5 foot of their Circle at all times.
Item Impacting Effects
Break Item becomes unusable.  It can be repaired by a Smith.
Destroy Item is irrevocably destroyed and cannot not be used.  It cannot be repaired. 25% of the MUs can be Salvaged.  No exotic or unique materials may ever be Salvaged.
Repair Removes a Broken effect from a single item.
Sense” Abilites
Sense Life Allows a character to study the life aura of a person.  Must be within 5 feet of target to use.  After  announcing “Sense Life” the character may out of play ask each of the following questions one at a time.  They must wait for an answer before asking the next question.

  • Are you alive or dead?
  • Where are you wounded?
  • Are you under the effects of a venom or poison?
  • Are you under a mental effect?
  • Are you under the effect of a disease?

Additional questions may be developed through IBGA research.

Sense Magic Allows a player to study an object and then begin asking specific questions to a Marshal regarding the person or object. The character may out-of-play ask each of the following questions one at a time.  They must wait for an answer before asking the next question.

  • Is the object magical?
  • If so what discipline(s)?
  • What are the general effect categories?
  • Does it require activation or is it passively active?

Additional questions may be developed through IBGA research.

Sense Truth Point Only.  Allows the character to ask out-of-play “Is that True?” immediately after a statement by another character is made.  The target must out-of-play answer “Yes” or “No”.  This ability only reflects the targets personal belief of whether or not they are telling the truth.  It is always possible that the target sincerely believes what they are saying and just happens to be wrong.
Sap Character may knock out another by striking them with the pommel or flat of a melee weapon on the back.  This attack must be delivered on one of the two shoulder blades.  Duration of effect is 5 minutes.
Sure foot Allows a character to not suffer the consequences of “falling” in module situations if they land poorly.  All that is required for “jumpy stones” is to have at least part of a single foot on a valid landing location.
Reset “x” Allows the listed ability to be Reset as if the player had gone through a complete rest period.
Slip Snare Allows a character to remove a single Snare effect with one minute of struggle/concentration.  Multiple Snare effects must be resolved separately.
Shift Wound Change the location of a single wound. Wounds cannot be moved to a location that is already wounded.
Identify Magic Item Character may determine the nature of a magic item, it’s specific effects, power source of those effects, and what if any activation costs there are.
Calm Animal Character may extend both hands showing them to be empty towards a target of the listed type.  The target will, generally speaking, attack the character last if not become calm and friendly towards the character.  This requires concentration by the character.  Any attack on the target from any source ends the empathy effect.

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.


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 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 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 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.


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 a 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 3, Killing Blow 2, Killing Blow 1”. 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 3, Mutilating 2, Mutilating 1”.

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 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.



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.


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.


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.


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.


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.


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


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.


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.


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


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.


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.


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 Myriam Léger


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.


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.


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


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.”


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.


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


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.


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.


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 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)

Character may, at will, create a single in play light source with one minute of concentration. Player must provide their own out-of-play light phys-rep. This is called as “Celestial Natural Generate Light”


Healing Touch
Character may, once per combat, use a single Rapid Recovery effect on another character. This is called as “Celestial Natural Rapid Recovery”.

Tier 2 (Available at 100 XP)

Shining Light
Character may, at will, spend one minute of concentration and grant a weapon a “Light” descriptor tagline. There may be specific creatures especially vulnerable to light-based attacks however it provides no other immediate effect. What creatures are vulnerable to light-based attacks must be discovered in-play.


Resist Contagion
Character may, once per day, resist *any* disease effect including Contagions. This resist takes no activation time to prepare.

Tier 3 (Available at 150 XP)

Revealing Light
Character may, once per day, reveal a concealed person or object. The character must be first aware that a conceal effect is being used. This is called as “Celestial Natural Reveal”.


Sustained by Light
Character gains the passive ability that between sunrise and sunset, the character does not advance their Bleed Out time while in a Critical state.

Tier 4 (Available at 200 XP)

Freed Mind
Character may, once per combat, use a point or packet to deliver an Awaken effect to another character. This is called as “Celestial Natural Awaken”.


Freed Body
Character may, once per combat resist any one Snare effect. This ability requires no activation or concentration time to use. This is called as “Resist”.

Tier 5 (Available at 250 XP)

Divine Retribution
Character may, once per combat, use an Absorb Magic effect and then immediately throw the spell at a new target. This is called as “Celestial Absorb Magic” “Celestial Magic [spell name]”.


Wings of Hope
Character may, once per combat, use a Flying effect for up to 10 steps or 10 seconds whichever comes first.

Tier 6 (Available at 300 XP)

Righteous Fury
Character gains a passive +1 damage to all non-combat abilities attacks that have a “Light” descriptor enhancement.


Character gains use of an additional per combat “Resist Snare” and may permanently call “Spell Flux” on all Foot Snare effects taking only one point of damage instead of the snare effect.


Celestial Character Modifications


  • 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


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

Inspiration Images


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)

Stone Snare
Character may, once per combat use a Snare Foot effect. This is a packet delivered attack called as “Elemental Snare Foot”.


Weighted Limbs
Character may, once per combat, use a Hobble effect. This is a packet delivered attack called as “Elemental Hobble”.

Tier 2 (Available at 100 XP)

Character may, once per combat, call on the inherent corruption of the demon race to cause infection in another. This is a packet delivered attack called as “Elemental Disease”.


Character may, once per combat, draw on their inner resolve to strengthen an item they are holding or wearing in order to resist a single Break effect. This ability requires no activation or concentration time to use. This is called as “Resist”.

Tier 3 (Available at 150 XP)

Primal Endurance
Character may, once per combat, reduce a single melee strike to 1 point of damage. This is called as “Elemental Reduce”.


Character gains the ability to, once per combat, instinctively retaliate against the first wound they suffer. This is a triggered effect based of receiving a wound to a valid hit location, not just a weapon strike. When the wound is taken Character immediately calls “Triggered Weapon Break”. Foci and ranged weapons are not affected by this although the effect is still considered to have been triggered.

Tier 4 (Available at 200 XP)

Hold Portal
Character may, once per day, cause a door to become unreachable. No security mechanisms on the door can be destroyed and no amount of applied strength can force the door open. This applies to physical doors only. Players are however welcome to try holding a magical door closed if they wish.


Hale Body
Character gains the ability to, once per day, instinctively recover from fatal injuries which would otherwise cause death. The first time that the character completes a Bleed Out count and would otherwise become Dead they instead will call “Triggered Elemental Rabid Recovery”.

Tier 5 (Available at 250 XP)

Captured Prey
Character gains a passive +1 damage to all attacks against all Snared opponents.


Character may, three times per day, touch the deepest parts of their corruption in order to systemically weaken every muscle of an opponent. This is a packed delivered attack and is called as “Elemental Strength Drain”.

Tier 6 (Available at 300 XP)

Edict of the Tomb
Character learns the deepest secrets of using elemental forces to control their opponents. Twice per day they may use an “Elemental Entomb”. This is a packet delivered attack..


Edict of Blight
Character learns the deepest secrets of… Twice per day they may use an “Elemental Blight”. This is a packet delivered attack.


Demon Character Modification


  • 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


  • 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


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)

Character develops a slightly thicker hide like skin. This grants a permanent single point of Vigor.


Shell 3
Character may, once per day harden their skin granting themselves a 3 point Shell. This is called as “Dragon Natural Shell 3”.

Tier 2 (Available at 100 XP)

Character may, once per combat, create a small blast of elemental damage. This must be Fire, Ice, Lightning, or Acid. The element must be chosen at the time of purchase and will be the same for all future element based Dragon Racial Powers. This is called as “Dragon Natural [Element] Shard 1”.


Character may at will may grow strong claws out of their hands in order to rend the flesh from their opponents. These are Short Claw phys reps that are considered out of play unless they are in hand. Claws cannot have poisons on them and cannot be disarmed.  Weapon Break effects cause automatic limb wounds.

Tier 3 (Available at 150 XP)

Character may, once per combat, display an amazing show of sheer strength. This is called as “Dragon Natural Strength +3”.


Character may, once per combat, display ferocity and intimidation to force opponents back. This is a packet-only effect and is called as “Dragon Natural Intimidate.” Occasionally this causes them to dramatically rethink their life choices to this point.

Tier 4 (Available at 200 XP)

Character may, twice per combat, summon a wellspring of strength sufficient to break any Snare with three seconds of roleplayed struggle. This is called as “Dragon Natural Break Snare.”


Character may, once per combat, shake the very ground their opponents stand on and bring them down to the ground. This may be delivered by packet or weapon strike and is called as “Dragon Natural Knockdown”.

Tier 5 (Available at 250 XP)

Character may, once per day, embrace the full power of the dragon’s voice with a loud roar which brings all people to their senses. This is called as “Dragon – Voice Affect – Awaken”.


Ancestral Memory
Character may, once per day, gain the use of a single Lore skill they otherwise do not have for the purposes of an investigation. This is called as “Dragon – Lore [lore subject]”.

Tier 6 (Available at 300 XP)

Character may, once per day, plant their feet and throw an unlimited number of Shard 1 packets of their chosen element type. If no element has been declared yet it must be chosen at this time. Characters may pick from Fire, Ice, Lightning, or Acid. This is called as “Dragon – Storm” followed by “Natural [element] Shard 1” for each packet. The effect ends when the character moves for any reason or becomes unconscious.


Harden Shell
Character may, once a day use a shell effect as if it were natural armor instead. This expressly stacks with any physical armor worn. While active that specific shell now function as armor and only lose one point of damage each strike regardless of how much damage was taken. At time the shell effect is used on the character they may use this ability by calling “Dragon Natural Harden Shell”.


Dragon Character Modifications


  • 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


  • 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



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)

Resist Disease
Once per day the character may resist a single Disease effect. This resist takes no activation time to prepare. This does not protect against Contagion or other potentially unique diseases.


Resist Poison
Once per day the character resist a single Poison effect. This resist takes no activation time to prepare.

Tier 2 (Available at 100 XP)

Building Conceal
Once per day the character may use homes, shops, and any other type of constructed dwelling to conceal themselves. This is an instant effect. Concealed characters must keep hands steepled over their heads while concealed. Concealed characters may not move from that location or use any other skills without ending the conceal effect. This must be called as “Elf – Natural Conceal”.


Nature Conceal
Once per day the character may use dense shrubs or trees to conceal themselves. Shrubs must be larger than the character’s full silhouette, trees must be large enough that the player cannot fully encircle it with their hands. This is an instant effect. Concealed characters must keep hands steepled over their heads while concealed. Concealed characters may not move from that location or use any other skills without ending the conceal effect. This must be called as “Elf – Natural Conceal”.

Tier 3 (Available at 150 XP)

Natural Repair
Once per day the character may instantly repair a broken item. This is called as “Elf Natural Repair”.


Side Step
Character may twice per day Dodge combat ability. This expressly breaks the normal limit on defensive combat abilities. This must be called as “Elf – Dodge”.

Tier 4 (Available at 200 XP)

Calm Animal
Once per day use of the Calm Animal ability to affect up to 5 animals. This is called as “Elf – Natural Calm Animal”.


Once per day use of the Haste effect. This is called as “Elf – Haste”.

Tier 5 (Available at 250 XP)

Character may once per combat use a Break effect. This may be used either by packet or weapon strike called as “Elf – Natural Break [Item]”.


Concealed Walk
Once a character is concealed by any source they may take up to 5 steps at a time so long as where they stop moving also meets the requirements of their specific conceal effect.

Tier 6 (Available at 300 XP)

Character may, once per day, retrieve all objects from trapped location (such as boxed, bagged, or other difficult location) without triggering any traps or magic wards. Must be done bare handed. They do suffer effects of any contact poisons on the item if applicable. They must be within arms reach of the container to use. This is called as “Elf – Legerdemain”.


Character may, once per day, use a Dominate effect as a point effect or a packet effect. This is called as “Elf Dominate [Command]”.


Elf Character Modifications


  • 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


  • 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


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)

Detect Concealed
Character gains the ability to passively become aware of the general presence of Concealed characters and items. The character cannot pinpoint location, number, direction, or nature of the concealment but is aware that the effect is being actively used.


Sense Magic
Allows the character to gain the Sense Magic ability for free.

Tier 2 (Available at 100 XP)

Sense Truth
Character gains the ability to use the Sense Truth ability once per day. This is called as “Fey Natural Sense Truth”.


Character may, once per combat, use a Stupefy effect as a packet or a point effect. This is called as “Fey Natural Stupefy”.

Tier 3 (Available at 150 XP)

Wild Snare
Character may, once per combat, use a packet delivered Snare Foot effect. This is called as “Fey Wild Snare Foot”.


Wild Touched
Character may, once per combat, use a single Spell Flux as a combat ability. This expressly breaks the limit of magical defensive abilities that can be used per combat.

Tier 4 (Available at 200 XP)

Astral Step
Character may, once per day, briefly cross into the Astral Plane for up to 10 steps or 10 minutes, whichever comes first. This is called as “Fey Astral Step”. While using this ability characters must (during the day) hold a strip of blue fabric at least three feet long wrapped around their hands while they are in a steeple position over the head or (during the night) hold a blue glow stick with steepled hands above their head to show that they are in the Astral Plane. This is called as “Fey Astral Step”.


Astral Charm
Character may, once per day, use a point Charm effect on a creature that is primarily native to the Spirit or Astral plane. Astral creatures will be marked by (during the day) having a blue headband and at least 2 foot long strips of blue fabric tied to each wrist or (during the night) a blue glow necklace and a blue glow bracelet on each wrist. This is called as “Fey Astral Charm”.

Tier 5 (Available at 250 XP)

Trusting Voice
Character may, once per day, use a point only Dominate. This is limited to making factual statements that the target must accept as true. Wholly and obviously inaccurate statements such as “You are on fire” cannot be used. Statements such as “We are the guards here to relieve you” or “This is not the person you are looking for” are. This is called as “Fey – Dominate [Statement]”.


Conceal Soul
Character gains a passive ability to answer any “Sense X” questions they are targeted with in any one word response they wish. This expressly includes complete nonsense answers such as “Sense Life?”/”Purple”. The fey character must be conscious to make use of this ability. When unconscious the character must answer all questions with “No”.

Tier 6 (Available at 300 XP)

Character may, once per day, use a self only Invisibility effect. While invisible they must keep their hands steepled above their head. This is called as “Fey – Natural Invisibility”.


Mimic Spell
Character may, once per day, use a Mimic effect to copy a single packet spell that has been cast/activated within the last 10 seconds and within 10 feet. This is called as “Fey – Magic [Spell Name]”.


Fey Character Modifications


  • 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.


  • 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


  • 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 Cost Abilities
1st, 10 XP 2 XP/Mana Basic Sachets;
Spell Flux, 8 XP each
2nd, 10 XP 10 Mana 3 XP/Mana Extra active Sachet;
Counterspell, 10 XP each
3rd, 15 XP 20 Mana 4 XP/Mana Complex Sachets;
Extra active Sachet
4th, 15 XP 30 Mana 5 XP/Mana Extra active Sachet
5th, 20 XP 40 Mana 7 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.


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.


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.


  • 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)
Gain one basic ability for free.


Shield Brother

Cost: 5 XP

Draganian Guards can draw on their training with their personal shield as well as from their shield brothers and sisters. This bond is such that shield and Guard becomes an extension of the other.  This bond lets them maneuver the shield more efficiently than anyone else. Every shield in formation is their brother just as every other Guard in formation is their shield.

For each Guard that stands in line formation they gain a 1 point Shell.  This increases up to a maximum of Shell 3 each in a 3 or more person line.  Guards who are fighting without the benefit of an established formation may still spend the 10 seconds needed for formation and gain a 1 point shell for themselves.  Additionally all Spearmen may use the Parry ability while holding a shield even if their weapon is disarmed.


Spear Brothers

Cost: 5 XP

Draganian Guards work as a group to do more damage than any of them could do individually.  Once per combat Guard may call a single “Guard Crit +X – Guard” where X is the number of Guard  in formation up to a maximum of “Crit +4” for a four person line.  If they are on their own they may still call at minimum a “Crit +1” for themselves.

Battlefield Repair

Cost: 5 XP

A broken weapon or shield in the middle of a battle can mean death not only to you but to your brothers in arms.  Draganian Guards are taught how to perform emergency repairs on their equipment to keep them in the fight.  Once per combat a Guard may call “Guard Combat Basic Repair” in order to grant a repair effect to spear or shield.  This can be used for themselves or to repair for others.  At the end of combat the Break effect returns to the item and must be repairs by a Smith.  This cannot repair Shattered items.  This does not require any additional repair kits.

Focused Mind

Cost: 5 XP

The focus of the line is only as good as the most distracted member.  All Draganian Guard know the value of not allowing others in the line to become distracted.  Once per combat, a Guard may call “Guard Strike Awaken” by touching the target with their spear in order to knock some sense into any one ally, Guard or not,  who has lost their focus.

Intermediate (Pikeman, 15 XP)
Must have at least 2 Basic Draganian Guard abilities purchased as well as either Dexterity or Resilience at level 2.

Gains the use of one Intermediate ability for free.


Steady Advance

Cost: 10 xp

Pikemen learn to use their spear and shield in conjunction to push away anything that would impede their forward momentum.  They become the unyielding force that will push back all challengers no matter what may try and thwart their advance.  Pikemen may call “Guard Reduce” against any Snare effect that strikes their shield.

Blood Brothers

Cost: 15 XP

Pikemen have know that as part of a shield wall they exist as part of a greater whole.  Standing by their side are the other Draganian Guard that they have fought with and bled with.  They have been wounded and healed more times than can be counted.  It is the responsibility of a Pikeman to see their brothers through the fight.  Once per combat the Guard may call “Guard Rapid Recovery” to any target by touching them lightly with his or her spear.  This does not require any additional Healing Kit.

Wall of Spears

Cost: 10 XP

Pikemen know that their ultimate responsibility is to hold the line and stop any attack from going further.  Once per combat Pikemen may use their spear to strike an opponent and call “Guard Strike Repel” to push them back.

Spirit of the Shield

Cost: 10 XP

Pikemen have learned the inner-working of their shield and of their brothers shields.  They know that they can rely on the shields around them to help take the effect of not only melee damage but all damage be it Alchemy, natural attacks, or magic.  Once per combat they may call “Guard Reduce” when a Shard X, Spike, or Barrage effect strikes the Guard’s shield. This may be done a second time per combat at Master level.

Master (Lancer, 20 XP)

Must have at least 2 Intermediate Draganian Guard abilities purchased.

Gains the use of one Master ability for free.


Strength of the Line

Cost: 15 XP

Lancers have mastered how to play off the strength of the spears around them for maximum damage. When in formation of two or more Lancers gain a permanent +1 damage to all attacks.  This stacks with other damage modifiers.  Additionally Lancers have one Resist Disarm per combat.


Act of Retribution

Cost: 15 XP

Lancers have learned to hold back the full extent of their strength until it is absolutely needed.  Their task is to hold off attackers as long as possible and when that is no longer an option to take at least one of them down with him.  Once per combat when a Lancer becomes unconscious from melee damage they may make one final attack as “Guard Triggered Mortal Strike.”

Hold Passage

Cost: 15 XP

Lancers have learned how to set themselves, spear, and shield as a single immovable object as the defenders of the winding mountain tunnels.  With 3 seconds of preparation and focus (slow 3 count) Lancers set themselves in place and become immune to Knockdown, Knock Back, and Repel calling “Guard No Effect” when needed.  While in this posture they cannot effectively rest to recover any combat abilities.  Additionally they may not move more than one step every 3 seconds.  In order to maintain formation all other Guards must keep the same deliberate pace.

Spirit of the Guard

Cost: 15 XP

Lancers have learned not only to draw on the strength of the other shields around them but to draw on the strength of the other Guards directly.  As the full weight of their duty falls upon them Lancers become a wall of immovable resolve and refuse all attempts to move them out of the way.  Once per combat Lancers may call “Guard Resist” in response to any one packet effect of any source.

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 Cost Abilities
1st, 10 XP 1 XP/Fatigue Spell Flux,
8 XP each
2nd, 10 XP 20 Fatigue 1 XP/Fatigue Counterspell,
10 XP each
3rd, 15 XP 40 Fatigue 2 XP/Fatigue
4th, 15 XP 60 Fatigue 3 XP/Fatigue
5th, 20 XP 80 Fatigue 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 Wyrding 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 Missile”

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




  • 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 Cost Defensive Skills
1st, 10 XP 5 XP/Intent Spell Flux,
8 XP each
2nd, 10 XP 3 Intent 8 XP/Intent Counterspell,
10 XP each
3rd, 15 XP 6 Intent 12 XP/Intent
4th, 15 XP 9 Intent 15 XP/Intent
5th, 20 XP 12 Intent 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”



(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 30 minutes 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 half-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 30 minutes 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


  • 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 Cost Abilities
1st, 10 XP 5 XP/Activation Battle Runes 1;
Spell Flux, 8 XP each
2nd, 10 XP 3 Activations 7 XP/Activation Counterspell, 10 XP each
3rd, 15 XP 6 Activations 10 XP/Activation Battle Rune 2
4th, 15 XP 10 Activations 13 XP/Activation
5th, 20 XP 15 Activations 15 XP/Activation Battle Rune 3

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 Lightning Shard 3

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


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


  • 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 Cost Abilities
1st, 10 XP 1 XP/Dweomer Cast Against the Will;
Spell Flux, 8 XP each
2nd, 10 XP 20 Dweomer 1 XP/Dweomer Cast Against Lesser Spell;
Counterspell, 10 XP each
3rd, 15 XP 40 Dweomer 2 XP/Dweomer
4th, 15 XP 60 Dweomer 3 XP/Dweomer
5th, 20 XP 80 Dweomer 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.


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


  • 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.”


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 Cost Abilities
1st, 10 XP 5 XP/Tolerance Spell Flux,
8 XP each
2nd, 10 XP 3 Tolerance 8 XP/Tolerance Counterspell,
10 XP each
3rd, 15 XP 6 Tolerance 12 XP/Tolerance
4th, 15 XP 9 Tolerance 15 XP/Tolerance
5th, 20 XP 12 Tolerance 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


  • 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 Cost Abilities
1st, 10 XP 2 XP/Mana Spell Flux,
8 XP each
2nd, 10 XP 10 Motes 3 XP/Mana Counterspell,
10 XP each
3rd, 15 XP 20 Motes 4 XP/Mana
4th, 15 XP 30 Motes 5 XP/Mana
5th, 20 XP 40 motes 7 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



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

Effect: Target takes a Hobble effect.


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

Effect: Target takes a Stupefy effect.


Flesh Blessing

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


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


  • 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 Cost Abilities
1st, 10 XP 5 XP/Tower Spell Flux,
8 XP each
2nd, 10 XP 3 Towers 7 XP/Tower Counterspell,
10 XP each
3rd, 15 XP 6 Towers 10 XP/Tower Battle Mana Tower
4th, 15 XP 10 Towers 13 XP/Tower
5th, 20 XP 15 Towers 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 8 XP 8 XP 8 XP 8 XP
 Tier Cost (Difficult) 12 XP 12 XP 12 XP 12 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


Tier 1

Advantage: Thickened Blood (Free with tier)

Doubles the amount of time a character has for their Bleed Out count. Most characters take 5 minutes to Bleed Out. These characters take 10 minutes of Bleed Out before they are dead.

Per Combat Ability: Brutality Crit +1

Character may call +1 damage on a single weapon attack. Example: This is called as “Brutality Crit 2” for each use with a melee or ranged weapon.

Per Day Ability: Strength +1

Allows the character to expend a daily use of Strength +1 as desired.

Tier 2

Advantage: Focused Will  (Free with tier)

Reduces the duration of any Mental effect in half.

Per Combat Ability: Brutality Crit +2

Character may call +2 damage on a single weapon attack.  (Does not Replace Brutality Crit +1. However, highest blows must be called first.)  Example: This is called as “Brutality Crit 3” for each use with a melee or ranged weapon.

Per Day Ability: Resist Break or Disarm

Character may resist a single instance of the Break or Disarm effect on an item in their possession. This ability takes no time to activate or prepare.

Tier 3

Advantage: Fortified Body  (Free with Tier)

Allows a character to be able to remain conscious while they are Bleeding Out.

Per Combat Ability: Brutality Crit  +3

Character may call +3 damage on a single weapon attack.  (Does not Replace Brutality Crit +2. However, highest blows must be called first.)  Example: This is called as “Brutality Crit 4” for each use with a melee or ranged weapon.

Per Day Ability: Weapon Break

Character may strike with their weapon at another weapon and, if successful, deliver a Break effect to the target weapon. Bows, crossbows, and Foci are not valid targets for a weapon break attack due to their fragile out-of-play nature. While broken the weapon is considered to be unusable and no enchantments on it will function. A repair ability must be used on the item to remove the Break effect. This is called as “Brutality Weapon Break”.

Tier 4

Advantage: Favorite Weapon (Free with Tier)

Character may declare a specific style of weapon (long sword, longbow, etc) and while using that specific class of weapon they gain a permanent +1 damage to attacks with their weapon.  Selected class of one-handed weapons becomes a Base 2 damage and selected two-handed weapons become Base 3 damage.

Per Combat Ability: Brutality Crit  +4

Character may call +4 damage on a single weapon attack.  (Does not Replace Brutality Crit +3. However, highest blows must be called first.)  Example: This is called as “Brutality Crit 5” for each use with a melee or ranged weapon.

Per Day Ability: Wellspring of Ferocity

Character has mastered the adrenaline of combat and is able to channel it into practical use. They are able to gather their thoughts in order to regain some measure of combat skill. Once per day, per time purchased, the character my instantly reset all Brutality abilities. This is called as “Brutality Reset: Brutality”.


Tier 1

Advantage: Keen Senses

Allows the character to develop one of their senses beyond what a normal character is able.

  • Keen Sight: Allows for characters to request an out of play description of an object or person so long as a silhouette can be clearly seen.
  • Keen Hearing: Allows the character to call “No Effect” against uses of the Sap effect
  • Keen Touch: Repair and Healing effects take half the time to apply.
  • Keen Smell: Allows Poison to be identified by smell, does not trigger the Poison effect.

Per Combat Ability: Hobble

Dexterous characters learn how to hit just right so that movement becomes very difficult. This allows the character to deliver a “Dexterity  Hobble” via a weapon.

Per Day Ability: Haste

Allows a character to run so fast that they cannot be actively targeted by weapons or spells. The character must call “Haste” and this effect lasts for 1 minute. Multiple uses of Haste may be used without interruption. While using a Haste effect the character should at all costs avoid coming too close to attackers. If a character using Haste actively comes within range of a melee attack then the attacker may take one swing as the Hasted character moves by. Characters using Haste may not attack while under a haste effect.

Tier 2

Advantage: Keen Senses

Allows the character to develop one of their senses beyond what a normal character is able.

  • Keen Sight: Allows for characters to request an out of play description of an object or person so long as a silhouette can be clearly seen.
  • Keen Hearing: Allows the character to call “No Effect” against uses of the Sap effect
  • Keen Touch: Repair and Healing effects take half the time to apply.
  • Keen Smell: Allows Poison to be identified by smell, does not trigger the Poison effect.

Per Combat Ability: Trip

This allows the character to use a weapon based Knockdown effect. It may be Parried, Dodged, and (in the case of ranged weapons) Side Stepped however if the damage is taken in any fashion the effect is taken as well. This is called as “Dexterity Knockdown”.

Per Day Ability: Sure Foot

Allows a character to not suffer the consequences of “falling” in module situations if they land poorly. All that is required for “jumpy stones” is to have at least part of a single foot on a valid landing location. This is called as “Dexterity Sure Foot”.  Additionally, this per day ability may be used to resist a single instance of Knockdown or Knockback.

Tier 3

Advantage: Slip Snares
Allows a character to remove a single Snare effect with one minute of struggle/concentration. Multiple Snare effects must be resolved separately. This is called as “Dexterity Slip Snares”.

Per Combat Ability: Disarm

Allows a character to target another melee weapon held by an opponent and deliver a Disarm effect to that weapon. Ranged weapons only have to hit a valid target location, they do not need to hit the actual weapon. This may be Dodged but expressly cannot be Parried. Fragile items such as bows and Foci should never be targeted with a weapon strike of any kind. A Disarm attack targeted at a clawed creature delivers a point of damage to that limb. This is called as “Dexterity Disarm”.

Per Day Ability: True Strike
Weapon attack that cannot be Dodged or Parried. This can be combined with any other combat ability. This is called as “Dexterity True Strike”.

Tier 4

Advantage: Momentum

This advantage doubles the duration and/or number of steps that can be taken while using a Haste, Flying, and Blink.

Per Combat Ability: Blink

The player may move so quickly that they seem to blink out of existence. They may move for 5 seconds or 5 steps, whichever comes first. This is shown by the Invisibility gesture of steepled hands or weapons above head. This is called as “Dexterity Blink”.

Per Day Ability: Dodge

An ability that allows the character to ignore the effect of a single effect from weapons or packets. These per day Dodges expressly do not count against the limit of defensive combat abilities that are usable per combat. These extra Dodges must be called as “Dexterity Dodge”.


Tier 1

Advantage: Medium

This allows a character to perceive and interact with spirits of the deceased as well as beings native to the Astral Realm.

Per Combat Ability: Empathic Healing

Allows the character to take on a single wound from another person to themselves. Targeted character is instantly healed in the targeted wound location. The character may choose any wound location for the wound to be moved to however they cannot use Empathic Healing to take a wound to an already wounded location. This is called as “Empathy Absorb Wound”.  Wounds absorbed from this ability are not Stabilized.

Per Day Ability: Fated Awaken

Allows the character to use a “Empathy Triggered Awaken” effect on themselves at a time of their choosing in order to cancel a single mental effect they are affected by.

Tier 2

Advantage: Sense Life

Allows the character to use the Life Sense ability to study the life aura of a person. Must be within 5 feet of target to use. After announcing “Empathy Sense Life” the character may out of play ask each of the following questions one at a time. They must wait for an answer before asking the next question.

  • Are you alive or dead?
  • Where are you wounded?
  • Are you under the effects of a poison?
  • Are you under the effect of a disease?
  • Additional questions may be developed through IBGA research.

Per Combat Ability: Heal Self 2

Allows the character to heal themselves of 2 points of wounds by spending 30 seconds focusing without interruption then calling “Empathy Heal 2”.  Successful completion of this resets 1 charge of Empathic Healing.  This ability can be used so long as the character is conscious  even if they have a torso wound.

Per Day Ability: Sense Truth

Allows the character to use a point effect “Empathy Sense Truth” once per day.

Tier 3
Advantage: Calm Animal or Spirit

Allows the character to passively use Calm Animal on a single target animal. Allows the character to passively use Calm Spirit on a single Spirit or Astral being. Both are called as “Empathy Calm [Animal or Spirit].

Per Combat Ability: Heal Self 6

Allows the character to focus spend a minute of concentration and receive 6 points of healing to themselves. If that concentration is interrupted the ability is still considered expended. This is called as “Empathy Heal Self 6”. This Also resets all spent uses of Empathic Healing.

Per Day Ability: Resuscitate

Allows the character to use the Resuscitate ability bringing a newly dead person back to life so long as the spirit has not left the body (2 minutes after death) without the needed equipment.

Tier 4

Advantage: Fortified Body

Allows the character to remain awake until the point of Bleed Out.

Per Combat Ability:  Resist Magic

Allows the character to Resist a single magic effect.  This requires no activation time or preparation.

Per Day Ability:  Renewal

Allows the character to use a single Renewal effect on another target. This is called as “Empathy Renewal”.


Tier 1

Advantage: Keen Senses

Allows the character to develop one of their senses beyond what a normal character is able.

  • Keen Sight: Allows for characters to request an out of play description of an object or person so long as a silhouette can be clearly seen.
  • Keen Hearing: Allows the character to call “No Effect” against uses of the Sap effect
  • Keen Touch: Repair and Healing effects take half the time to apply.
  • Keen Smell: Allows Poison to be identified by smell, does not trigger the Poison effect.

Per Combat Ability: Stupefy

Target’s mind is impaired.  They are able to defend but cannot attack.  10 second duration.  “Ingenuity Stupify”.

Per Day Ability: Perfect Remedy

Allows the character too, once per day per times purchased, to spend 5 minutes of roleplayed foraging in order to find necessary ingredients and mix a single use of Cure Disease, Purify Blood, Awaken, or Rapid Recovery. Use of this brew does not require a tag and expires at sunset each day. The use of these are called as “Ingenuity [name of brew effect]”.

Tier 2

Advantage: Sap

Character may knock out another by striking them with the pommel or flat of a melee weapon on the back.  This attack must be delivered on one of the two shoulder blades.  Duration of effect is 5 minutes.

Per Combat Ability: Torment

Target experience debilitating pain for 3 seconds during which time no action can be taken, line of sight is broken, and concentration cannot be maintained. They must make some sort of sound or cry revealing their location. “Ingenuity Torment”

Per Day Ability: Mimic

Copy any Combat Maneuver used within 10 feet of the character and use it within 10 seconds OR copy a non-Lore, and non-Production skill for 10 minutes if previously seen in the last 10 seconds. Prerequisite skills are not required. This is called as “Ingenuity Mimic [ability name]”.

Tier 3

Advantage:  Identify Magic Items

The character may determine the nature of a magic item, it’s specific effects, the power source of those effects, and what if any activation costs there are.

Per Combat Ability: Betrayal

Target is compelled to turn sides in the middle of combat.  The target will attack their own allies (allies do not have to be friends, only fighting on the same side) for 10 seconds or until unconscious, whichever comes first.  “Ingenuity Betrayal”.

Per Day Ability: Nerve Strike

The character knows how to cause significant nerve damage with a single strike. This allows the character to use a single  “Ingenuity Snare Arms”.

Tier 4

Advantage: Slippery Mind

All mental effects durations are half of the normal time.

Per Combat Ability: Ride the Lightning

Once per time used the player may Absorb a damaging spell (Shard, Missile or Barrage) and deliver it on the next physical swing they make as a Spell Strike. This attack must be delivered within 10 seconds of absorbing the effect or it is lost and only one spell effect can be absorbed at a time. “Ingenuity Absorb”

Per Day Ability: Null Magic Stance

By grounding oneself and exiling all magic away from oneself. The player may call no effect to all magic effects for 60 seconds. All magic effects currently on the player end (beneficial or harmful). This effect must last for 60 seconds and can not be ended early. During this time the player should call “No Effect” to all magic effects that go off except for those that have a “Wild” tagline.  After the end of this effect the player suffers an Ingenuity Drain.


Tier 1

Advantage: Vigor

The character gains one point of Vigor as their skin becomes used to the normal punishment of combat. All sources of Vigor stack with each other as well as stacking with Shell effects.

Per Combat Ability:  Shift Wound

Allows the character to change the location of a single wound. Wounds cannot be moved to a location that is already wounded. The character must be conscious to use this ability. This is called as “Resilience Shift Wound”. This ability can be used in response to taking a torso wound the shifted wound can not be defend against or stopped.

Per Day Ability: Mental Vault

Allows the character to use a “Resist Mental” once per day. This ability takes no time to activate or prepare.

Tier 2

Advantage: Rapid Recovery

The character has permanent “Triggered Rapid Recovery” once they have been treated with any other healing effect including Stabilize. This stacks with Rapid Recovery from racial, magical/brewing, and the Healing skill.

Per Combat Ability:  Resist Torment

Allows the character to resist a single instance of a Torment effect per time purchased. This requires no activation time.

Per Day Ability: Shell 3

Allows the character to activate a Shell effect worth 3 points of protection once per day.  This is called as “Resilience Shell 3” and requires 1 minute of concentration.

Tier 3
Advantage: Vigor

The character gains a second point of Vigor as their skin has become a thick hide of scars. All sources of Vigor stack with each other as well as stacking with shell effects.

Per Combat Ability: Resist Poison

Allows the character to Resist a single instance of any Poison effect. This ability takes no time to activate or prepare.

Per Day Ability: Shell 5

Allows the character to activate a Shell effect worth 5 points of protection once per day.  This is called as “Resilience Shell 5” and requires 1 minute of concentration.

Tier 4
Advantage: Favorite Armor

The character must declare a specific style of armor (light plate, full plate, chain, brigantine, etc) and while wearing that type of armor it is considered to have one extra point of armor.

Per Combat Ability: Reduce

Allows the character to, once per combat per time purchased, reduce the damage of a single physical attack to only one point of damage regardless of how much damage is called. This is called as “Resilience Reduce”.

Per Day Ability: Font of Health

Allows the character to, once per day per time purchased, use a “Resilience Triggered Renewal” at a time of their choosing.  Up to and including just before they complete their Bleed Out count.  The character does not need to be conscious for this to function.

Lores & Crafts


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 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. 



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 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.  


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 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.


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.
  • Anyone with the Academia Skill can perform Academic Investigations an unlimited number of times so long as the above rules are still met.

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

Apprentice (10 XP)

Gain one Apprentice ability with purchase.

Research Assistant

Cost: 5 XP

When acting as a student to a higher academic, you may gain 2 Theories instead of one.

Wealth of Knowledge

Cost: 5 XP

Research Assistants know the value of being able to study and document objects as they come up.  They may participate in one extra Investigation per day.  This becomes two extra Investigations at Intermediate and three extra Investigations per day at Master level.

Guided Study

Cost: 5 XP

Research Assistants have grasped the basics of taking detailed notes and creating new lines of inquiry.  They may learn Lores more quickly from appropriately tagged text props and attempting to research their own Lores through the use of IBGAs.


Cost: 5 XP

The Alteran language is considered the basic or common language of all peoples however ancient dialects and even wholly different languages occasionally show up in the written record of the world’s history.  Research Assistants may automatically gain proficiency of a single archaic written language from one of the five kingdoms.  This skill may help in deciphering more alien languages through the use of IBGAs.

These are Ancient Calakamite, Ancient Alteran, Ancient Mathurandish, Ancient Larani, and Ancient Moragonian.  The unique languages of Dragons, Fey, Demons, Celestials, Elves, and others are not as easy to understand but they can be learned over time.


Cost: 5 XP

Once per day a Research Assistants may commit one page of text to memory and keep the details of that clearly in mind for up to 24 hours.  As a Production action they may transcribe a copy of the text they memorized with no cost. Allows the purchase of Craft Scribe which can allow other production based copies for each additional level purchased..

*These are exact copies in all details and functional for crafting formulas and magical spell phys-reps.

Reveal Concealed

Cost: 5 XP

Research Assistants are trained early on to be aware of their surrounding through careful observation.  At all times they are considered to have the Detect Concealed ability allowing them to be aware that there is an Invisibility or Concealed effect being used in there immediate line-of-sight.  Additionally, once per day a Research Assistant may use Reveal Concealed – Academia ability to expose any one person or thing under a conceal effect.  This can be done twice a day at Intermediate and three times a day at Master.

Student Teacher (15 XP)

Select a Student Teacher ability when upgrading.

Pre-Requisites:  Must have at least 2 Basic Academic abilities and at least 2 Lore skills.

Taking on Students

Cost: 10 XP

Student Teachers may accept a student between each game, this does not count as an IBGA for the use either player. The Teacher may select one Research topic and pass it along to the student as if an IBGA had been spent to learn it.

Extra Hand

Cost: 10 XP

Student Teachers learn how to participate in the investigation process without getting in the way of the other participants.  Once per day they may participate in an Investigation and not count towards the maximum number of participants.  Only one Extra Hand may participate per Investigation.

Focused Study

Cost: 10 XP

Student Teachers have begun to refine their area of personal expertise.  This often creates new or unique areas of study leading to the deeper mysteries of the world.  Student Teachers may specialize one Lore automatically.

Spontaneous Insight

Cost: 10 XP

Student Teachers are occasionally able to glean potential abstract truths or other unknown theories about their fields of study by allowing their known information to mix and connect in a relaxed mind.  Once per IBGA set a Student Teacher may spend one IBGA to create a unique line of inquiry.  This sort of stream of thought experimentation does not, as a rule, provide a fully fleshed out idea and occasionally is not even slightly accurate at the start.  It does however always lead to new discoveries with additional Research.

Dedicated Thought

Cost: 10 XP

Student Teachers learn to shut out all distractions during their active Research.  During these times they tend to become highly focused on their singular line of inquiry and turn that focus to great benefit.  When a Student Teacher dedicates all available IBGAs to a single topic the receive a stack-able benefit as if they had an extra Lore helping their research.

Professor (20 XP)

Must have at least 2 Intermediate Academic abilities and a total of 5 Lore skills.

Gains the use of one Master ability for free.

Holding Lecture

Cost: 15 XP

You may select up to two additional students per IBGA period, this does not count as an IBGA for any involved player. You may choose a topic of Research you possess and teach  it to those students. This is learned in the same manner as if they had used an IBGA to learn it.

Research Momentum

Cost: 15 XP

The more a Professor learns the better they are able to learn.  Each time that a line of research is carried on from one IBGA session to the next without interruption they gain a benefit as if they had an additional appropriate Lore slot in that topic.  This expressly stacks with Lore bonuses from Dedicated Thought.


Cost: 15 XP

Professors have mastered the most basic of curriculum and are able to easily branch into fringe theories with a degree of academic credibility.  Professors are able to learn obscure Lores with less effort and may immediately further specialize an additional Lore they already have.

Peer into the Void

Cost: 15 XP

Professors can bring the whole of their knowledge and experience to bear on a single Investigation in order to reveal the deepest truths of their study.  Once per game they may perform an Investigation that doubles the effect of any appropriate Lores.  During this time they are considered to have Sense Magic, Identify Magic Item, Sense Soul Mark, Sense Life, and tier 1 of all Production skills that relate to the Investigation.  Such intensive Investigations may attract the attention of supernatural forces.

Known Expert

Cost: 15 XP

Professors can become renowned experts in their more esoteric fields of study.  They are able to give lectures and act as guest instructors while working on their studies without it causing a distraction to their work.  While researching they receive [insert amount of money here] for each Lore they have.  Additionally they have become known as experts in their given field and may be sought out by others for their knowledge.


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)

Requirements:  Access to this skill must be discovered in play but has no other requirements aside from purchasing with XP.  Characters gain either Premonitions or Dreamer for free with purchase of Novice Diviner.



Cost:  5 XP

A Plot member may call for Premonitions and any character with this ability can choose to go to the Marshal for a short briefing.  These are usually vague feelings of something that is about to happen.  Players may always choose to ignore this.  Ignoring the Marshal call is taken in-play as shutting out the character’s inner voice and actively preventing this ability from manifesting.


Cost: 5 XP

Dreamer character will receive visions of events that are convoluted and normally wrapped in metaphor.  A Marshal will read 1 dream at check in.  Any dream briefing is read only once and is up to the player to remember as best as possible.  Players may have dreams in-play as well but this should not be regularly expected.

This is required to learn any skills while in the Dream/Astral realm. Dream encounters are expressly not promised by Plot.  They are a tool of Plot and should never be expected.

Adept Diviner (15 XP)

Requirements:  Dreamer and Premonitions

All Adept Divination abilities are consistently more expensive than the previous ability.  Each is bought as a separate per day ability following the 5/10/15/20 XP model.  These abilities may be purchased as many times as desired.  Characters must have both Dreamer and Premonitions as a requirement for Adept Divination. When purchased, characters gain a single per day use of Object Reading or Post-Cognition for free with purchase of Adept Diviner.


Object Reading

Cost: 5/10/15/20 XP

This form of divination allows the Diviner to learn some of the history or properties of a specific item.  The information is limited but it can provide a significant bonus to Investigations performed on that item or on how to solve a physical object puzzle while the Divination is being performed.   Diviners at this level are often absorbed by the Divination and may be wholly unaware of events around themselves.

After a successful Divination the Adept is considered to have a lore skill that applies to the item in question.  This knowledge is fleeting and the Lore skill does not assist beyond the initial Investigation.


Cost: 5/10/15/20 XP

This form of Divination allows a Adept to see past events in a specific location, building, or area.  Only large scale or events of significant emotional content would be visible this way so not all places may have information for a Diviner.  While a brief glimpse of events will always be provided this ability also significantly increases the success of an Investigation regarding the history of a given area.   Diviners at this level are often absorbed by the Divination and may be wholly unaware of events around themselves.

After a successful divination the Adept is considered to have a Lore skill that applies to the item in question.  This knowledge is fleeting and the Lore skill does not assist beyond the initial Investigation.

Oracle Diviner (20 XP)

Masters of Divination gain only one additional ability but it is the ability most commonly associated with concepts of divination and with madness.  This is purchased as a per day ability and each use is bought as a separately following the 10/20/30/40 XP model.  These abilities may be purchased as many times as desired.  Characters must have both Object Reading and Post-Cognition purchased at least twice as a requirement for Oracular Divination. When purchased, characters gain a single per day use of Scrying for free with purchase of Oracle.



Cost: 10/20/30/40 XP

This ultimate expression of divination pulls not only from past and present but from the future as well.  This provides visions of possible futures, often providing multiple or opposing series of events regarding the question asked.  Diviners of this level are wholly unable to defend themselves while Divining and cannot break the Divination once it has started.  Once activated this ability must run its course.

After a successful Divination this may completely answer a question without need of further Investigation but it will always at minimum count as the diviner having 3 Lores in appropriate skills during a related Investigation if one is held.


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.  Basic Healing Kits are a Tinkering Production skill more advanced healing kits have inventories that the healer themselves must assemble and instructions on how to do that.  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)

Gains use of one Basic ability for free

Basic Aid

Cost: 5 XP

Basic Aid requires a Basic Healing Kit. Requires 1 minute of effort/concentration to apply. Basic Aid is the skill of providing absolute minimum healing needed to stop someone from bleeding to death.  This will Stabilize someone and stop them from bleeding.  The target will, if no other treatment is administered, become Walking Wounded in five minutes after treatment was completed and will be fully recovered in one hour.


Cost: 5 XP

This requires a common Healing Kit while examining. Triage allows the Practitioner to ask the following questions which must be answered truthfully.  These questions must be asked one at a time and the next question cannot be asked until the previous answer is given.

  • Are you alive?
  • Are you dead?
  • How severe are your injuries?  (Answer is the numerical number of wounds on the target)
  • How long until you are dead (if alive)/have you been dead (in minutes or hours)?
  • Are you Poisoned?
  • Are you Diseased?
  • Are you Drained?

Field Dress

Cost: 5 XP

This requires a Common Healing Kit. Requires 5 minute of effort/concentration to apply. Field Dressing a wound allows a Healer to not only Stabilize a wound but to do so cleanly so that it can heal significantly faster.  This allows, with 5 minutes of effort and common tools, for the Healer to apply a Rapid Recovery effect to the target.  The target will, if no other treatment is administered, become walking wounded after treatment ended and will be fully recovered in 30 minutes.

Intermediate (Physicker, 15 XP)

Requires all 3 Basic Healing abilities). Gains use of one Intermediate ability for free.

Stitch Work

Cost: 10 XP

This requires a Complex Healing Kit. Requires 5 minutes of effort/concentration to apply. Stitch Work is the art of applying needle and thread to seal wounds both internal and external.  This also allows for the setting of bones and creation of improvised splints all of which dramatically increase healing.   The target will if no other treatment is administered, become walking wounded after treatment ended and will be fully recovered in 30 minute or 15 minutes if they are under the effect of Rapid Recovery.


Cost: 10 XP

This requires a Complex Healing Kit. Requires 5 minutes of effort/concentration to apply. Bloodletting allows toxins and ailments to be actively removed from the body.  This can be done through the application of leeches or the use of other more mechanical bloodletting tools as appropriate.  One minute after treatment the target will be cleared from any Disease or Poison effects.  Additionally Bloodletting counts as a Lore skill when researching Poisons or Diseases.


Cost: 10 XP

This requires a Complex Healing Kit. Requires 5 minutes of effort/concentration to apply. Humorism allows the Healer to treat less obvious health issues such as those that affect the mind or spirit by the application of certain crystals, herbs, incense, focused conversation, or the use of pressure points.  One minute after treatment the target will be cleared of all mental, Drain, Silence, or Hobble effects.  Additionally Humorism counts as a Lore skill when researching mental effects or magical curses.


Cost: 10 XP

This requires a Masterwork Healing Kit. Requires 5 minutes of effort/concentration to apply. Recognized masters of healing arts understand the subtle differences between death and dead.  There are a precious few moments after death where a soul is still attached to it’s body and, if a skilled Healer can get there in time, she can keep the most minimal bodily functions working to stop the soul from further separating.  With 5 minutes of effort the Physicker can re-ignite the spark of life in the patient.  Those restored to life in this process become Walking Wounded upon it’s completion.  They will be fully recovered in 30 minutes.  Additionally for both IBGAs and in-play Investigations this skill can function as a single Lore that relates to the physical examination of a living or dead body.

Advanced Triage

Cost: 10 XP

This requires a Masterwork Healing Kit while examining.

  • What was the nature of the physical injury?  (Magic, claws, weapons, fire, etc)
  • Do you have Racial Powers?  If so what races?  Note:  This does not allow the Healer to know what abilities are present.
  • What if any is the Disease count?
  • Is this a Contagion?
  • What if any is the Poison count?
  • What type of Poison was used?
  • What ailments or conditions do you have?
  • Is any ailment magical in nature?  If so what school of magic?
  • How long have you been under this effect?
  • Do you have any disadvantages related to these conditions (thin blood, suggestible, etc)
  • How long as the target been dead?
  • What nationality is the target?
  • How many times has the target died before?
  • If the target has any Racial Powers what levels are they at (1st-6th)
  • Does the target have a Soul Mark?   (This does not reveal the nature or appearance of the Soul Mark).
Master (Surgeon, 20 XP)

Requires 3 Intermediate Healing abilities.

Experimental Medicine

Cost: 15 XP per procedure mastered

This requires an Esoteric Healing Lab. Time requirement varies depending on procedure.  Each procedure is unique and will have a written formula that must be present as a reference point at the time of use.  Some procedures may expressly require multiple participants.  Those practitioners who have chosen to delve into the deepest practical applications of current medical thought are often thought as fringe practitioners and distrusted by many in the medical community.  In addition to being able to perform experimental medicine procedures this can count as a single Lore towards IBGAs and in-play Investigations related to experimental medicine.

Rumors exist of true Surgeons being able to restore life to the recently dead (within one day), being able to suppress physically monstrous characteristics, creating regimens of health that defy normal recovery limitations, creations of wholly unique traits, and even making monstrous amalgams from bits of a deceased person, machinery, or animal which are then given breath and unnatural life.

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.


“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 Crafting Points (CP) 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)

The Toiler works the basics of Herbs as they are, thus preparing basic healing droughts and needed poisons for pesticides more often than for human use. Toilers also know the basic of harvesting the Herbs needed for the work they do. Even without the Gardening skill they are allowed to pick herbs but once picked they can’t be replanted.

Tier 2 (Brewer, 10 XP)

As magic has begun to return, plants are among the first to gain new magical properties as they are part of the living world of Altera. Brewers learn to condense these magics down into creating magical Protectives along with better healing and faster acting poisons.

Tier 3 (Distiller, 15 XP)

Applying the principles of distillation yet again increase the potency of both Healing and Protectives but allows the Alchemist the ability to make vials of magic so potent that they can be placed in clay pots and thrown at the enemy to deliver magical effects upon breaking.

Tier 4 (Philter, 20 XP)

Beyond mere purification and increased potency, the true Alchemist has begun to enhance the formulas with the proper mixture of other Herbs and substances. This allows for a new array of effects and potency.

Tier 5 (Master of Secrets, 20 XP)

Herbs are part of life as are humans. The magic that flows through humans and the magic that flows through herbs are not that different and one can enhance the other. Master Alchemists deal with very powerful brews as well as magic that goes to the very nature of humans’ connection with this world.

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 copied with Alchemy CP.  Each recipe has a description of the substance, ways it can be applied, CP 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 the recipe. If a recipe item is listed as rare it must be present to make the recipe.

Production Chart

Name Type MU CP Qty Effect Recipe**
Death’s Bite Blade (B), Poison 6 3 1 Blood Poison 1 Nightshade (2)
Disease Blade (B), Poison 2 1 3 Natural Disease 1 Blushing Violet (1)
Forgiving Oil Salve (S), Healing 3 1 4 Stabilize Gilled Frond (3)
Gentle Rest Ingested (I), Poison 3 1 1 Sleep Blushing Violet (2), Sapstick Reed (1)
Hobble Blade (B), Poison 3 2 2 Natural Hobble 1 Sapstick Reed (1), Blushing Violet (1)
Instant Brawler Draught (D), Enhancement 3 1 4 Strength +1 Immediate Use Blushing Violet (1), Tarmeren (2)
Lantern Oil Salve (S), Recreational 3 1 10 Burns in a lantern to produce light Sapstick Reed(3)
Liquid Pain Acid (A), Thrown 2 2 1 Natural Acid Shard 1, Requires Alchemy to use Tarmeren (2), Night Shade(1)
Liquid Resolve Draught (D), Recreational 2 1 3 Intoxicated, No Knowledge skills may be used Ember Eyes (1), Tarmeren (1)
Liquid Soma Draught (D), Recreational 5 3 4 Players taking Soma for the first time should consult a Marshal Rare Soma (5)
Ox Hide Draught (D), Enhancement 4 4 1 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 Rapid Recovery Gilled Frond(2), Blushin Violet(2)
Pain’s Respite Draught (D), Healing 4 2 1 Heal Wound 1 Sapstick Reed(1), Gilled Frond(3)
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
  • RARE = Must be provided at production.
  • ** Can be used in place of MU (Material Units)


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


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)
Apprentice Smiths are capable of making all basic armor and weapons without restriction as long as they have production points and the materials to do so. All Apprentice Smiths will receive a list of general craft items that includes the materials needed and time cost to make them. If an attempt to craft an item has failed, the crafter will receive a “Work in Progress” tag. Any other Smith can use the tag to finish the project. All material costs must be paid fully and in advance to start a project.

Tier 2 (Journeyman, 10 XP)
As magic has returned to the world, it hasn’t only affected the living, but also the world itself. New metals and crafting materials have begun to surface and make themselves available. Journeyman Smiths can experiment with the creation of items out of new materials to untold effects. In the ancient stories strange metals are said to reflect magic, heal the warrior and be near unbreakable. Learning to make items from the metals typically means learning how to refine its ore. All effects at this level are native to the type of metal you choose to work with.

Tier 3 (Master, 15 XP)
Master Smiths have learned to harden their items with the alloys of the new magical metals. The increase in cost creates more masterful pieces. Smiths can make armor and weapons that are much more difficult to break, capable of working as a focus for mages as well as a multitude of other effects. If one magical metal is good making alloys of them is even better. The most famous alloy weapon is a sword said to be made of obsidian and fairy stone. That was said to allow the wilder to walk the roads of death.

Tier 4 (Artisan, 20 XP)
Magic can flow through metal just as easily as it can flow through the veins of a living person, sometimes it just needs a little motivation. Smiths of the Artisan level have learned the secrets of binding magic into weapons and armor in a fashion that allows any user to activate it. In the old days magic was talked about as if it was a physical substance. In many of the old stories Smiths simply forge magic straight into their metals. This of course is a lost art as to how to even get the magic in the first place. What is clear is that this magic when forged into a blade became like a heart and powered the creations to new life.

Tier 5 (Grand Master, 20 XP)

Weapons and armor are certainly more than lifeless metal in the hands of a Grand Master as the very same armor and weapons can take on an identity of their own. Grand Master Smiths in legends are most renown for the named armor and weapons they crafted and shaped. One thing is clear through out all cultures in Altera the great weapons and armor of the past are spoken of as if they are a living person as much a part of the world as you are I. Master Smiths are said to negotiate and communicate with these items to teach them new abilities and shape their growth more like a parent raising a child rather than an artist creating a master piece.

Production Charts

Name MU CP
Dagger 1 1
Short Sword 2 2
Short Axe 2 2
Short Hammer/Club 2 2
Long Sword 3 2
Long Hammer/Club 3 2
Long Axe 3 2
Great Sword 4 3
Great Hammer/Club 4 3
Great Axe 5 3
Halberd 5 3
Staff 2 2
Thrown Weapons (3) 2 1
Long Bow (& Quiver) 3 2
Blow Gun (& Dart Quiver) 3 2
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
Armor & Shields
Armor MU CP
Light Armor 2 2
Medium Armor 4 2
Heavy Armor 10 4
Encased Armor 20 10
Shields MU CP 
Buckler 1 1
Small Shield 2 1
Medium Shield 4 2
Large Shield 5 3
Tower Shield 10 6
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
Consumables MU CP Notes
Patch Kit* 2 2 Grants 1 Repair to a broken or breached shield, armor or weapon of normal material.
Whetstone (3) 3 1 With 1 minute of roleplay, grants +1 damage to the next swing.
  • *Requires Smith skill to use.
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points


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)

Adepts of the Form are Tinkerers just starting out on their journey and their time is spent focused on physical craft with moving parts. Traps and locks begin to enshrine the theory of moving parts working together. Also, Adepts of the Form are able to craft focuses that contain raw power. This includes Sorcerer’s Scales and Wizard’s Channeling Blocks.

Tier 2 (Adept of the Will, 10 XP)

Adepts of the Will are Tinkerers who now focus on the purpose of the magic and its final goal. By shaping the circumstances around magic, they can bring the desired effect of what the flows of magic wish to do naturally into harmony. Adepts of the Will can create unique items such as treasure boxes, books and glyphs that have protectives and defenses. Also, Adepts of the Will have learned to engrave these patterns of magic into basic relics used by Relic Wardens.

Tier 3 (Master of the Form, 15 XP)

The student has learned to master the concepts of form and will together to create beautiful pieces that simply sing with magic. The Tinkerer can now create rings, necklaces and bracelets that carry a multitude of effects. Protectives and defenses can be stored in jewelry.

Tier 4 (Master of the Will, 20 XP)

The student has learned the will to survive is one of the strongest and gains the ability to work with cloth as if it were more substantial and weave magic into its very threads as well as learning much more intricate patterns of relics.

Tier 5 (Shaper, 20 XP)

The very world itself becomes the canvas of the Tinkerer – no longer limited to small items. Tinkers can now apply their crafts to buildings, statues and even living trees and animals. The Tinkerer has mastered even the most complex patterns for relics.

Production Chart

Tinkered Items MU CP Descriptions
Thieves Tools 1 3 Allows the attempting picking a lock or disarming a trap. Both must be done in-play.
Reinforced Chest (w/lock) 2 2 Chest with attached lock must be unlocked or broken with a Strength effect. If broken everything inside takes a Break effect.
Torches 1 1 Single-use Light effect.
Lantern 3 3 Consumes Alchemy oil to work as a Light. Each oil grants 1 Light effect.
Door Bar 3 2 Door is blocked requires a Strength effect to break in or be opened from the inside.
Door Lock 4 4 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 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 Sounds an alarm when the trap is tripped.
Blow Dart Trap 3 3 Shoots a dart at the designated target when the trap is tripped.
Weapons MU CP Descriptions
Crossbow 8 5 A single shot crossbow (darts are included without a separate tag).
Blow Dart Gun 3 3 A blow dart gun (darts are included without a separate tag).
Healers Kits MU CP Descriptions
Basic 2 1 Basic Healing Kits are the bare bones minimal tools needed to stop bleeding.
Common 6 3 Common Healing Kits are able to rapidly speed up recovery and as such they are a little more complex.
Complex 12 5 Complex Healing Kit should have multiple needle and thread, gauze, hemostats, scissors, a watch, cloth, and tourniquet, at a minimum.


Wizard Blocks CP MU Rare Materials Effects
Fire 3 0 3 Slag Iron/5 Clear Quints Fire Wizard Blocks
Air 3 0 3 Mithril / 5 Clear Quints Air Wizard Blocks
Shadow 3 0 3 Obsidian / 5 Brown Quints Shadow Wizard Blocks
Water 3 0 15 Blue Quints Water Blocks
Earth 3 0 15 Brown Quints Earth Blocks
Light 3 0 15 Clear Quints Light Blocks
Relics CP MU Rare Material Effects
Fire 5 3 2 Slag Iron/ 10 Clear Quint 2 Fire Shard 1 / Shatter: 1 Fire Shard 3
Air 5 3 2 Mithril / 10 Clear Quint 2 Air Repel / Shatter 1 Haste
Shadow 5 3 2 Obsidian / 10 Clear Quint 2 Shadow Torment / Shatter Betrayal
Water 5 3 20 Blue Quints 2 Water Hobble / Shatter Snare Body
Earth 5 3 20 Brown Quints 1 Earth Shell 2 / Shatter Earth Shell 4
Light 5 3 20 Clear Quints 1 Heal Wound 1 / Shatter Heal Wound 4
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points


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. Sequential tags will always indicate so at the front of the tag. Event Tags may be indicated on the front of the tag or in the envelope.

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 on the front of the card. If the combined tracking score with applicable lores is greater than the tracking difficulty number on the front of the card you may open the envelope and share the knowledge on the back of the card with your group. If you cannot resolve the tracking difficulty of the tag by matching the skill requirement, you can still resolve it blindly. Applicable lores increase the tracking score by 1. Your Tier is your base tracking score.

  • 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.

EXAMPLE Tracking Tag :

Tag Color:Yellow Tag

Tag Front: Tag#: IVD   Tracker Difficulty: 6            Lores:  Medium Forest, Fresh Tracks, Animal Tracking  *Part 4 of 4. EVENT* If you can resolve the tracker difficulty with your group, then open up this envelope. Remember lores add to your tracker level. If not turn this tag in immediately to Monster Town with whatever group is with you.


Tag Description: “Light flashes again and you see a silhouette it appears to be quadrupedal, are those..scales?”  *EVENT* Take this tag immediately to Monster town to resolve with your current party.


Basic (Survivalist, 5 XP)

Gains one basic ability for free.


Cost: 5 XP

Survivalists can tell if an animal has bits of material that can be traded or used in place of coin for item production.  This may be fur, bone, skin, or other such materials.  A searching three count (“Skinning 3, Skinning  2, Skinning 1”) is required to determine if there are items of use.  It takes a full minute of effort to successfully harvest the goods.

Trail Signs

Cost: 5 XP

This allows Trackers to use any Lores skills they have to assist in the Tracking. This includes a monster Lores, and area based Lores that have been learned in-play. You also gain one of the following Tracking specific Lore skills for free with purchase.

  • Fresh Tracks
  • Man Hunting
  • Light Forest
  • Fair Weather Tracking
  • Tracking through Mud


Cost: 5 XP

Survivalists are able to travel through nature making their own trails as needed.  If they take notice of something in the woods they are able to create a trail for themselves or a small party even when there is no actual trail to follow.  This allows Survivalists to leave trail signs of their own that are rank 0 / 1.

Intermediate (Scout, 10 XP)

Must have two Basic abilities. Gains one Intermediate ability for free.

Nature Friend

Cost: 5 XP

Scouts are so at home with the wilderness that they can present themselves as completely non-threatening to most forms of wild animal that they are facing.  By keeping their hands empty, moving no faster than a walk, and taking no aggressive actions such as loud yelling a Scout tricks the animal into treating them as another of their kind.  At best they will be completely ignored and at worst they will be the last person targeted by the animals.  This requires a three count (“Nature Friend 1, Nature Friend 2, Nature Friend 3”) and then the players must keep hands outstretched to their side.

Improved Trail Signs

Cost: 5 XP (Requires Trail Signs. Each specialty can be purchased  once.)

This doubles the effectiveness of Lores skills they have to assist in the tracking. this includes a monster Lores, and area based Lores that have been learned in-play. You also gain one of the following tracking specific Lore skills for free with purchase.

  • Tracks are not more than two days old
  • Tracking in storms
  • Tracking a small party (up to 10 people)
  • Tracking in the desert
  • Tracking in urban areas
  • Tracking in dense jungle
  • Tracking in the mountains
  • Tracking in grassland/savannah

Constant Awareness

Cost: 5 XP

Scouts have trained themselves to be in a state of constant awareness.  Whether in a city, village or in the wild they are masters of being aware of their own environment and do not easily startle.  Scouts will be given one minute of warning before a there is an attack on a building the Scout is sleeping in.  The Scout will also be able to accurately gauge the number and general type of creatures in a given area before they have followed the trail to its end.

Master (Wayfinder, 15 XP)

Requires two Intermediate abilities. Gains one Master tracking ability for free.

Perfected Camouflage

Cost: 10 XP

Wayfinders focus on perfecting their ability to blend into their natural surroundings rather than being able to move while concealed.  While they may not be able to move from their location the camouflage is so precise that they can call “No Effect” to all uses of “Reveal Concealed” although anyone with “Detect Concealed” remains generally aware that they are in the area somewhere.

Nature’s Cloak

Cost: 10 XP

The character may spend 10 seconds concentrating while role playing the act of concealing their location.  This can only be done outdoors where there is sufficient natural cover such as large trees or thick brush.  After using a slow 10 count (“Concealing 10, Concealing 9…”) they may use a self-only “Natural Conceal” effect.


Cost: 10 XP

A Wayfinder has become proficient enough that they can benefit not only from their own tracking ability but that of other Trackers around them.  When tracking or following Tracking Marshal tags they may add the total Tracking skill of up to two other Trackers to their own when seeing if a tag can be resolved or when being used in another Marshaled situation.

Example: John is a Master Tracker, with all Tracking skills, tracking with two students,  John is tracking a bear and he has study bears extensively, and is very familiar with this area in the case of this tracking. Johns Tracking skill would be calculated as follows  Tracking 3, Lore Bears: (1+2), Lore: Alteran Woodlands (1+2) Collaboration (Scout tier 2 + Scout tier 1) = 12. For the sake of the group’s Tracking skill that would be John = 12, Scout tier 2 = 2, Scout 1 = 1 ), for a group total of 15 on their Tracking score.  As a group they could follow any flags marked for that difficulty based on the module and John could read any Tracking Notes that were marked 12 or less.

Errata & Clarifications

A collection of errata and clarification to the rules that have appeared in various locations (cited).

Are there annual upkeep/maintenance costs for armor, weapons, or other in-game equipment?

“Basic armor does not require upkeep/maintenance, however as you start to find more magical effects they will have limited uses or events that they are good for. These effects some times come with cheaper upkeep/maintenance cost . In the case of an item needing upkeep/maintenance it will be listed on both the formula and the tag.”

Is the “walk slowly” effect of Hobble and Disease the same?

“Hobble is a attack to one specific leg, the target must drag that leg and take no more than one step per second. Disease is an overall feeling of being sick you should walk slowly but as long as you don’t break out into a full on run your fine.”

What are the conversion rates between Copper, Silver and Gold coins?

“The Conversion rate is a 100:10:1. That being 10 Copper equals 1 Silver and 10 Silver equals 1 Gold.”

Does Vigor stack with other Vigor?

“All Vigor stacks with all other forms of Vigor, Some Vigor like the Alchemy “Ox Hide” does not stack with itself but does stack with other forms of Vigor. Any vigor that does not stack will say so.”

Does Drain effect passive abilities only or active ones too?

“You lose all abilities and any abilities that depend on them such as martial schools.”

Does Shell absorb spell damage (Shell, Missile and Barrage)?

“Shell does not work against Missile or Barrage. However shell does reduce any damage coming in from Shards that it can.”

Are you limited to “thrusting” attack only with a spear?

“Spear functions as any other bastard weapon except for the requirement of the smaller striking surfaces. So no you are not limited to only thrusting with spears.”

What can you do while “bleeding out” with Fortified Body?

“Communicate, yell for help, use any uninjured limb as normal, at a normal speed (no running, no quick actions), use a brew (if you have an uninjured arm and can reach it), identify to anyone where you are wounded, use an Empathy heal self ability.”

What can you NOT do while “bleeding out”?

“Concentration abilities (casting magic ). Use abilities that don’t expressly state they can be used in this condition.”

Is there a limit to the number of combat abilities you can use in single fight?

“You can use all your combat abilities and a max of 3 lesser defenses and 3 greater defenses. Someone with Brutality 4 might call 8 Crit Strikes in a fight and 2 Parries and 1 Dodge.”

Can I use “lesser” version of Armor or Shield?

“When buying up to a bigger amount of armor or a bigger shield you only pay the difference.  You automatically have the use of any cheaper forms of armor or shields.”

What types of healing stabilizes a wounded person?

“Anytime you receive healing if all of your wounds are not healed the remainder of the wounds are stabilized (24 hours till recovered) this is true with empathetic healing as well.”
“All forms of Rapid Recovery grant Stabilization even the non magical kinds.”

Do Relic Warden relics need to be worn in order to be used?

“You just have to be touching it when you cast it so whatever works best for you.”

How long does it take to activate Dragon Shell racial ability?

“Dragon racial skin does not require time to activate. It can be used in the middle of combat to activate”

Are Combat Abilities magic?

“As a rule, everything under a combat tree is a normal mundane thing anyone can do with enough practice.”

What happens if a missile weapon hits a weapon or natural/claw?

“A missile weapon hitting a melee weapon is a drop. A missile weapon hitting a claw/natural weapon is damage to that limb.”

Can a Healer perform Stabilize or Rapid Recovery on themselves?

“Yes, you can work on your own legs (if your arms are still functional).”

What equipment and money does a starting character begin with?

“All players receive a tag for equipment their character has purchased a skill for, (Ie, Weapons, armor, healers kits, etc ) in addition players receive 1 gold to purchase additional starting equipment from the production tables associated with each craft skill at the MU cost in Copper.”

Does Research Assistant need to be purchased for the other skills to work properly?

“Research Apprentice is being used as a title for the Tier 1 Academic Abilities this is not intend to imply a need to purchase that ability first.”

How do you pick locks and disarm traps?

“Thieves tools consist of two parts first a standard Tangram set and secondly any physical tools you bring with you for the purpose of disarming traps. Locks are solved using a Tangram patterns. Traps are based on the traditional mousetraps at basic levels but their will be other sorts of traps as well such as weighted plates and spring traps as well.”

How do you make copies of recipes, spells, formula and what resources are required?

“The crafter must have the physical formula for crafting all formulas cost 1 cp to copy unless otherwise noted but must be copied with that craft skill cookies or the academic skill. “
“If you wanted a smith to get a copy of your formula you could either copy it yourself for 1 cp if you where a smith or another smith could copy it for 1 cp (they would get their own copy ) it cost no money to copy a formula. Other options would be using 2 cookies to make up to 3 copies of a formula/spells. Or the academic transcription skill to copy a formula.”

Do tags need to have items to accompany them?  Or is the tag considered to be the entirety of the item?

“With all general Alchemicals the tag is the item and no additional phys rep is needed. All kits must be phys repped in some way.”

How are silvered weapons made?

“A Smith may make a silvered version of a normal weapon by paying the standard MU cost listed, but the MU must now be paid entirely in silver material units (alternatively 10 Silver coins equal 1 Silver MU).”
Source: Coronation 1-Day Event, 2018-01-13; Revised 2018-08-15

When does a Sorcerer’s pool of Focus/Dweomer reset?

“Start of Game ( You have full Focus/Dweomers), Sunrise (Full Reset and Foci is empty and all Buffs end), Sunset (All Dweomers Reset but spells already cast in your focus or active buffs stay), Sunrise (Full Reset and Foci is empty and all Buffs end).”
“Caster Foci will no longer remain charged with spells at sunset. This means active Shaman Staffs, Wizard Foci, and Sorcery Foci will now be empty following sunset. Buff’s and Protectives still Remain Active at Sunset.”

Does Spell Flux even reduce/transform non-damaging magic effects to 1 point of damage?

“A Spell Flux reduce the effect of ANY spell to a shard 1 of the same type to the same location.”

How long does Drain last?

“Drain effects last until you take a full combat reset or until the drain effect is removed by some other effect. Once the Drain effect ends all abilities are restored to where they previously were.”

What does Drain affect?

“Drain effects will almost always target specific abilities/items such as Drain Brutality, Drain Focus, Drain Fatigue, and so on. Drain can however get much more general with things like Drain Trait or Drain Magic.”

How does Drain All work?

“Non-Combat/Non-Magic skills are not impacted by a Drain All.” (all other powers/abilities are affected

How long does the Celestial Tier 2 Racial Ability “Shining Light” last?

This effect ends when: 1) You reset per-combat abilities (30 min of non-strenuous activity), 2) You are no longer holding the weapon. This can be because you put it down, sheath it, are disarmed, the weapon is broken, etc. 3) It counts as an enchantment/protective should you be the target of “Drain Enchantments” but it can always be reactivated with a minute of focus.

How are spellstrikes delivered, applied and defended against?

A weapon strike serves as the delivery method for a spell instead of a packet. Spell Strikes do not deliver damage. The spell effect replaces the swing. Just like packets, the weapon will deliver the spell effect if it connects with any valid location, including clothing/capes/weapons/etc. Shields can still block direct damage effects based on the type of shield (i.e. Some flavor/variant of “Spell Strike Shard” could be blocked by a Shield with sufficient Spell Defense rating). Spellstrikes cannot be Parried. They can be Dodged. They can be Spell Fluxed (or Counter Magic’d) but you still take the 1 point of damage in the case of Spell Flux.

What is the process to repair an item subjected to a Break effect?

CP For Repair of an Item is 25% of the CP and MU Cost to Repair (Minimum 1 CP, 1 MU). The Smith need access to a forge (and a production martial) to reforge a snapped blade. A Repair Kit can be made for Shields and Armor as they are more likely to break than other items through the course of normal play. This Repair/Patch Kit take 1 Minute of role-play by a Smith to apply.

When are weapon taglines called?

All swings should be call before/during the start of the swing. No calls after the weapon has made contact would count.

What is the salvage process and amount for intact items? For simply Broken items?

25% of the base MU if an item is constructed of Silver, Gold, or Copper (Optional Base MU). Those would be recovered as well. Any Non-Destroyed item, Broken or not, can be used for 50% of its base MU. This requires no CP to salvage. Tags that are Broken/Destroyed should be marked as such as soon as possible. A NEW TAG will be issued for the repaired item.

Can a person choose to intentionally Break or Destroy an item they possess?

A text prop that is tagged can be destroyed by anyone. A Strength effect can be used to call a Break effect to an item in a non-combat scenario. A Strength +5 or higher can be used to call a Destroy effect in a non-combat scenario. We will clarify these in the Strength effects list. (This is all assuming the item has no magical protective making it resist Breaks/Destroy effects.)

Will a Killing Blow wake someone up from a Sleep effect?

…you can killing blow someone who is sleeping. Consider it like a Coup de Grace. This count does not however wake up someone whom is asleep.

What is the duration of Light/Lantern Oil?

Lanterns & Torches both burn for 1-hour. Plot Marshalls may adjust this slightly in module scenarios.

Will Torment wake a person under the effects of Sleep?

After careful review that will no longer work. If you are hit with a torment while under a sleep affect you simply have 3 seconds of screaming nightmares and you remain asleep. You still are allowed to wake someone from sleep/sap with 30 seconds of roleplay.

What are Conditional and Tactical Martial School Abilities?

Martial School ability will be marked as either Conditioning or Tactical, Conditioning abilities are active regardless of weapon/armor style requirements and Tactical abilities require that you be actively using the proper weapon and armor combo.

Removing Screens

For Clarity we are removing the protective Screen, this will leave two types of generic Protectives; Wyrdings and Resist. All previous Screens will become Wyrdings.

Betrayal effect updates

(Betrayal) will now be upgraded and treated as a higher level spell. Lower level effects that had Betrayal will be Replaced with Stupefy on both a PC and NPC level. Under the intense panic induced betrayal you CAN NOT use offensive abilities.

Point Delivered Effects updates

We are removing all point delivered effects. These have now been changed to be packet delivered, including racial (abilities).

Combat Trait Abilities updates

You must call the complete tagline. All Combat Trait active abilities begin with the Combat Trait, for example, Brutality Crit 2.

Can a weapon be wielded in the same hand as a buckler?

Yes, you can use a weapon in the same hand as a buckler, as long as you have the appropriate duel wielding skill for the weapon AND you are not using the weapon/buckler in such a way that you risk hitting someone with your buckler.

Is it possible to call a Parry skill against a spell assuming you have a shield with an adequate SP score?

You can not parry a spell packet. Moreover, the Parry maneuver is considered to be done with your weapon, not your shield.

Can you “Fight to Destroy Shields”?

No, we do not have fighting to destroy shield rules in Altera Awakens.

Can you uses Greater/Lesser Defense on behalf of others?

Players may Parry for others or Side Step into an attack of someone within 5 feet. Spell Flux can only be used for yourself. Players may Counter Spell for others or Dodge into an attack to save someone within arms reach.

How are Combat Trait effects delivered?

…all Combat Trait abilities are delivered as a weapon strike that only deliveries the effect. The effect deals no damage so it does not interact with armor and shells. However, since it is a physical attack it is stopped by shields. Basically if your hit with the attack you take the effect instead of damage.

Does Known Expert (Academics 3) work like Crafting (Player gets X coins based on the number of Lores, doesn’t use BGAs)?

Yes. This skill allows you to treat *all* Lores that you have as if they are also Craft skills for the purposes of earning money at check in.

Can spell and crafting research be performed “on site” during a game event?

Yes. This requires a staff member, uses your investigation and is not as efficient as BGA research, however.

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